Basically what happened when everything got pixelated: When you go really far from spawn in a game, it uses floating point numbers which get less accurate the bigger they are. Going put really far makes the graphics whack out because it uses your whacky coordinates to draw things on screen. This phenomenon happens in other games as well, like roblox.
Haven't tested it yet, but it could be nice to see if having 2 shields rotating on the same axle, could end up extending the average shield uptime by redistributing the incoming bullets coming from the same direction🤔
Just build one. Im really noob at the game, barely played the first campaing and have a couple hours. But its pretty interesting, if you have the game look for this and tell me what you think: "Advanced Spacefighter - Red Model"
Ok, I'm going to explain "the glitch": First, it's not a glitch, it's a particle emitter. Depending on update frequency, it will output an "end point", the particle will be half way between the previous end point with the new endpoint. It's length is the distance between the 2 end points. This is how it draws a line. What is happening is it creates one endpoint before it gets teleported (previous endpoint) and it creates the next one after it gets teleported. It then creates a single particle the size of the entire map because that's the distance between endpoints. The line doesn't stop just because it gets teleported. That's not how particle emitters work. The devs would have to manually add in that feature just to prevent it.
While your description of the issue is likely correct, the dev's still didn't account for all pieces of the code that would be affected by the map warping feature. It's obvious from an end user perspective that the rainbow trail shouldn't span the entirety of the map when the emitter didn't actually traverse the entire map. That's definitely a bug/glitch.
@@jonburklund8833I might it probably more correct to call it an oversight than a bug/glitch, as it absolutely is working as intended, the devs just forgot to take into account some edge cases, and how crazy some players can be. So it should absolutely be fixed if possible
@@jonburklund8833 Doesn't matter. From a programming perspective, all systems are working as they are supposed to. It's not a bug, it's an oversight. A "bug" would be if the solution WASN'T to add an ADDITIONAL feature to the particle system. It's no different than how it's not a graphical bug that a bathroom mirror doesn't have the player models reflection in it. It wasn't designed to do that. To design it to do that is an "additional" design element.
I agree but how would it work bc the planets aren't spinning so there would be no propoltion to the aircraft ( I do understand what u mean but I just think it might not work)
16:09 As Scrap figured out, the reason he teleported twice is because the map is toroidal. Imagine a piece of paper where once you leave the top, you appear at the bottom. Same for left and right. If you move at an angle, you will hit the top/bottom border every once in a while, and the left/right border every once in a while. But sometimes, you'll get close to the corner of the paper and hit both borders in quick succession. (If you hit the _exact_ corner, you'd cross both at the same time!) A toroidal universe is easy to make in a game engine, but there are also other shapes such as spherical (which has no corners). The weirdness at 19:36 is probably because the teleport checks only apply to vehicles (because the dev's didn't expect someone to walk to the edge of the universe), so the character ended up "beyond" the universe, resulting in floating point error as other comments have stated. As soon as he left build mode, he was in a vehicle, so the teleport check ran, and he was teleported back "inside" the universe immediately.
Great vid! Can we see you guys build x-wings and fight another group of 2-3 with tie fighters and battle it out near gallina9? I thought that’d be pretty cool
Did you know that when you travel at a speed of 28,000kph/17,500mph, you are going at a similar speed to the satellites orbiting around the Earth? Although the speed of orbit varies, most satellites travel between 14,000mph to 18,0000mph. This is why it is crucial to precisely calculate space debris and satellite tracking, as every new satellite launch increases the risk of danger in space.
You should do a "drift" battle in space. You have 2 quantum rudders and they have the minimum strength but maximum turn speed and you have to shoot people out of space.
you would need some reference point, asteroids or something else to move past. Otherwise you wouldn't be able to experience speed at all other than just seeing the odometer move up
Editor, You are LEGENDARY! ) Also, I think the simplest way to make a rocket travel the same path is to use the upward direction stabilizer and send your ship going up. So like a rocket from the launch pad ) (Except irl rockets like follow a curved trajectory on the takeoff because of turning of the Earth and any necessary corrections)
You're very conservative with adding engines. I added 240 large engines and things were even stranger. Had a large particle effect and warp lines even though I had no rainbow maker. I managed to hit a large asteroid at full speed and there was no damage but it did put me in a crazy spiral. Now I want to know if you can move asteroids to another location.
The bugginess you were seeing in build mode there is what happens when you increase speed and distance from what would be considered as the 0,0,0 of space, the faster and further you go is how much distortion is applied to not just objects but yourself eventually.
At the end there you most likely experienced position precision issues because you were so far out. Computers have a limit to how many digits they can have in a number, and if you go far enough away stuff like that happens where objects clip into each other
the player character must not warp on its own so there is a possibility that he was so far out that floating point precision error was destroying the calculations in build mode snapping the vertices to a strange grid and making it behave oddly.
