To clarify, the hiccup that happens during shifting has nothing to do with the turbo in car. Instead, during shifting, the driveshaft and engine are disconnected with the help of a clutch between the transmission and the engine and no power can be transmitted from the engine to the wheels. This is done in order to not chew up the gears inside the transmission and ensure a smoother transition I think. The turbo on the other hand is a part of the engine and not involved in the shifting process at all.
@@TlalocTemporalslow shifting can make your turbo slow down a ton and then it has to build back up from like 60% spooled which is horrible cause every shift you're there waiting for the power the kick in and then you spin out and die 💀
Nothing is stopping from shifting into 5th and always going full power. Probably need another logic that only allows to shift up if above certain speed.
I wonder how complex of a formula you can make with the math blocks. You could have the speed be multiplied by a Gaussian distribution to give engine power, then offset that curve by the current gear.
Maybe creating RPM thing would be better. Holding W builds up RPM bar and once it reaches certain value then it shits up and resets RPM bar. At least that is for auto gears. But for manuals would still need to check speed to prevent shifting to highest gear any time.
Well in real life manual cars there is rarely something that detects your speed or rpm to stop you from shifting, so not having that is more realistic than having something that stops you
Since you have multiplication blocks you could have done this way easier. The "gears" were set to 0.2, 0.4, 0.6, 0.8 and 1. You could have a "gas pedal" that had a constant out put of 1. Then you multiply that gas pedal with the gear that you are in (so for example 1 * 0.2 in the first gear, 1 * 0.4 in the second gear, etc.), and then send that output to the engine. The gearing delay could be made easier as well. Simply have an XOR gate in between the above mentioned multiplier and engine, and then have your gearing key trigger the second input of the XOR gate, which then stays on for a short time. That way your engine would turn off for half a second every time you switch gear, which would get you that gear shifting feel, especially with the added thrusters for visualization. All of the things you did with addition and offsets were unnecessary.
The arithmetic block unfortunately only works with a constant value, you can't multiply an input by another input, so you would need individual arithmetic blocks for each speed and a way to change between each, which is pretty much equivalent to what scrapman did.
Right when I saw that you uploaded this video I went to trailmakers to build my own design and then I watched your video. In my design I made it that it only shifts when I press the clutch(OR gate with my clutch button) and I made a brake mechanism using speed sensors(for front and back) and OR gate(my brake button) that went in positive and negative AND gates(0.50 and -0.50) that went in to engine. In the accumulator I set the minimum to -1.00 and the maximum to 5.00 and I turned on the steps, I hooked up the accumulator to comparison gates that were comparing the shift levels: Reverse =-1.00 1. Gear =1.00 2. Gear =2.00 3. Gear =3.00 4. Gear =4.00 5. Gear =5.00 To be equal to their threshold and hooked them to and gates with these outputs: Reverse =-0.50 1. Gear =0.10 2. Gear =0.40 3. Gear =0.60 4. Gear =0.80 5. Gear =1.00 Only when gas OR gate(my gas button) was pressed they outputed to the engines. I used more blocks but it is less complicated.
Hm, a transmission logic thingy, a steering angle limiter (also slows it) on higher speeds, and some realistic suspension. Then yeah maybe Edit: idk if the wheels needs an extra logic to simulate a differential
10:00 You could do what BeamNG does and have W be "gas pedal" and S be "brake pedal". So you would have to shift into reverse and then use W to move the vehicle. S would always apply the brakes.
I tried that, and it wasn’t really smooth. I made a logic based braking system with two speed sensors, one forwards and one backwards. Each has its own and gate, and both and gates have an input of S and are wired into a little engine (forward sensor and and gate giving a negative output to the engine and the backwards speed sensor and and gate giving a positive output to the engine). In my case, I just attached the braking engine to the front wheels, but it could be connected to both. When a speed sensor gives an output, which happens at any speed, and S is held, the engine will provide power in the opposite direction from the current momentum (backwards when driving forwards and forwards when driving backwards).
you know what would be cool? an information block, like a number display but it puts the display on your HUD so you don't have to look at some spot on your vehicle. maybe an option to display like an accumulator as well.
A more realistic way to do gear shifting: Make gear 1 the most powerful and 5 the least powerful; And then have a speed sensor that cuts out gear 1 once you reach, say 25mph, cut out gear 2 once you reach 50mph, and so on. Basically how shifting electric gears in Screw Drivers works. ...That is unless the engines already reduce their torque with increasing speed. Then you'd need to reduce the engine power whenever you're not in the optimal speed range for the respective gear that you're in.
I agree that's more how torque works in a real car. Problem is that changing gears changes the torque put to the ground, but it doesn't change the power.
a more realistic way of how cars work is that there is no separate key to go in reverse. By holding the W key (essentially pressing the pedal) you would need to shift into reverse gear by having the accumulator going into negative sending a negative output to the engine (idk if sending negative output to engine makes it go in reverse or not, i don't have the game)
And then I'm pretty sure there would be a way to program S to be brakes, by sending a stronger negative output of the current gear (negative/reverse while in any forward gear; positive/forward while in reverse). You might then need a speed sensor so it only works while moving. Quite the rabbit hole, innit?
