Hey Matt, long time lurker and racecar engineer here. The word you are looking for, for water dynamics is hydrodynamics! I use cfd a lot and always had that question myself, cheers!
@@hummel_brummel mostly endurance racing with gt3 cars, I am on the data side so think organizing and interpreting live data streams that we receive from the car.
There are a few "glitches" in the game that make you go even faster. first there are UFO eninges, they are hover blocks with other blocks jammed into them. Second there is a no drag glitch which can be achieved by using detachable blocks on the front of the vehicle and then detach them. Also there is a glitch to go a few thousand mph by attaching for example 2 amoured seat together with 2 rotating servo's and then activating both the servo's at the same time. If you want any more information let me know, I can show you these things in game aswell
@@jeffgreene911 It works with any block, as long as all aerodynamic arrows of the original vehicle are covered up. At least when i was building my first no-drag dragster
2 theories on the shockwave. 1) The "water" is not water. The speed of sound in liquid helium is about 400 mph 2) Super-cavitation reduced the speed needed to produce the shock wave
Pleaase try the new Trailmakers High Seas. It has realistic waves and 'physics' and many oppertunities to create the perfect boat to tackle the huge waves and whirlpools on the huge map.
When you don't have any control surface, the cockpit has the ability for a sligth control over the craft you build. Think of it like a gyroscope built in. In the cockpit options you can turn it off, so every movement you make is solely from the controls you put there.
Fun fact, shield plates (in the block section) can actually provide a green aerodynamics (or "take up" empty space to negate poor aerodynamics) if you need a more compact option than angled blocks
Okay, so the game doesnt recalculate your individual block drag on the fly. When you broke off the back end, your now trailing end blocks dont know they are now trailing end, and still generate 0 drag on that side. Trailmakers does do trailing edge drag, despite not showing on the aerodynamics display (hydrodynamics in this case)
you should get the High Seas DLC be interesting seeing what you can engineer up to withstand the extreme conditions edit: devs did some amazing optimizations with 1.4 update - it runs great on my 2014 era potato
Hey Mat, about the vertical movement: you want to add paddles/fins to the front, because you have maximum torque over the sub, meaning that all thrust is pointed forward all the time. Edit: You should also place fins on the sides of the sub, kind of like a missile to stabilise it.
Does anyone know, if you go fast enough under water with a solid object at the front, does it create an air pocket? Like for instance if you squeezed in between the 4 engines somewhere along the giant snack of engines?
From my knowledge (and I'm no expert, so don't just accept this as fact) you might end up with a cavitation bubble. However, said bubble is full of water vapor instead of breathable air, and the inevitable collapse of cavitation bubbles can cause damage to machinery. So it's probably not where you want to be.
David is right, and if you go even faster, you'll have something called supercavitation, where the bubble completely encompasses the moving object and collapses behind it. This greatly reduces drag and thus, increases top speed. Applications include propellers, torpedoes, and some underwater firearms.
Pistol shrimp and mantis shrimp are two species that rely on the production of cavitation bubbles for self-defense and hunting underwater - but the force required to create a cavitation bubble is genuinely immense, and the resultant pressure difference causes the water vapor inside the bubble to be superheated during the momentary creation/collapse of the void. This superheated state has apparently been calculated to be hotter than the surface of the Sun. David's right about the collapse being damaging to machinery (and to most things in the general vicinity of the cavitation bubble,) but I suspect the damage comes not only from the concussive blast of the pressure change, but also the obscene temperature shift.
there are variable pontoons in the game, which function like water ballasts, which means you can change the mss of the submarine to rise and sink without that paddle solution.
I think what happened with the glitch of losing the back end and going faster is a possible glitch in calculation of conservation of momentum... your sub lost half of its mass, and the program accelerated it to conserve momentum, even though it shouldn't work that way because the part that fell off still has its own momentum. Just a thought.
I'm pretty sure that was the friction glitch that can happen in the game, it happens when pieces with arrows fall off, so it doesn't have friction. If you do it to your arrow spots properly with a tutorial you can go infinite speeds
Thanks for the link to the submarine i cant wait to try the submarine in your video im terrible at making things i'm so glad you added a link to it. Thanks!
A couple pointers if you want to understand the game a bit better. Holding backspace respawns you at the green circle, the circles are orange and turn green to tell you that is where you will spawn. Airplane fins on a servo would have also helped you to turn and keep level instead of the middle bit. They could have been placed on the sides of the seat, being closer to the front. If you look at the settings for hinges and servos you can turn them down so they aren't violent at high speeds.