9kph faster than what the speedometer allowed. I just worked it out and holy smokes, that’s almost 27 times faster than the Millennium Falcon on sublights alone
That's one of the faults of the space map, space is supposed to feel open, but this map is incredible linear to the point where everything is on the same height
The staircase is a result of hitting the edge of the map at an angle. If you are pointed slightly in the Myco Terra direction, your flight path will always slope in that direction, but when you teleport, you always teleport in a straight line, square with the edge of the map. If you want to have the vehicle come back at hit you exactly, not only does it have to fly in a perfectly straight line, but it also has to hit the edge of the map at a perfect right angle.
@@darkph30nix22 but space is a vacuum and therefore sound can’t travel there Sorry if I sound annoying but in space you can’t measure things with the speed of sound a more accurate way of measurement would be 0,00092 the speed of light
Mach isn’t just a word meaning the speed of sound but also means when the speed an object traveling through space is faster than something in front of it and doesn’t have time to move out of the way
Kosmo and kAN both released interesting videos with similar themes in the last 24 hours. I think ScrapMan needs to get together with them both for some multiplayer speed shenanigans.
the question you had at 10:30, I had casually proven it while I was messing around, Reached approx 10.5 thousand kph and aimed to collide with a planet, and as I broke atmosphere all the drag was added and my vehicle flipped put of control as I got the boom cone, In short; If you go faster than the speed of sound and enter atmosphere, you do get a boom cone.
You should build a massive dreadnought at some point and use pistons to relay control, then host a server for us to try and destroy it. just a thought. also when i say piston relays i mean cuz you'd have to build it in multiple stages
19:50 that is probably floating point error. or atleast it looks extremely similair. It happens when you are far away from 0,0,0 xyz (centre) in the world, basically floats are numbers with decimal places and it starts to lose those finer decimal numbers causing 3D objects to break as all the vertex's stored positions get messed up.
@@nikkiofthevalley it's not even big, average at most. I meant more of a star destroyer size maybe with guns and so it would fly somewhere other than a straight line.
I think a lot of what is being seen here is because dealing with floats that get float to max precision calculations start getting less and less accurate and all sorts of glitches happen. The ways to deal with it usually involve making the word oriented around the player, but even that has limits. So basically it's impossible to solve without just more beefy hardware or just lowering overall precision significantly which has effects too.
Hey scrap I really appreciate y'all doing the idea I had for multiplayer, it turned out awesome and super goofy, and I loved your ship design, reminds me of the peeper from subnautica if it swam backwards, I actually had another goofy idea, remember your "nonmoving rocket" project?, what do you think would happen if you fired a rocket or cannon shot while travelling at the same speed backwards in space, ie. Zero g, would the cannon or rocket just float like a mine or would it blow up after a while or would it bug out and detonate instantly?
19:50 graphical error that occurs when an object is moving so fast/or is so far away from the worlds origin point that the game cant keep up with it and appears distorted, quite a few game engines suffer from this though it is really cool to experience in my opinion
Battle idea: a Battlebots inspired fight. Only limitations are a 250kg weight limit for a robot with wheels or 500kg for a walking bot, max speed for weapons is 250kph, and max weapon weight is 70kg. Also, melee weapons only (e.g. vertical/horizontal flippers, lifters, flippers, etc) and NO explosives or EMP. No block or powercore limit. You can operate it with either a separate seat or an internal seat. The aim is to either fully destroy or immobolise you're opponent, which means no controlled movement. Controlled movement includes moving in a linear motion only or just spinning in place.
I loved the Nyoooooom at 5:41 very fitting. I wonder if you could go straight up and down, instead of side to side. If you used an in structural seat, and can you still die if you run into a planet/astroid ? Could you make a perfectly symmetrical craft by using the mirror tool symmetry thing? I think it would be cool to see another experiment video like this it was very engaging. Seeing you NARROWLY miss the ship gave me a sense of vertigo I think this is one of your most entertaining videos
now, heres an insane thought, you use that rocket as a dodgeball, you and other people in multiplayer coat a craft in dynamite and have to avoid being hit by it, obviously you have a non contender in control of the ball
VIDEO SUGGESTION! I just tried to make a blimp that could turn into a submarine but am not very good at building, turned out unbalanced and bricky but a ton of fun and hilarious to see a blimp come out of the water and fly away SO i really wanna see a vid where you make your interpretation it'd be awesome to see one that works as intended! 😂
15:13 Kan's ship broke the sound barrier, got stuck in the planet, and lived when testing the max speed in his video, while you just instantly died? It's weird how it is inconsistent.