@@WhitzWolf92 S just activate engine at full power but direction will be determined by speed sensor when ur going forward/backward only when ur moving. So by the time the vehicle becomes slow enough and stops, the S key will be deactivated
I wonder if autobrake function could help Like W will go forward, no keys will keep engine at 0.01 and when pressing S it will leave engine at 0 to apply autobrake
I love that you're doing more logic creations. It's fun to watch you figure things out. Idk if it's just me but it's fun watching how others tackle a problem. Keep up the good videos!
Actually trying to build some logic myself for my stealth plane, love seeing you struggle the same , love watching your vids whilst building. Keep up the good work Scrappy 👍💪
Scrap you say your not engineered for this stuff but you constantly amaze us and completely blow our minds with these ideas you come up with your brain is something different I don’t even know how you kept up with all the logic you did in this video and you made the perfect gear shift mechanism for people who are beginners to be able to use at ease💯
So here's a fun idea: I'm not sure how plausible it is, but I'm curious how many of your "art of rending" recreation videos you did in scrap mechanic can be carried over into screwdrivers.
with all the new stuff, we need some races between the guys. and later you could use this gearbox for the races as well. I think that would put races onto a whole new level (the new collision-physics and new parts already do good work for that, now imagine having manual shifting in an actual race as well^^)
quick Tip for the gear display, if you set it to round to the nearest number it will only show for example 2 instead of 2.00 (just looks nicer and makes more sense)
Hey ScrapMan, what if you did an episode with a guest that was very good at logic like a TM Dev or any logic expert. I know you like to figure it all out yourself but I think it could be very enlightening for all of us.... and fun!
How to do different torque for each gear: Speed sensor, Gear out put and Forward / Backward controls going into and and gate to have different power for different speeds in different gears.
I think Trailmakers engines are actually torque controlled, so 1 doesn't mean full speed, but full power forward, thus making gearbox this way is a bit harder to do
In order to add more acceleration with the lower gears it might be possible to add a secondary engine with higher acceleration or switching to a thruster on higher gears to lower their acceleration
Note: The weird workaround "add +.1 for a pressed W and change all comparisons" wouldn't be necessary, if the devs would have made the arithmetic block a real arithmetic block that works with two inputs instead of one input (yes, this one input is the sum (not configurable) of all inputs, which doesn't help) and a constant. Normally you would do what you wanted to do by multiplying the value you want if W is pressed (here: the gear number) with 1, if it is pressed and with 0 if it is not pressed (as the boolean logic in use is already mapped to false=0, true=1, just shove in a boolean gate output and you're fine). ... but with a constant-only arithmetic block: no way without strange workarounds that need extra blocks (and usually much more than just 1 as in this example). Really sad they didn't do it nicely while creating a new block anyway.
Day 35: Idea for Trailmakers cooperation challenge: two teams of two people each, you build a vehicle for both teams to use. One person from a team controls one half of the vehicle, and the other person controls the other half. Both people have to be pressing the shoot button to shoot. You make truly amazing content ScrapMan! Please keep your channel alive. 🥺
“Twin Pilot Challenge” Two people per vehicle. One person controls the left half of the vehicle (Including left sided propulsion and steering), and the other person controls the right side. Thusly both people must be pressing the same buttons to achieve stable control. One minigun per vehicle, but the gun only fires if both pilots are pressing the fire button. These specifications should make it interesting enough, while also maintaining plausibility for any vehicle type. Personally I think it would be the most fun on boats (moderate waves) or Planes. There are twin fuselage aircraft in history that functioned similarly :D -Friendly rephrasing suggestions from a fellow Scrapman Enjoyer
6:29 Addition is an OR gate, Multiplication is an AND Gate You can take your input of w, and multiply that to what your gear "ratio" is. If w isn't pressed, then no matter what your ratio is, the result is 0. If you're in gear 0, and you press w... You get the idea This will probably help A LOT in future builds.
This is the same process real car manufacturers went through when designed the CVT transmission since it doesn't have gears and has no need to shift. But in their testing they found that having a car that doesn't shift feels unsettling so they added fake shifts
3:07 Wouldn’t it be simpler to multiply the output of the Accumulator with a constant to get different speeds for the engine? Like for example multiply it by 0.2 will make the first gear have 20% and second gear will have 40% and so on. The reverse gear can then be just a negative first gear if that results in the engine going backwards.