Fluid dynamics is how anything travels through a fluid. "It has several subdisciplines, including aerodynamics (the study of air and other gases in motion) and hydrodynamics (the study of liquids in motion)"
10:24 if you rotate those wedges vertically you won't need that connector so less weight Also there is a glitch with the detaching blocks if you put it and then detach it you delete every force of aerodynamics or hidrodynamics
Ever tried Rolling Line. It's a train simulator where you can be a Locomotive Engineer and a Civil Engineer. You can build your own rail lines and drive on them too.
11:48 that your submarine went faster after loosing the rear is actually accurate, rockets also rely on this effect the formular for the momentum is P=mass*velocity, in your case we have P_full=mass_full*velocity_1 for the full submarine and P_broken=mass_broken*velocity_2 for the broken submarine due to the conservation of momentum P_full=P_broken and mass_broken smaller than mass_full that means that velocity_2 is bigger than velocity_1 thus resulting in your increased speed
Rockets don't simply let go of their propellant, they actively push it away. Here the back end just falls off, and conservation of momentum means that afterwards both parts should continue with the same velocity: (m1+m2)*v = m1*v + m2*v.
I think the engines detaching thing is sort of like how spaceships detach engines at certain times during their initial entry into orbit. They detach the engines but keep the momentum from them.
It’s possible it thinks engines still working. Used to play a game where under certain circumstances same thing would happen but since the engines are the thrusters here idk how it would work. In other game engines would run a wheel and wheel would continue with same amount of power, so you wouldn’t have to worry about the angle of propulsion of a thruster that’s no longer there. Idk probably not what’s happening in this game but maybe
At 12:34 it is not a glitch, when we use more engines to speed us up and detach them, the craft gets lighter and gains more speed, this is used in real life in staging of rockets! Edit: at 7:28 the word is not fluid dynamics but hydro dynamics
The ratio of power to weight gets less and less noticeable until adding engines don't affect the speed or atleast significantly less. I'm not certain tho
Hello big boy engineer, you should play Scrap Mechanic. It's something like sandbox game where you build random stuff like cars, planes, fully electrified bases or garages for the cars. I think it's funzees and you shall play it. Keep going with the great content. 👍
how good is the game trying to model actual forces, it hurts my head to see engines nose to tail like that. Is it allowing the thrusted water to sort of flow around the nose of the next one down or is this all magical thrust that can't be blocked.
The Law of Conservation of Momentum is why the game makes the craft faster after losing weight. m1•v1 = m2•v2. In other words, loss of mass increases velocity. It's the same mechanic that spacecraft use.
on one of ursonic booms episodes u wer wondering y it went quiet after sonic boom its because when u hit sonic boom ur going faster then sound itself so u cant hear it
If the goal here is to break the speed of sound under water I believe that would be roughly 1,481 m/s or 3,313 mph depending on depth and ambient temperature of course.
Hey Matt, Love the channel!! I don't really know this game, but maybe it would be a fun idea to make kind of like a snake using the mechanics from the joint/hinge. Keep up the fun content!!
the engines you knocked off didn't combine speed with your main body of your submarine, it's the lack of weight along with the previous speed before collision with the ground
Extra but of info: that big heavy steering hinge and all those grid blocks that do absolutely nothing for helping you steer are far heavier and cause ten times as much drag as a rotating servo and a fin on the sides of the cockpit.
Hey Matt, long time lurker and racecar engineer here. The word you are looking for, for water dynamics is hydrodynamics! I use cfd a lot and always had that question myself, cheers!
Hank you for information👍
nice
what type of motorsport do you work in?
if you don't mind me asking
@@hummel_brummel mostly endurance racing with gt3 cars, I am on the data side so think organizing and interpreting live data streams that we receive from the car.
I was going to write that, then I realized I'm 7-8 hours to late
@@danielton4537 That's a cool job.
There are a few "glitches" in the game that make you go even faster.
first there are UFO eninges, they are hover blocks with other blocks jammed into them.
Second there is a no drag glitch which can be achieved by using detachable blocks on the front of the vehicle and then detach them.
Also there is a glitch to go a few thousand mph by attaching for example 2 amoured seat together with 2 rotating servo's and then activating both the servo's at the same time.
If you want any more information let me know, I can show you these things in game aswell
For the no drag glitch you need to have aerodynamic parts on the detachable blocks
@@jeffgreene911 i know that pipes and just the detachable blocks work aswell, don’t know about other blocks though
@@jeffgreene911 It works with any block, as long as all aerodynamic arrows of the original vehicle are covered up. At least when i was building my first no-drag dragster
Speed records with glitches isn't real engineering. Almost as bad as dangling roads 😅
@@thomasphillips885 It's software engineering! 🤔😂
2 theories on the shockwave.