The speedometer is perfectly fine like it is. The speed "glitch" is actually "normal". The speed is calculate base on distance between two "tick" (not computer tick, but a certain amount of frame or something like this) and it's doing a calculation. This is why, when you get to the other side, for a moment, it showing 22k kmh. When you start going fast, the game time tend to lag giving inconsistant movement (will do n-x mouvement isntead of n, than next time it will be n+x). At this point, speedometer will go crazy. The other thing that can affect this, is the quantity of movement. Let slow down stuff. Let say that the game update your vehicule position every 2 secondes and calculate speed every 5 secondes. Do your table of time: fist 5 secondes, the vehicule advance twice. Next 5 sec, 3 times, next, twice again and so one. At low speed, the speedometer will be stable because of the rounding. Faster you gonna go, much crazy the speedometer will go.
Someone else has probably already pointed this out, but the artifacts that happen at around 19:45 resemble floating point errors. That kind of stuff usually happens in games when you're so far away from the world origin that the points on the 3D model simply don't have enough precision to display at the right location. I'm not sure why this would be happening in build mode, but perhaps going into build mode somehow bypassed the world border and you shot way past it? Or maybe there's just some strangeness with how Trailmakers renders stuff in motion. Interesting regardless.
That was a cool video! I actually was in a space dogfight around the dog spaceship wreckage and the myco terra chirpo flew past and talk with me. I thought that was interesting.
19:51 What you're seeing here is most likely a floating point rendering glitch, it happens in most game engines when you go far away from the map origin, most likely you glitched past the teleports on each side of the map and got to a point where the rendering system can't render right. This same glitched also is probably what caused the blueprint system to break.
19:37 and thats what you call the 'floating point', as people call it. I believe its what happens when things are super far away from where the game is supposed to be played, and it basically just breaks
Its floating point errors not the floating point,simplified,computers are bad at numbers,if you type 0.1+0.2 into a simple floating point calculator it will come out with 0.300000...04 and as the numbers gets larger,the more errors it causes
Fun fact, the game slowly deteriorates and when you go rlly fast it accelerates the deterioration. This then leads to the weird visual glitches and other glitches, it also alters how certain glitches work, for instance the hinge drive becomes less stable and consistent. Sound glitches are also possible through a similar method where you blast sounds repeatedly, this will eventually start to permanently break the sound in a server or single player
15:31 Scrapman, you can go either up or down below all the asteroids and planet. The map continues long in both directions leaving a lot of completely empty space in there. Then just use the pointy gyros to level yourself and you're golden.
From what I'm seeing from the warping, the speedometer is trying to measure the distance the vehicle traveled within a game tick and use that to calculate the speed. I don't know how exactly Trailmakers handles physics, but I would assume that it keeps track of objects' "actual" velocities in order to move them. Therefore it should be relatively simple for the devs (or modders) to calculate the speed of the vehicle directly for the speedometer instead of trying to "measure" it, which would greatly reduce the inconsistencies in the speedometer. The formula to calculate the "true" speed would be be (I believe) [√(SPEED_X)^2+(SPEED_Y)^2+(SPEED_Z)^2)]. (This equation may change depending on exactly how the variables are used: for example some games use the "Y" axis as the vertical axis, while my equation assumes Trailmakers uses the "Z" axis as some other games do.) Honestly I'm not sure why the devs didn't calculate speed this way in the first place. Not that I'm trying to criticize them, but I'm just surprised. Also keep in mind I could be completely wrong about this. But if I am right, any modders who want to make a very simple "better speedometer" mod could use this as a starting point, and tune it as needed. Unfortunately I do not have experience modding or actually have the game Trailmakers myself so I can not test it out.
scrapman has activated the jaggered textures glitch and experienced some of the phantom forces that come with it, now he should attempt to make the "chevron" jellyfish drive.
19:39 that right there has to do with floating point precision. think of it like this: you have 4 digits to store a number, and you can put the floating point anywhere in between. some possible numbers: 1000, 23.23, 0,001. So when you have a small number, like 1, you only occupy one of the four digits with the number itself, the rest is for what comes after the point, meaning that you can get farely precise. however, with a large number like 100, there is only one slot left for the digits after the point, and that means that it won't be very accurate, and the coordinates of the 3d models of everything will be rounded in weird ways making it weird
Idk how much this would help, but if you’re willing to do this again, you could try switching it to mph since it might be like one less digit, so it would be easier to tell how fast you’re going
In case you don’t know, when your blocks are rendering glitchy like that, that is called a null zone. Roblox experiences the same issue when you go way too high, you start warping. The same warp scenario happens when you go too high.
246112 is the highest speed I've seen at around 18:58, don't ask how i managed to pause on it without going frame by frame... Space-Key for the win I guess.
Build a normal ship. But use that glitch with a bunch on hinges that made ships instantly go 4000kph in old tm. Make a warp drive for your ship you can activate and instantly be at the speeds seen here
15:36 I have learned today that the fastest man made object is no longer the 200,000 kph nuclear explosion powered manhole cover, and it hasn't been for a decently long time. It might still be the fastest object we've ever accidentally accelerated though, so there's a silver lining there.
I think the game only teleports creations so you were way past the walls ir right next to one when you tried to spawn in a spaceship. The game breaks when you're that far away from the center of the map, which is why you couldn't spawn it in.