I like how ScrapMan makes everything so unoptimised lol, though its nice to see him using the logic gates, very cool! (You can make a gear system with just 3 gates)
Floor is lava, accumulator constantly is being fed by a sensor and you have to do jumps off ramps or something to stay off the ground, with the accumulator triggering a explosive at 60 seconds worth of ground time or less. Enjoying the videos Scrapman.
with these logic systems scrapman has made I smell a new multiplayer concept coming up. Possibly a race that you need to use the shifting or maybe a dog fight where you have limited ammo
You can use arithmetic to divide the accumulator output by its maximum values to get output values between 0 and 1, then plug that straight into the engine. Saves you having to have a logic gate for every gear
The way you've done it makes it so gear 5 is always the gear with the most power. In a real transmission, you would have less power the further you are from the current gear's ideal RPM. There should be additional logic so that for each gear there is a certain speed at which you have full power, but the further you are from the gear's optimal speed, the less power you have. This should be fairly simple to do with the speed sensor. One way could be to make the shifter output the ideal speed for the current gear and use the arithmetic logic block to subtract the current speed from the ideal speed and turn that into an absolute value. Then for example do (1 - 20/differenceFromIdeal) and you'll have a linear power curve where full power is at the gear's ideal speed, and you'll get no power if you're 20mph over under. Fine tuning can be done by using better math to get more of a bell shaped power curve
Scrap, little tip here if you get a speed sensor, AND gate, and any other gate. You can set the other gate to your input, then you wire it into the AND gate then you set the AND gate to output a small negative number like -0.15 and wire it into your engine then you take a speed sensor and set it to something small like 1 kmh (you may need to change this value) finally you hook the speed sensor into and gate and now you have made a hand break
I started playing trailmakers because of ScrapMan, Kan and Cosmo. Then ScrapMan inspired me to try race my hand at race island and to try and get as high up on the board with no glitches. So thanks for the videos ScrapMan
13:27 I never considered myself any more than just an average driver, if somewhat more considerate than average as well, but based on that I'm a damn god-tier F1nascarrallygymkhana super-pro driver. I mean, half a second is good average regardless of the gears, but over one second is stretching so much that if I was riding shotgun with a person like that, I'd just might go for a picnic to wait for them to change gears.
Without actually watching the video yet the easiest concept, I can personally think of how to simulate that different rates of acceleration in different gears while still having higher top speeds at higher gears is using different engine types. Some engines, such as like the bulldog engine, has a high acceleration, but a low top speed where the raw engine has slow acceleration, high top speed dragon sort of does both. So the idea would be, as you're shifting up, you're just activating other engines that will slowly take effect, and then culminating, ultimately with having like dragons going or something I don't know
The logic can be made much simpler. By using acumilators, you can have a multiplication block on the power. Set the multiplication to 0 by default. Then, when a button is pressed, you just add .2 to the multiplication block ajusting the power. For the braking, set the button to make the multiplication block to 0, then gradually add like -0.02 to the multiplication block, and the same for forwards just make W set the multiplication to 0 when the multiplication is negative.
How about using the multiple block set to -1, triggered by S and speed sensors for greater than and less than 1kph. If you are moving and press S, it will invert the output and active engine braking. Then set the gear accumulator to include a -1 gear that triggers an equal block for -0.2 for your reverse gear. -1 × -0.2 = 0.2 so you will still have braking in reverse gear using the same logic. I'd definitely also add lots of greater than and less than outputs off the speed sensor to disable changing gears above and below set speeds. Eg, can't change into 2nd gear whilst stationary, can't change into 1st gear whilst going faster than 20kph etc.
personally, for more tuneability, i instead set the gears to be greater equals, that way you can control the power of each individual gear as it will add all the outputs to 1 for the engines
I have an idea for a race game. Everyone has a car with 5 gears, but every gear has a timer(capacitor/counter), that ticks up when this gear is used and ticks down when some other gear us used. If it fills up, this particular gear breaks for some time. The higher the gear the shorter the timer. Thus way every player has to change gears and use them sparingly to win the race
As a manual driver, this video made me feel good about myself that I don't take a solid 2 seconds to shift from second to third gear. Also, i just started driving around 1 1/2 months ago
I think if you want a realistic transmission, you need to make a dual-logic system... Either five engines, or an engine with five power settings like you have, but instead of increasing power as you shift up the gears, you _decrease_ the power and/or deactivate engines successively. This will do the decreasing torque as you go up through the gears. The second logic system would be speed sensor based, and as you row through the gears, the max allowable speed increases (cut power, or modulate power with an accumulator like you would with a helicopter or other hovering vehicle with a vertical speed sensor to hover, or like you do with winglets that deploy to limit speed in some builds). That way 1st gear has max torque, but the lowest top speed. Second gear reduces torque, but increases max speed. And so on, up to 5th gear, which would have the least torque of all, but unlimited max speed. They can key off of the same gear numbers, so it should actually be pretty simple to pull off. Just a single speed sensor going out to five comparitor blocks for the speed limit in each gear, for the second logic chain.
multiplication would probably be an easy trick prolly not super realistic, but I'd just have gear selection be one thing, and then modify the forward and backwards direction afterwards with muliplying by 1 or -1 respectively, depending on keypress, so the shifter works all the time, but the keypress makes it output to the engines, that does assume you don't want a separate reverse gear, of course
You should add something that makes it so that if you're not within the optimal speed of the current gear you get reduced power, because right now you could just go straight to 5 and call it a day.