1) The "water" is not water. The speed of sound in liquid helium is about 400 mph
2) Super-cavitation reduced the speed needed to produce the shock wave
Try to make something that is the fastest on land, water and in air
He did tho?
@@danielhuang5137 all three in one
@@Wico90YT oh, i see thx mate
So a photon?
@@danielhuang5137 the hover vehicle that he used mostly on land could technically operate in the water and therefore is a little mix of water and land
Pleaase try the new Trailmakers High Seas. It has realistic waves and 'physics' and many oppertunities to create the perfect boat to tackle the huge waves and whirlpools on the huge map.
Yesssss
'Oppertunities' mad me laugh. Have a like
@@poppitt123 lol I can't spell okay
When you don't have any control surface, the cockpit has the ability for a sligth control over the craft you build. Think of it like a gyroscope built in. In the cockpit options you can turn it off, so every movement you make is solely from the controls you put there.
Fun fact, shield plates (in the block section) can actually provide a green aerodynamics (or "take up" empty space to negate poor aerodynamics) if you need a more compact option than angled blocks
Okay, so the game doesnt recalculate your individual block drag on the fly. When you broke off the back end, your now trailing end blocks dont know they are now trailing end, and still generate 0 drag on that side.
Trailmakers does do trailing edge drag, despite not showing on the aerodynamics display (hydrodynamics in this case)
7:28 he's still looking for the word "hydrodynamic"
Ikr lol, i was searching for this
“Most people start with a diving bell... and I am too”
Me: the fabric of the universe has been altered and the needles of time have been destroyed
And so begins, the end of time....
It might not be a cockpit, but it is a bell... at the end
But fist of all: ADD MORE ENGINES DUDE!! 🤣
*the needles of the universe have been altered and the fabric of tyme has been destroyed
I actually thought that he wasn't going to use it
you should get the High Seas DLC
be interesting seeing what you can engineer up to withstand the extreme conditions
edit: devs did some amazing optimizations with 1.4 update - it runs great on my 2014 era potato
Hey Mat, about the vertical movement: you want to add paddles/fins to the front, because you have maximum torque over the sub, meaning that all thrust is pointed forward all the time.
Edit: You should also place fins on the sides of the sub, kind of like a missile to stabilise it.
Put fins on the front instead of the back. Its way more efficient.
thats counterintuitive
@@ayoubsalhi8191 no shit
the glitch at the end was just a cherry on top for this amazing video
There's also the option of turning off steering help when going faster
Does anyone know, if you go fast enough under water with a solid object at the front, does it create an air pocket? Like for instance if you squeezed in between the 4 engines somewhere along the giant snack of engines?
By the laws of physics no
From my knowledge (and I'm no expert, so don't just accept this as fact) you might end up with a cavitation bubble. However, said bubble is full of water vapor instead of breathable air, and the inevitable collapse of cavitation bubbles can cause damage to machinery. So it's probably not where you want to be.
David is right, and if you go even faster, you'll have something called supercavitation, where the bubble completely encompasses the moving object and collapses behind it. This greatly reduces drag and thus, increases top speed.
Applications include propellers, torpedoes, and some underwater firearms.
Pistol shrimp and mantis shrimp are two species that rely on the production of cavitation bubbles for self-defense and hunting underwater - but the force required to create a cavitation bubble is genuinely immense, and the resultant pressure difference causes the water vapor inside the bubble to be superheated during the momentary creation/collapse of the void. This superheated state has apparently been calculated to be hotter than the surface of the Sun. David's right about the collapse being damaging to machinery (and to most things in the general vicinity of the cavitation bubble,) but I suspect the damage comes not only from the concussive blast of the pressure change, but also the obscene temperature shift.
there are variable pontoons in the game, which function like water ballasts, which means you can change the mss of the submarine to rise and sink without that paddle solution.
'Hello fellow *engineers*'
I'm starting to believe I am one! It looks easy.
I always feel a little unwelcome to be honest…
But the content is great!
@@po5107 Unwellcum? Oh cumon mate, since you're watching this for some time, you are converting to an engineer surely!
And Old Toni, Ave and so on. But i won’t get an Engineer’s salary!
I like it nevertheless. That’s what matters.