For those wondering, yes you can cause the sound barrier to break if you enter an atmosphere of a planet going at the required speed or higher and tour vehicle will slow down a ton and not break. 10:19
Day 8 of asking for Thrust Vectoring like the F22 in space and in atmosphere. See if it's more maneuverable, hopefully this will help improve your crafts maneuverability
fun fact; if u go over 80000 kmph in the space map u will fly straight trough planets without collision (make ur character invincible just in case) if u arent yet at 80K u can press repair right before hitting it, this will make u take no damage and if going at around 8 k u will just go trough the planet in the repairing animation
I know old video but, what happened with the infinity thrust designs was that floating point calculations aren't perfect, so the spaceship will always drift slightly, unless perfectly static in the X/Y constraints assuming Z is the forwards/backwards, and as in hard locked all rotation constraints even. As for you going to to time warp to 1/100th of normal time and it just appearing, game will optimize logic by making far away objects have rendering and detailed physics disabled, and when it gets into range of the player camera, it will get back to normal. kinda similar with how KSP does it.
just a little unasked note: the speed of sound is not a fixed one. pressure and I also think humidity and temperature changes the possible velocity sound waves can travel. Mach 1 would always be the speed of sound as far as I remember. Above mach 1 or a vehicle that can move faster than the speed of sound is supersonic.
It's insane that, even at the maximum non-teleport speed, scrapman's was barely going a third the speed of the parker solar probe
It also really puts it into perspective how fast the speed of light is, that we’ve not even gotten something going .1% the speed of light.
TIL
6.34 %
The fastest he got was over 1 million kilometers according to the speedometer at least
I just wanted to say that the editing notes, with additional context, were very helpful.
I think they are my favorite part
Agreed!!
Yeah it helped a LOT with putting the speeds into perspective
@@tylercollier9703indeed they are
Scrapman casually breaking the fabric of space.
ive been to that area in a normal map by using aweird glitch that freezes the game
I've went faster 100k mph
Again...
Just like allways
For a second I thought he got out side the map.. He actually might have I'm not sure. Lol
Basically what happened when everything got pixelated:
When you go really far from spawn in a game, it uses floating point numbers which get less accurate the bigger they are. Going put really far makes the graphics whack out because it uses your whacky coordinates to draw things on screen. This phenomenon happens in other games as well, like roblox.
I guess basically render distance?
@@CUBES__ nope,way different.
As an example,minecraft's farlands in the older versions of minecraft
@@Damian-cilr2 farlands are 32-bit intger overflow, floating point precision loss would be stripe lands on bedrock
Really fun to break outerwilds with floating point errors
@@Draxtinii was just about to mention this!
Haven't tested it yet, but it could be nice to see if having 2 shields rotating on the same axle, could end up extending the average shield uptime by redistributing the incoming bullets coming from the same direction🤔
So basically, a spinning energy shield
I thought about it too, it will take a lot of space though, but will be amazing to see anyway.
Exactly, probably a bit cumbersome but worthy of a try, just for a laugh at least 😁
Just build one. Im really noob at the game, barely played the first campaing and have a couple hours. But its pretty interesting, if you have the game look for this and tell me what you think: "Advanced Spacefighter - Red Model"
I wonder if you can use anchor blocks to grab onto the asteroids floating around the place and move them
That would be so sick
well, since chirpos are birds, and birds are technically dinosaurs, it would give a possibility for reconstruction of disturbing historical events
@@az8560 I was more so thinking of just slamming rocks into the space pirates but that would work too
I doubt it TBH, they are probably just solid terrain
No
Ok, I'm going to explain "the glitch":
First, it's not a glitch, it's a particle emitter. Depending on update frequency, it will output an "end point", the particle will be half way between the previous end point with the new endpoint. It's length is the distance between the 2 end points. This is how it draws a line.
What is happening is it creates one endpoint before it gets teleported (previous endpoint) and it creates the next one after it gets teleported. It then creates a single particle the size of the entire map because that's the distance between endpoints. The line doesn't stop just because it gets teleported. That's not how particle emitters work. The devs would have to manually add in that feature just to prevent it.
While your description of the issue is likely correct, the dev's still didn't account for all pieces of the code that would be affected by the map warping feature. It's obvious from an end user perspective that the rainbow trail shouldn't span the entirety of the map when the emitter didn't actually traverse the entire map. That's definitely a bug/glitch.
@@jonburklund8833I might it probably more correct to call it an oversight than a bug/glitch, as it absolutely is working as intended, the devs just forgot to take into account some edge cases, and how crazy some players can be. So it should absolutely be fixed if possible
@@jonburklund8833 Doesn't matter. From a programming perspective, all systems are working as they are supposed to. It's not a bug, it's an oversight. A "bug" would be if the solution WASN'T to add an ADDITIONAL feature to the particle system.