I know the new update is for cars but I'd love to see you guys race on the new track with F-Zero like Hovercrafts. Let's see, what the new logic could possibly do
I’d love to see a race, where you have 4 people, and all of them have this code in the vehicle. 1st place uses 1st gear 2nd uses 2nd gear 3rd uses 3rd And 4th place uses 5th gear
For the first part of it : 2 Accumulators : - 0 to 5 with steps of 1 to choose gear - -1 to 1 to control thrust (hooked to w and s) 1 math gate : - input is gear number - operation is divide (by number of gear, here 5) - outup is %of power for engine 1 math gate : - Input is %of power for engine - Input is thrust control - Operation is multiply Here you have ?
Id love to see a follow up version where u need to be in the right gear for maximum acceleration. In this design u could start in 5th and always have max acceleration and if u brake in for example 4th gear it would stay in 4th gear and not go back to one
I would like to see you build a cargo VTOL air-vehicle that adjusts it's lift to a hover whilst carrying a load, while maintaining the standard controls to fly
I jsut had an idea for the trailmakers racing things you do. Have the S(reverse) button forcing like jet engine to go full blast for like 1-2 seconds in reverse, so if you try to slow down with the reverse function, the jet engine will apply more braking/reversing power thast you might not wanted to slow down.
So much logic.... I think there could be a multiplayer EMP battle with overly logic-ified vechiles (EMP hit on accumulator block would set them to a constant random value i assume?)
Damn it, i just spent hours making a first person convertible that has a gear shift, it is my biggest project I've ever done and then i wake up today just to get overshadowed by scrap here
You should give a try to Gearblocks too, you may have seen Kan playing it, so far that game is quite nice! Logic will be the next update once the Dev comes back from his vacation so it would be nice seeing what you gonna come up with with the mechanical engineering 😁😂
To clarify, the hiccup that happens during shifting has nothing to do with the turbo in car. Instead, during shifting, the driveshaft and engine are disconnected with the help of a clutch between the transmission and the engine and no power can be transmitted from the engine to the wheels. This is done in order to not chew up the gears inside the transmission and ensure a smoother transition I think. The turbo on the other hand is a part of the engine and not involved in the shifting process at all.
Yes, that's right.
But during that hiccup the engine speed drops suddenly, which can cause both turbo flutter and backfiring.
@@TlalocTemporalslow shifting can make your turbo slow down a ton and then it has to build back up from like 60% spooled which is horrible cause every shift you're there waiting for the power the kick in and then you spin out and die 💀
@@tatacraft791💀
The turbo intent was the psss pss psssss sound that a turbo makes when shifting, at least I think
Nothing is stopping from shifting into 5th and always going full power. Probably need another logic that only allows to shift up if above certain speed.
True
I wonder how complex of a formula you can make with the math blocks. You could have the speed be multiplied by a Gaussian distribution to give engine power, then offset that curve by the current gear.
Yeah what he made was closer to a throttle control, not a gear box. Still cool though
Maybe creating RPM thing would be better. Holding W builds up RPM bar and once it reaches certain value then it shits up and resets RPM bar. At least that is for auto gears. But for manuals would still need to check speed to prevent shifting to highest gear any time.
Well in real life manual cars there is rarely something that detects your speed or rpm to stop you from shifting, so not having that is more realistic than having something that stops you
Scrapman’s going wild with the new logic. And I love it!
We* love it 😂
@@Flautman Glory, comrade :)
I’ve seen somebody make this exact thing but better with just 5 logic gates…
This is the programming equivalent to a giant if statement. This is why the arithmetic block exists.
Seriously! Keep it up, I'm getting inspired again, and learning without instant trial by error
YESSS LOGIC SCRAPMAN! I’m loving this era. Putting mechanical prowess and newfound logic skills together is gonna lead to some CRAZY Scrapman builds!
As a logical redstoner I agree
Since you have multiplication blocks you could have done this way easier. The "gears" were set to 0.2, 0.4, 0.6, 0.8 and 1. You could have a "gas pedal" that had a constant out put of 1. Then you multiply that gas pedal with the gear that you are in (so for example 1 * 0.2 in the first gear, 1 * 0.4 in the second gear, etc.), and then send that output to the engine.
The gearing delay could be made easier as well. Simply have an XOR gate in between the above mentioned multiplier and engine, and then have your gearing key trigger the second input of the XOR gate, which then stays on for a short time. That way your engine would turn off for half a second every time you switch gear, which would get you that gear shifting feel, especially with the added thrusters for visualization.
All of the things you did with addition and offsets were unnecessary.