I think what happened with the glitch of losing the back end and going faster is a possible glitch in calculation of conservation of momentum... your sub lost half of its mass, and the program accelerated it to conserve momentum, even though it shouldn't work that way because the part that fell off still has its own momentum. Just a thought.
If you are in any liquid it´s called hydrodynamics.
Liquid, air is a fluid
@@frederf3227 thanks, for correcting me, english isn’t my first language.
So, without the steering you found a way to make that submarine "perfectly balanced"? :D
“Perfectly balanced, as all things should be.”
I'm pretty sure that was the friction glitch that can happen in the game, it happens when pieces with arrows fall off, so it doesn't have friction. If you do it to your arrow spots properly with a tutorial you can go infinite speeds
There’s a DLC for Trailmakers called High Seas, it makes the ocean a lot more realistic and adds some new challenges.
"As fast as you can go on a motorway"
Germans: dafuq you talking about?
He: *is engineering*
Me: *looking away for 2 seconds*
Also me: *wondering why he is flying in the air all of the sudden*
Thanks for the link to the submarine i cant wait to try the submarine in your video im terrible at making things i'm so glad you added a link to it. Thanks!
I've just bought Poly Bridge 2 thanks to you! (not really related to this video, but anyway)
Thank you for what you're doing!
A couple pointers if you want to understand the game a bit better.
Holding backspace respawns you at the green circle, the circles are orange and turn green to tell you that is where you will spawn.
Airplane fins on a servo would have also helped you to turn and keep level instead of the middle bit. They could have been placed on the sides of the seat, being closer to the front.
If you look at the settings for hinges and servos you can turn them down so they aren't violent at high speeds.
the moment when people comment "nice video" and it hasn't even been out for the length of the video
They are S PE EE D
nice video
You can make the video faster
0:28 10/10 singing, remixed songs album when?
He should Collab with scrapman
5:27 does Mat not realize you can change the angle so it can move a little bit
Fluid dynamics is how anything travels through a fluid.
"It has several subdisciplines, including aerodynamics (the study of air and other gases in motion) and hydrodynamics (the study of liquids in motion)"
10:24 if you rotate those wedges vertically you won't need that connector so less weight
Also there is a glitch with the detaching blocks if you put it and then detach it you delete every force of aerodynamics or hidrodynamics
Mate you read my mind, just finished your other 2 videos on this series and boom you upload another one! Cheers fella great stuff!
From what I could tell the fastest underwater vehicle reached about 50 mph, so I would say you did a pretty good job
I had binged the Trailmakers content and was hoping this very video would be made! Tyvm!😁
As a fellow guitarist I'm so fond of the jazz music you use as background I might try learning it 😅 perfect for background noise at resturant venues
Ever tried Rolling Line. It's a train simulator where you can be a Locomotive Engineer and a Civil Engineer. You can build your own rail lines and drive on them too.
Working design just enjoying life:
Matt trying to make a fast vehicle "hmm, yes but make it LONGER"
so glad you added the speed for an underwater sonic boom.
11:48
that your submarine went faster after loosing the rear is actually accurate, rockets also rely on this effect
the formular for the momentum is P=mass*velocity, in your case we have P_full=mass_full*velocity_1 for the full submarine
and P_broken=mass_broken*velocity_2 for the broken submarine
due to the conservation of momentum P_full=P_broken and mass_broken smaller than mass_full that means that velocity_2 is bigger than velocity_1
thus resulting in your increased speed
Rockets don't simply let go of their propellant, they actively push it away. Here the back end just falls off, and conservation of momentum means that afterwards both parts should continue with the same velocity: (m1+m2)*v = m1*v + m2*v.
I think the engines detaching thing is sort of like how spaceships detach engines at certain times during their initial entry into orbit. They detach the engines but keep the momentum from them.
I wonder, would the hover platforms help reduce friction on the seabed?
Something I would love to see is Matt playing Simple Planes
It’s possible it thinks engines still working. Used to play a game where under certain circumstances same thing would happen but since the engines are the thrusters here idk how it would work. In other game engines would run a wheel and wheel would continue with same amount of power, so you wouldn’t have to worry about the angle of propulsion of a thruster that’s no longer there. Idk probably not what’s happening in this game but maybe
At 12:34 it is not a glitch, when we use more engines to speed us up and detach them, the craft gets lighter and gains more speed, this is used in real life in staging of rockets!
Edit: at 7:28 the word is not fluid dynamics but hydro dynamics
I think the speed of sound underwater is some 3,300 mph, so imagining a supersonic submarine is insanity
The ratio of power to weight gets less and less noticeable until adding engines don't affect the speed or atleast significantly less.