It's no different than how it's not a graphical bug that a bathroom mirror doesn't have the player models reflection in it. It wasn't designed to do that. To design it to do that is an "additional" design element.
So technically 🤓🤓🤓
@@ronno7660 Whatever "this" is, no one likes you for doing it. Let people discuss for the sake of discussion man. Don't be the antagonist. 😒
That feeling he got when he hit Myco Terra is what a imagine bugs experience when I’m on the freeway and they hit my windshield
he actually hit an asteroid, destroying his ship. his then dead body hit Myco Terra. i slowed the replay to 0.25 an went frame by frame.
You should build a ship that travels from one planet to the other only using atmospheric thrust in the planets.
I second to that. Great idea.
I agree but how would it work bc the planets aren't spinning so there would be no propoltion to the aircraft ( I do understand what u mean but I just think it might not work)
Did you smoke? Build fast craft fly out of atmosphere with and drift the rest@@cassie9465
16:09 As Scrap figured out, the reason he teleported twice is because the map is toroidal. Imagine a piece of paper where once you leave the top, you appear at the bottom. Same for left and right. If you move at an angle, you will hit the top/bottom border every once in a while, and the left/right border every once in a while. But sometimes, you'll get close to the corner of the paper and hit both borders in quick succession. (If you hit the _exact_ corner, you'd cross both at the same time!) A toroidal universe is easy to make in a game engine, but there are also other shapes such as spherical (which has no corners).
The weirdness at 19:36 is probably because the teleport checks only apply to vehicles (because the dev's didn't expect someone to walk to the edge of the universe), so the character ended up "beyond" the universe, resulting in floating point error as other comments have stated. As soon as he left build mode, he was in a vehicle, so the teleport check ran, and he was teleported back "inside" the universe immediately.
Great vid! Can we see you guys build x-wings and fight another group of 2-3 with tie fighters and battle it out near gallina9? I thought that’d be pretty cool
it would be better with N-1's and vulture droids cuz gallina 9 looks like a lucrehulk
Did you know that when you travel at a speed of 28,000kph/17,500mph, you are going at a similar speed to the satellites orbiting around the Earth? Although the speed of orbit varies, most satellites travel between 14,000mph to 18,0000mph. This is why it is crucial to precisely calculate space debris and satellite tracking, as every new satellite launch increases the risk of danger in space.
You should do a "drift" battle in space. You have 2 quantum rudders and they have the minimum strength but maximum turn speed and you have to shoot people out of space.
i really think we need like a space test map thats just empty space for pure testing in space.
With maybe just THE asteroid added. A bigger one.^^
@@danyael777 or potentially a system of them
you would need some reference point, asteroids or something else to move past. Otherwise you wouldn't be able to experience speed at all other than just seeing the odometer move up
Editor, You are LEGENDARY! )
Also, I think the simplest way to make a rocket travel the same path is to use the upward direction stabilizer and send your ship going up. So like a rocket from the launch pad ) (Except irl rockets like follow a curved trajectory on the takeoff because of turning of the Earth and any necessary corrections)
You're very conservative with adding engines. I added 240 large engines and things were even stranger. Had a large particle effect and warp lines even though I had no rainbow maker. I managed to hit a large asteroid at full speed and there was no damage but it did put me in a crazy spiral. Now I want to know if you can move asteroids to another location.
The bugginess you were seeing in build mode there is what happens when you increase speed and distance from what would be considered as the 0,0,0 of space, the faster and further you go is how much distortion is applied to not just objects but yourself eventually.
At the end there you most likely experienced position precision issues because you were so far out. Computers have a limit to how many digits they can have in a number, and if you go far enough away stuff like that happens where objects clip into each other
kind of, he experienced a floating point precision error and that
Game Devs: "A five digit speedometer is more than enough. No one is going to go fast enough to break it..."
ScrapMan: "Hold my rainbow trails..."
Lol
I would love to see what effect hoverpads have when entering an atmosfeer or just in space
Atmosphere
@@Egghunter778 I knew I spelled it wrong thanks for the help
Np man . I hate it when that happens, when you know it’s wrong but don’t know how to fix it @@theinfernollama8564
19:40 I think you glitched out of the map somehow, that could explain why you teleported after spawning your creation.
the player character must not warp on its own so there is a possibility that he was so far out that floating point precision error was destroying the calculations in build mode snapping the vertices to a strange grid and making it behave oddly.
@@phoenixdonner8553definitely looks like it!
Not trying to be rude but, didn’t kan already do this, or did you use more time to edit the video?
9kph faster than what the speedometer allowed. I just worked it out and holy smokes, that’s almost 27 times faster than the Millennium Falcon on sublights alone
This was so epic! I watched the planets go by with an open mouth!
I'm curious, is there a difference if you go up and down in space instead of side to side? Hope it makes sense :D
That's one of the faults of the space map, space is supposed to feel open, but this map is incredible linear to the point where everything is on the same height
19:09 The back of his ship looks just like the world government symbol from ONE-PIECE 😂😂
I wasn't expecting Trailmakers to implement the curvature of spacetime. Interesting.