Could it not be even easier? When the shifting goes 1 to 5 and they are multiplied with 0.2 that way it goes up by .2 every increment up until 1
the multiplication block doesn't work that way sadly, it sums all inputs and multiply it by a constant
Make it go from -1 to 5. -1 is reverse.
We're slowly getting closer to function block programming in trailmakers 😂
The arithmetic block unfortunately only works with a constant value, you can't multiply an input by another input, so you would need individual arithmetic blocks for each speed and a way to change between each, which is pretty much equivalent to what scrapman did.
Right when I saw that you uploaded this video I went to trailmakers to build my own design and then I watched your video. In my design
I made it that it only shifts when I press the clutch(OR gate with my clutch button) and I made a brake mechanism using speed sensors(for front and back) and OR gate(my brake button) that went in positive and negative AND gates(0.50 and -0.50) that went in to engine.
In the accumulator I set the minimum to -1.00 and the maximum to 5.00 and I turned on the steps, I hooked up the accumulator to comparison gates that were comparing the shift levels:
Reverse =-1.00
1. Gear =1.00
2. Gear =2.00
3. Gear =3.00
4. Gear =4.00
5. Gear =5.00
To be equal to their threshold and hooked them to and gates with these outputs:
Reverse =-0.50
1. Gear =0.10
2. Gear =0.40
3. Gear =0.60
4. Gear =0.80
5. Gear =1.00
Only when gas OR gate(my gas button) was pressed they outputed to the engines.
I used more blocks but it is less complicated.
waiting for scrapman to get top 1% on the new races amd teardown folkrace
I was first on one of the new one with a time of 22 Minutes
@@BF109Banana nice
Brotha, I thought your pfp was something else 😅
@@waze1598 it's my car
@@waze1598 Yeah it's just a car.
This new logic seems extremely useful for making more realistic builds, cant wait to see more
Hm, a transmission logic thingy, a steering angle limiter (also slows it) on higher speeds, and some realistic suspension. Then yeah maybe
Edit: idk if the wheels needs an extra logic to simulate a differential
10:00 You could do what BeamNG does and have W be "gas pedal" and S be "brake pedal". So you would have to shift into reverse and then use W to move the vehicle. S would always apply the brakes.
That’s most driving games not only beam, and good idea
Idea for breaks, have the friction pads on a turning hinge set to whatever button so when you press it they turn down/flat to the ground
basically, almost, literal brakes
Drum brake?
I tried that, and it wasn’t really smooth. I made a logic based braking system with two speed sensors, one forwards and one backwards. Each has its own and gate, and both and gates have an input of S and are wired into a little engine (forward sensor and and gate giving a negative output to the engine and the backwards speed sensor and and gate giving a positive output to the engine). In my case, I just attached the braking engine to the front wheels, but it could be connected to both. When a speed sensor gives an output, which happens at any speed, and S is held, the engine will provide power in the opposite direction from the current momentum (backwards when driving forwards and forwards when driving backwards).
you know what would be cool? an information block, like a number display but it puts the display on your HUD so you don't have to look at some spot on your vehicle. maybe an option to display like an accumulator as well.
A more realistic way to do gear shifting:
Make gear 1 the most powerful and 5 the least powerful;
And then have a speed sensor that cuts out gear 1 once you reach, say 25mph, cut out gear 2 once you reach 50mph, and so on.
Basically how shifting electric gears in Screw Drivers works.
...That is unless the engines already reduce their torque with increasing speed. Then you'd need to reduce the engine power whenever you're not in the optimal speed range for the respective gear that you're in.
I agree that's more how torque works in a real car. Problem is that changing gears changes the torque put to the ground, but it doesn't change the power.
I love how the gear shifting mechanism is bigger than the engine
noice
try and break the sound barrier using recoil
Yee
He already has
@@BF109Banana ye but failed and it was years ago
a more realistic way of how cars work is that there is no separate key to go in reverse. By holding the W key (essentially pressing the pedal) you would need to shift into reverse gear by having the accumulator going into negative sending a negative output to the engine (idk if sending negative output to engine makes it go in reverse or not, i don't have the game)
And then I'm pretty sure there would be a way to program S to be brakes, by sending a stronger negative output of the current gear (negative/reverse while in any forward gear; positive/forward while in reverse). You might then need a speed sensor so it only works while moving.
Quite the rabbit hole, innit?
@@WhitzWolf92 S just activate engine at full power but direction will be determined by speed sensor when ur going forward/backward only when ur moving. So by the time the vehicle becomes slow enough and stops, the S key will be deactivated
I wonder if autobrake function could help
Like W will go forward, no keys will keep engine at 0.01 and when pressing S it will leave engine at 0 to apply autobrake
Brakes either slow down the wheels, or lock up.
@@WhitzWolf92 this is pretty much word for word what i did for my 5 speed vehicle when it came to reverse/brakes
7:45 you basically added a clutch that only disengages when you are in gear and are on the throttle, cool stuff!
I love that you're doing more logic creations. It's fun to watch you figure things out. Idk if it's just me but it's fun watching how others tackle a problem. Keep up the good videos!