Those are some rookie numbers scrapman😂😂!
Martincitopants made a kerbal go 6 times lightspeed in KSP
The staircase is a result of hitting the edge of the map at an angle. If you are pointed slightly in the Myco Terra direction, your flight path will always slope in that direction, but when you teleport, you always teleport in a straight line, square with the edge of the map. If you want to have the vehicle come back at hit you exactly, not only does it have to fly in a perfectly straight line, but it also has to hit the edge of the map at a perfect right angle.
I was hoping I wasn't the only person to have seen that.
He was going Mach 32.25 15:33
Final speed 1,000,000 kph = Mach 838.4 18:48
At sea level yes but Mach 1 is different depending on temperature and pressure
@@cactus_cuber1589 I checked the temperature and pressure to get that answer
@@darkph30nix22 but space is a vacuum and therefore sound can’t travel there
Sorry if I sound annoying but in space you can’t measure things with the speed of sound a more accurate way of measurement would be 0,00092 the speed of light
Mach isn’t just a word meaning the speed of sound but also means when the speed an object traveling through space is faster than something in front of it and doesn’t have time to move out of the way
but there is nothing to move out of the way
I watched the video by Kan. And I believe he accidentally broke the sound barrier in space. While glitching inside the planet.
weird they had the same exact ideas lol
Scrapman y’all should do a multi layered space battle
with the warp mechanic it would be fun to be a battle, both at opposite sides, stationary and you have to shoot each other trough the warp
Kosmo and kAN both released interesting videos with similar themes in the last 24 hours. I think ScrapMan needs to get together with them both for some multiplayer speed shenanigans.
the question you had at 10:30, I had casually proven it while I was messing around, Reached approx 10.5 thousand kph and aimed to collide with a planet, and as I broke atmosphere all the drag was added and my vehicle flipped put of control as I got the boom cone, In short; If you go faster than the speed of sound and enter atmosphere, you do get a boom cone.
You should build a massive dreadnought at some point and use pistons to relay control, then host a server for us to try and destroy it. just a thought. also when i say piston relays i mean cuz you'd have to build it in multiple stages
YES
19:50 that is probably floating point error. or atleast it looks extremely similair.
It happens when you are far away from 0,0,0 xyz (centre) in the world, basically floats are numbers with decimal places and it starts to lose those finer decimal numbers causing 3D objects to break as all the vertex's stored positions get messed up.
Build a giant ship that doesn't use the inertia blocks, in order to go full lightspeed
He did... In the video you just watched....
@@nikkiofthevalley it's not even big, average at most. I meant more of a star destroyer size maybe with guns and so it would fly somewhere other than a straight line.
That death at the speed of light was anticlimactic 😂
they should have things like the doppler effect when going fast enough.
Yes scrapman, you can create a sonic boom when you pass through an atmosphere and it slows you down drastically when you do it. 10:26
I only know because I was testing the exact same thing you’re doing in this video. 😂
I think a lot of what is being seen here is because dealing with floats that get float to max precision calculations start getting less and less accurate and all sorts of glitches happen. The ways to deal with it usually involve making the word oriented around the player, but even that has limits. So basically it's impossible to solve without just more beefy hardware or just lowering overall precision significantly which has effects too.
Hey scrap I really appreciate y'all doing the idea I had for multiplayer, it turned out awesome and super goofy, and I loved your ship design, reminds me of the peeper from subnautica if it swam backwards, I actually had another goofy idea, remember your "nonmoving rocket" project?, what do you think would happen if you fired a rocket or cannon shot while travelling at the same speed backwards in space, ie. Zero g, would the cannon or rocket just float like a mine or would it blow up after a while or would it bug out and detonate instantly?
That's crazy how fast that thing was going sucks that we can't go the speed of light tho
5:40 - That little sped up nyoom was glorious.
19:50 graphical error that occurs when an object is moving so fast/or is so far away from the worlds origin point that the game cant keep up with it and appears distorted, quite a few game engines suffer from this though it is really cool to experience in my opinion
Scrapman really broke the space time continuum
Battle idea: a Battlebots inspired fight. Only limitations are a 250kg weight limit for a robot with wheels or 500kg for a walking bot, max speed for weapons is 250kph, and max weapon weight is 70kg. Also, melee weapons only (e.g. vertical/horizontal flippers, lifters, flippers, etc) and NO explosives or EMP. No block or powercore limit. You can operate it with either a separate seat or an internal seat. The aim is to either fully destroy or immobolise you're opponent, which means no controlled movement. Controlled movement includes moving in a linear motion only or just spinning in place.
I loved the Nyoooooom at 5:41 very fitting.
I wonder if you could go straight up and down, instead of side to side.
If you used an in structural seat, and can you still die if you run into a planet/astroid ?
Could you make a perfectly symmetrical craft by using the mirror tool symmetry thing?
I think it would be cool to see another experiment video like this it was very engaging.
Seeing you NARROWLY miss the ship gave me a sense of vertigo
I think this is one of your most entertaining videos
now, heres an insane thought, you use that rocket as a dodgeball, you and other people in multiplayer coat a craft in dynamite and have to avoid being hit by it, obviously you have a non contender in control of the ball
VIDEO SUGGESTION! I just tried to make a blimp that could turn into a submarine but am not very good at building, turned out unbalanced and bricky but a ton of fun and hilarious to see a blimp come out of the water and fly away SO i really wanna see a vid where you make your interpretation it'd be awesome to see one that works as intended! 😂
15:13 Kan's ship broke the sound barrier, got stuck in the planet, and lived when testing the max speed in his video, while you just instantly died? It's weird how it is inconsistent.
Can confirm, you get a sonic boom when you break the sound barrier on a planet.
The speedometer is perfectly fine like it is. The speed "glitch" is actually "normal". The speed is calculate base on distance between two "tick" (not computer tick, but a certain amount of frame or something like this) and it's doing a calculation. This is why, when you get to the other side, for a moment, it showing 22k kmh. When you start going fast, the game time tend to lag giving inconsistant movement (will do n-x mouvement isntead of n, than next time it will be n+x). At this point, speedometer will go crazy. The other thing that can affect this, is the quantity of movement. Let slow down stuff. Let say that the game update your vehicule position every 2 secondes and calculate speed every 5 secondes. Do your table of time: fist 5 secondes, the vehicule advance twice. Next 5 sec, 3 times, next, twice again and so one. At low speed, the speedometer will be stable because of the rounding. Faster you gonna go, much crazy the speedometer will go.
Someone else has probably already pointed this out, but the artifacts that happen at around 19:45 resemble floating point errors. That kind of stuff usually happens in games when you're so far away from the world origin that the points on the 3D model simply don't have enough precision to display at the right location. I'm not sure why this would be happening in build mode, but perhaps going into build mode somehow bypassed the world border and you shot way past it? Or maybe there's just some strangeness with how Trailmakers renders stuff in motion. Interesting regardless.
That was a cool video! I actually was in a space dogfight around the dog spaceship wreckage and the myco terra chirpo flew past and talk with me. I thought that was interesting.
19:51 What you're seeing here is most likely a floating point rendering glitch, it happens in most game engines when you go far away from the map origin, most likely you glitched past the teleports on each side of the map and got to a point where the rendering system can't render right. This same glitched also is probably what caused the blueprint system to break.
Aw thanks for the editors note! That's so cool to have the comparisons!
"Now that it's going the speed of sound, that should be slow enough for me to hop in as it passes by."
Dude out here casually trying to catch bullets.
The whum sound was so cool, its like its going through like a jump from starwars
19:37 and thats what you call the 'floating point', as people call it. I believe its what happens when things are super far away from where the game is supposed to be played, and it basically just breaks
Its floating point errors not the floating point,simplified,computers are bad at numbers,if you type 0.1+0.2 into a simple floating point calculator it will come out with 0.300000...04 and as the numbers gets larger,the more errors it causes
I had gone 50K MPH on the Space map in 3 minutes.
And also while testing this I broke the sound barrier in space like no joke I saw the visual at 50K
"speedometer doesn't know what to do" got my dying 💀🤣
Fun fact, the game slowly deteriorates and when you go rlly fast it accelerates the deterioration. This then leads to the weird visual glitches and other glitches, it also alters how certain glitches work, for instance the hinge drive becomes less stable and consistent. Sound glitches are also possible through a similar method where you blast sounds repeatedly, this will eventually start to permanently break the sound in a server or single player
15:31 Scrapman, you can go either up or down below all the asteroids and planet. The map continues long in both directions leaving a lot of completely empty space in there. Then just use the pointy gyros to level yourself and you're golden.
From what I'm seeing from the warping, the speedometer is trying to measure the distance the vehicle traveled within a game tick and use that to calculate the speed. I don't know how exactly Trailmakers handles physics, but I would assume that it keeps track of objects' "actual" velocities in order to move them. Therefore it should be relatively simple for the devs (or modders) to calculate the speed of the vehicle directly for the speedometer instead of trying to "measure" it, which would greatly reduce the inconsistencies in the speedometer.
The formula to calculate the "true" speed would be be (I believe) [√(SPEED_X)^2+(SPEED_Y)^2+(SPEED_Z)^2)]. (This equation may change depending on exactly how the variables are used: for example some games use the "Y" axis as the vertical axis, while my equation assumes Trailmakers uses the "Z" axis as some other games do.)