Bro now has an excuse to say “HURRY UP AND START THE CAR!”
I can't wait to see you come up with more epic logic stuff that the devs have probably never intended with the new logic pieces
Actually trying to build some logic myself for my stealth plane, love seeing you struggle the same , love watching your vids whilst building. Keep up the good work Scrappy 👍💪
Scrap you say your not engineered for this stuff but you constantly amaze us and completely blow our minds with these ideas you come up with your brain is something different I don’t even know how you kept up with all the logic you did in this video and you made the perfect gear shift mechanism for people who are beginners to be able to use at ease💯
So here's a fun idea:
I'm not sure how plausible it is, but I'm curious how many of your "art of rending" recreation videos you did in scrap mechanic can be carried over into screwdrivers.
with all the new stuff, we need some races between the guys. and later you could use this gearbox for the races as well. I think that would put races onto a whole new level (the new collision-physics and new parts already do good work for that, now imagine having manual shifting in an actual race as well^^)
quick Tip for the gear display, if you set it to round to the nearest number it will only show for example 2 instead of 2.00 (just looks nicer and makes more sense)
1:54 scrapman learns about neutral😂
Hey ScrapMan, what if you did an episode with a guest that was very good at logic like a TM Dev or any logic expert. I know you like to figure it all out yourself but I think it could be very enlightening for all of us.... and fun!
Or like "kAN teaches logic ep. 1" 😂😂
How to do different torque for each gear: Speed sensor, Gear out put and Forward / Backward controls going into and and gate to have different power for different speeds in different gears.
I think Trailmakers engines are actually torque controlled, so 1 doesn't mean full speed, but full power forward, thus making gearbox this way is a bit harder to do
In order to add more acceleration with the lower gears it might be possible to add a secondary engine with higher acceleration or switching to a thruster on higher gears to lower their acceleration
Slowly becoming the logic guy 🗿
Note: The weird workaround "add +.1 for a pressed W and change all comparisons" wouldn't be necessary, if the devs would have made the arithmetic block a real arithmetic block that works with two inputs instead of one input (yes, this one input is the sum (not configurable) of all inputs, which doesn't help) and a constant.
Normally you would do what you wanted to do by multiplying the value you want if W is pressed (here: the gear number) with 1, if it is pressed and with 0 if it is not pressed (as the boolean logic in use is already mapped to false=0, true=1, just shove in a boolean gate output and you're fine).
... but with a constant-only arithmetic block: no way without strange workarounds that need extra blocks (and usually much more than just 1 as in this example). Really sad they didn't do it nicely while creating a new block anyway.
Day 35: Idea for Trailmakers cooperation challenge: two teams of two people each, you build a vehicle for both teams to use. One person from a team controls one half of the vehicle, and the other person controls the other half. Both people have to be pressing the shoot button to shoot. You make truly amazing content ScrapMan! Please keep your channel alive. 🥺
“Twin Pilot Challenge”
Two people per vehicle. One person controls the left half of the vehicle (Including left sided propulsion and steering), and the other person controls the right side. Thusly both people must be pressing the same buttons to achieve stable control.
One minigun per vehicle, but the gun only fires if both pilots are pressing the fire button.
These specifications should make it interesting enough, while also maintaining plausibility for any vehicle type. Personally I think it would be the most fun on boats (moderate waves) or Planes. There are twin fuselage aircraft in history that functioned similarly :D
-Friendly rephrasing suggestions from a fellow Scrapman Enjoyer
@@The_GG_Janitor thank you so much! i think i might switch my comment to this!
I love how scrapman is slowly become a logic channel. This is awesome. cx
I think a race with the gearshift system would be interesting.
Funny idea: a Scorched 3D-like Artillery that has to be provided Ammo by answering a Arithmetic Problem correctly? :P
Edutainment in disguise. XD
Brother.... You are overkill on this new logic.
6:29 Addition is an OR gate, Multiplication is an AND Gate
You can take your input of w, and multiply that to what your gear "ratio" is. If w isn't pressed, then no matter what your ratio is, the result is 0. If you're in gear 0, and you press w... You get the idea
This will probably help A LOT in future builds.
This is the same process real car manufacturers went through when designed the CVT transmission since it doesn't have gears and has no need to shift. But in their testing they found that having a car that doesn't shift feels unsettling so they added fake shifts
And in the process of doing so made CVTs way less durable.
3:07 Wouldn’t it be simpler to multiply the output of the Accumulator with a constant to get different speeds for the engine? Like for example multiply it by 0.2 will make the first gear have 20% and second gear will have 40% and so on. The reverse gear can then be just a negative first gear if that results in the engine going backwards.
13:51 The best car commercial you'll ever see 😂😂😂
I like how ScrapMan makes everything so unoptimised lol, though its nice to see him using the logic gates, very cool!
(You can make a gear system with just 3 gates)
Floor is lava, accumulator constantly is being fed by a sensor and you have to do jumps off ramps or something to stay off the ground, with the accumulator triggering a explosive at 60 seconds worth of ground time or less. Enjoying the videos Scrapman.
w should be the throttle and you have to shift in reverse, then s can be the break. (this is easier logic)
Please do the automatic leveling that you did with the new logic!
An idea for the next video: use this same vehicle and add a fuel system
then make it need oil
He when from logic 0 to 100 really fcking fast
with these logic systems scrapman has made I smell a new multiplayer concept coming up. Possibly a race that you need to use the shifting or maybe a dog fight where you have limited ammo
You can use arithmetic to divide the accumulator output by its maximum values to get output values between 0 and 1, then plug that straight into the engine. Saves you having to have a logic gate for every gear
The way you've done it makes it so gear 5 is always the gear with the most power. In a real transmission, you would have less power the further you are from the current gear's ideal RPM.
There should be additional logic so that for each gear there is a certain speed at which you have full power, but the further you are from the gear's optimal speed, the less power you have.
This should be fairly simple to do with the speed sensor. One way could be to make the shifter output the ideal speed for the current gear and use the arithmetic logic block to subtract the current speed from the ideal speed and turn that into an absolute value. Then for example do (1 - 20/differenceFromIdeal) and you'll have a linear power curve where full power is at the gear's ideal speed, and you'll get no power if you're 20mph over under.
Fine tuning can be done by using better math to get more of a bell shaped power curve
Scrap, little tip here if you get a speed sensor, AND gate, and any other gate. You can set the other gate to your input, then you wire it into the AND gate then you set the AND gate to output a small negative number like -0.15 and wire it into your engine then you take a speed sensor and set it to something small like 1 kmh (you may need to change this value) finally you hook the speed sensor into and gate and now you have made a hand break
I started playing trailmakers because of ScrapMan, Kan and Cosmo. Then ScrapMan inspired me to try race my hand at race island and to try and get as high up on the board with no glitches. So thanks for the videos ScrapMan
I expected to see things like this from Kan, since he's the logic boi, but im also glad Scrapman is diving into more complex logic
You should see if you can add a clutch to it
Stick this in an f1 and race with yzuei on the new race
13:27 I never considered myself any more than just an average driver, if somewhat more considerate than average as well, but based on that I'm a damn god-tier F1nascarrallygymkhana super-pro driver. I mean, half a second is good average regardless of the gears, but over one second is stretching so much that if I was riding shotgun with a person like that, I'd just might go for a picnic to wait for them to change gears.
he is slowly getting more and more into the workings of cars and i love it
It’s not multiplayer Monday yet 😂
Scrapman forgetting he could just multiply the gear number with 0.2 and using that result.
Great video as always though!
Without actually watching the video yet the easiest concept, I can personally think of how to simulate that different rates of acceleration in different gears while still having higher top speeds at higher gears is using different engine types. Some engines, such as like the bulldog engine, has a high acceleration, but a low top speed where the raw engine has slow acceleration, high top speed dragon sort of does both. So the idea would be, as you're shifting up, you're just activating other engines that will slowly take effect, and then culminating, ultimately with having like dragons going or something I don't know
1:35 gear 0 can be park!
manual dont have park. Its just neutral
This is super cool, one thing missing is a speed censor so you can't just start in 5th
The logic can be made much simpler. By using acumilators, you can have a multiplication block on the power. Set the multiplication to 0 by default. Then, when a button is pressed, you just add .2 to the multiplication block ajusting the power. For the braking, set the button to make the multiplication block to 0, then gradually add like -0.02 to the multiplication block, and the same for forwards just make W set the multiplication to 0 when the multiplication is negative.
Kinda assumed you would immediately remember the multiplication logic from last video. Think that would simplify things a bit.
There is a way to get as many gears as you want with only 4 blocks(this includes the ability for them to only give power when pressing W)
Now you gotta add some drifting logic to this car. That would be incredible.
How about using the multiple block set to -1, triggered by S and speed sensors for greater than and less than 1kph.
If you are moving and press S, it will invert the output and active engine braking.
Then set the gear accumulator to include a -1 gear that triggers an equal block for -0.2 for your reverse gear.
-1 × -0.2 = 0.2 so you will still have braking in reverse gear using the same logic.
I'd definitely also add lots of greater than and less than outputs off the speed sensor to disable changing gears above and below set speeds.
Eg, can't change into 2nd gear whilst stationary, can't change into 1st gear whilst going faster than 20kph etc.
made like 2 of these just yesterday, amazing to see you working on this too
personally, for more tuneability, i instead set the gears to be greater equals, that way you can control the power of each individual gear as it will add all the outputs to 1 for the engines
a drag race copetition would be really interesting with the gear shifting
I have an idea for a race game. Everyone has a car with 5 gears, but every gear has a timer(capacitor/counter), that ticks up when this gear is used and ticks down when some other gear us used. If it fills up, this particular gear breaks for some time. The higher the gear the shorter the timer. Thus way every player has to change gears and use them sparingly to win the race
14:35 Honda drivers when V-tec kicks in
If you want to add a little more complications, you could force yourself to not push the gas and have a clutch in order to shift.