Honestly I'm not sure why the devs didn't calculate speed this way in the first place. Not that I'm trying to criticize them, but I'm just surprised. Also keep in mind I could be completely wrong about this. But if I am right, any modders who want to make a very simple "better speedometer" mod could use this as a starting point, and tune it as needed. Unfortunately I do not have experience modding or actually have the game Trailmakers myself so I can not test it out.
You do create a sonic boom if you re-enter the atmosphere, you also get whiplash from turning 180 degrees instantly
Yes, if you travel above 1235-1236 and enter an atmosphere you will break the sound-barrier. I did it.
scrapman has activated the jaggered textures glitch and experienced some of the phantom forces that come with it, now he should attempt to make the "chevron" jellyfish drive.
19:39 that right there has to do with floating point precision. think of it like this: you have 4 digits to store a number, and you can put the floating point anywhere in between. some possible numbers: 1000, 23.23, 0,001. So when you have a small number, like 1, you only occupy one of the four digits with the number itself, the rest is for what comes after the point, meaning that you can get farely precise. however, with a large number like 100, there is only one slot left for the digits after the point, and that means that it won't be very accurate, and the coordinates of the 3d models of everything will be rounded in weird ways making it weird
I love how there is scrap man going like 10 times the speed of sound and then there is a robot like get on their tail 😂good luck with that hahaha
You went so fast you've reached the 4th dimension 19:45
Scraps editor is awesome
The sonic boom while entering into an atmosphere works (did it accidentaly lol) but i would like to see one in Your vids 😄
"My craft should be out there somewhere..."
It's become an electron
A.K.A. you can see it blip around the screen but only when you pause you can know where it is
Scrapman at the start of the video- we’re going to do this very scientifically.
Scrapman at the end- oooh! Pretty lights!
Idk how much this would help, but if you’re willing to do this again, you could try switching it to mph since it might be like one less digit, so it would be easier to tell how fast you’re going
"The rainbow looks straight"
lol🤣
In case you don’t know, when your blocks are rendering glitchy like that, that is called a null zone. Roblox experiences the same issue when you go way too high, you start warping. The same warp scenario happens when you go too high.
246112 is the highest speed I've seen at around 18:58, don't ask how i managed to pause on it without going frame by frame... Space-Key for the win I guess.
This is gonna be a good video
The video did not dissapoint
Legend has it that to this day, scrapmans spacecraft can be seen warping forever more in the spacebound sandbox map.
Build a normal ship. But use that glitch with a bunch on hinges that made ships instantly go 4000kph in old tm. Make a warp drive for your ship you can activate and instantly be at the speeds seen here
What is the monster in your room that you call a computer? It handled all that insanely smoothly.
15:36 I have learned today that the fastest man made object is no longer the 200,000 kph nuclear explosion powered manhole cover, and it hasn't been for a decently long time. It might still be the fastest object we've ever accidentally accelerated though, so there's a silver lining there.
I would love to see a video with motorcycle PvP but only EMPs maybe on some clif!
I think the game only teleports creations so you were way past the walls ir right next to one when you tried to spawn in a spaceship. The game breaks when you're that far away from the center of the map, which is why you couldn't spawn it in.
For those wondering, yes you can cause the sound barrier to break if you enter an atmosphere of a planet going at the required speed or higher and tour vehicle will slow down a ton and not break. 10:19
7:40 to 7:41 had the perfect frame for the spaceship :0
Bro the “ here’s what just happened” caption is amazing. Just another reason scrapman is the best and most underrated RUclipsr
the little Nyow lol 5:40
Day 8 of asking for Thrust Vectoring like the F22 in space and in atmosphere. See if it's more maneuverable, hopefully this will help improve your crafts maneuverability
fun fact; if u go over 80000 kmph in the space map u will fly straight trough planets without collision (make ur character invincible just in case)
if u arent yet at 80K u can press repair right before hitting it, this will make u take no damage and if going at around 8 k u will just go trough the planet in the repairing animation
Maybe Scrapman should start designing rockets for those space companies
I know old video but, what happened with the infinity thrust designs was that floating point calculations aren't perfect, so the spaceship will always drift slightly, unless perfectly static in the X/Y constraints assuming Z is the forwards/backwards, and as in hard locked all rotation constraints even. As for you going to to time warp to 1/100th of normal time and it just appearing, game will optimize logic by making far away objects have rendering and detailed physics disabled, and when it gets into range of the player camera, it will get back to normal.
kinda similar with how KSP does it.
Wow at that editors note about speeds
just a little unasked note: the speed of sound is not a fixed one. pressure and I also think humidity and temperature changes the possible velocity sound waves can travel.
Mach 1 would always be the speed of sound as far as I remember. Above mach 1 or a vehicle that can move faster than the speed of sound is supersonic.
Yesss a new vid from my fav content creator love you scrap keep up the good work
If scrapman keeps up with these experiments he'll enter Hyperspace.
I had a weird bug last night.. any time i flew back into the hanger, my creation exploded and my cockpit would shoot into space at 260mph..