As a manual driver, this video made me feel good about myself that I don't take a solid 2 seconds to shift from second to third gear. Also, i just started driving around 1 1/2 months ago
I think if you want a realistic transmission, you need to make a dual-logic system...
Either five engines, or an engine with five power settings like you have, but instead of increasing power as you shift up the gears, you _decrease_ the power and/or deactivate engines successively. This will do the decreasing torque as you go up through the gears.
The second logic system would be speed sensor based, and as you row through the gears, the max allowable speed increases (cut power, or modulate power with an accumulator like you would with a helicopter or other hovering vehicle with a vertical speed sensor to hover, or like you do with winglets that deploy to limit speed in some builds).
That way 1st gear has max torque, but the lowest top speed. Second gear reduces torque, but increases max speed. And so on, up to 5th gear, which would have the least torque of all, but unlimited max speed.
They can key off of the same gear numbers, so it should actually be pretty simple to pull off. Just a single speed sensor going out to five comparitor blocks for the speed limit in each gear, for the second logic chain.
multiplication would probably be an easy trick
prolly not super realistic, but I'd just have gear selection be one thing, and then modify the forward and backwards direction afterwards with muliplying by 1 or -1 respectively, depending on keypress, so the shifter works all the time, but the keypress makes it output to the engines, that does assume you don't want a separate reverse gear, of course
Its official: Scrap is in his Gear arc, and transitioning into his logic arc!
It would be pretty cool to see you race with Yzuei in that car. I would love to watch a video like that!!!
You should add something that makes it so that if you're not within the optimal speed of the current gear you get reduced power, because right now you could just go straight to 5 and call it a day.
You can build a fully autonomous vehicles on the new racetrack, because there are barricades all around the track. Might be a fun challenge.
I know the new update is for cars but I'd love to see you guys race on the new track with F-Zero like Hovercrafts. Let's see, what the new logic could possibly do
You can turn off motion blur to see if the wheel is moving faster or slower. Also, I love your videos, and I get all my inspiration from you!
you should make an ornithopter showcase, like the best builds showcases you make. love your videos btw
I’d love to see a race, where you have 4 people, and all of them have this code in the vehicle.
1st place uses 1st gear
2nd uses 2nd gear
3rd uses 3rd
And 4th place uses 5th gear
Could these logic builds go on the workshop as tutorials? Great video and thanks for explaining what everything does!
For the first part of it :
2 Accumulators :
- 0 to 5 with steps of 1 to choose gear
- -1 to 1 to control thrust (hooked to w and s)
1 math gate :
- input is gear number
- operation is divide (by number of gear, here 5)
- outup is %of power for engine
1 math gate :
- Input is %of power for engine
- Input is thrust control
- Operation is multiply
Here you have ?
Makes perfect sense 0 would be neutral leaving the remaining as a 5 speed.
Yes first import car builld video. I am very interested and impressed 😂😂. Now do a Evo race with it with yuzi and friends 😂😂😂😮
"Backwards is never as fast as forward" _Unimog entered the chat._
Thats a really awesome car Scrap !
Multiplayer racing with these would be super fun
Literally 2 days before this was released I built a car in trailmakers with a 6-speed transmission.
Id love to see a follow up version where u need to be in the right gear for maximum acceleration. In this design u could start in 5th and always have max acceleration and if u brake in for example 4th gear it would stay in 4th gear and not go back to one
You should do a multiplayer race where you use logic to make it so that you can increase throttle, but not decrease it.
I would like to see you build a cargo VTOL air-vehicle that adjusts it's lift to a hover whilst carrying a load, while maintaining the standard controls to fly
you can add braking by having a separate engine with only reverse and then put a 3 second duration and 3 second pause on it :)
I jsut had an idea for the trailmakers racing things you do. Have the S(reverse) button forcing like jet engine to go full blast for like 1-2 seconds in reverse, so if you try to slow down with the reverse function, the jet engine will apply more braking/reversing power thast you might not wanted to slow down.
So much logic....
I think there could be a multiplayer EMP battle with overly logic-ified vechiles (EMP hit on accumulator block would set them to a constant random value i assume?)
Damn it, i just spent hours making a first person convertible that has a gear shift, it is my biggest project I've ever done and then i wake up today just to get overshadowed by scrap here
Trailmakers: makes new logic system
Scrapman: makes a ricer 😂
I got to this video 39 seconds after it was published!
You should give a try to Gearblocks too, you may have seen Kan playing it, so far that game is quite nice! Logic will be the next update once the Dev comes back from his vacation so it would be nice seeing what you gonna come up with with the mechanical engineering 😁😂
Very cool, cant wait to see you send it round the new race track