I'm not certain tho
There also is aerodynamic on the back side but it doesn’t show it but it’s still Simulated so put aero blocks on backsides as well
i'm so glad i'm not the only one that sings Danger zone when they click the world lmao
Engineering quote or the year. "Air is a Fluid." RCE
Hello big boy engineer, you should play Scrap Mechanic. It's something like sandbox game where you build random stuff like cars, planes, fully electrified bases or garages for the cars. I think it's funzees and you shall play it. Keep going with the great content. 👍
That dolphin noise needs to be a regular edit on this channel
how good is the game trying to model actual forces, it hurts my head to see engines nose to tail like that. Is it allowing the thrusted water to sort of flow around the nose of the next one down or is this all magical thrust that can't be blocked.
Next he’s gonna make a subsonic super guys!
"Wotuh is like a lot heavier than wotuh."
- Matt 14:32
11:45 "Assume frictionless surfaces"
The Law of Conservation of Momentum is why the game makes the craft faster after losing weight. m1•v1 = m2•v2.
In other words, loss of mass increases velocity. It's the same mechanic that spacecraft use.
on one of ursonic booms episodes u wer wondering y it went quiet after sonic boom its because when u hit sonic boom ur going faster then sound itself so u cant hear it
If the goal here is to break the speed of sound under water I believe that would be roughly 1,481 m/s or 3,313 mph depending on depth and ambient temperature of course.
hydrodynamics bro you're killing me
"And we know air like water is just a fluid." Lol 7:23
it very literally is
can we just appreciate the fact that he made a superfast sub without any pontoons or stuff
It's quite hard to go up but very easy to go down.
-RCE
story of my life lol
Subscribe to RCE for more relationship advice.
Now make a supersonic bridge
Hey Matt,
Love the channel!! I don't really know this game, but maybe it would be a fun idea to make kind of like a snake using the mechanics from the joint/hinge. Keep up the fun content!!
Expectation: Fast underwater submarine.
Reality: Underwater Helicopter. 17:55
7:28 Hydrodynamic is the word for it
It's the BEEPING WEDGES!!!! They actually make drag.
12:38: I think its because of momentum, where it can keep a certain speed, but cant accelerate to it
Make a veichle that is fast on water, land and air that u can switch between them like transformers sort of
Matt you could’ve put fins to the front with rotating servos to do better pitch
It’s because your thing that you use to move the boat is to far back so that’s why you can’t lift. I’ve not finished the video btw
Request for fastest spinning record (a.k.a. angular speed record)!!!
wonder if he could make a sonic plane that is also a sonic sub so from sea to air or air to sea
The ending was great :D
0:22 That looks like Wheeljack from Transformers Prime.
1:56 nice
7:30 Hydrodynamic.
Hey you made the devourer of worlds. Pretty Nice. Thumbs up.
7:30 Hydrodynamic. Fluiddynamic works too, but Hydrodynamic sounds better
7:30 hydrodynamic lol
i was just watching these videos and this appeared. cool it’s new aswell
That ending was spectacular
I'm not aerodynamic but I feel like that front look most drag thing I ever seen
Exactly what i thought. He should have made it a lot more pointy, like the bullet trains
@@alif4598 seems to work for the game tho
I love your content man
Hydrodynamic is the word you are constantly looking for
the engines you knocked off didn't combine speed with your main body of your submarine, it's the lack of weight along with the previous speed before collision with the ground
It couldn't add speed, at least in real life
He should do the no friction glitch in this game
It is 12:44 est I am binging your vids you are the best!
water type vehicle like boats, warships and hyroplanes(this is both aero and hydro) is measured by hydrodynamics
idk about this game, but diving bells are for diving, aka going down, so that might be why it's going down
Fins on an underwater vehicle who would have thought that steering with fins at both the front and the back would ever work!
Extra but of info: that big heavy steering hinge and all those grid blocks that do absolutely nothing for helping you steer are far heavier and cause ten times as much drag as a rotating servo and a fin on the sides of the cockpit.
3:00: flight sim players: NOOOOOOOOOO
Matt you missed an opportunity to say that you found "The Kracken" at the bottom of thr ocean!
the strongest shape is cockpit without the pit
WE NEED MORE TIMBERBO(R)NERS 2.0, no presure at all during this holiday season. (BUT YOU BETTER DO THEM)
YES I AGREE. NO PRESSURE MATE
Aerodynamic underwater that something out of physic hands
theres aglitch where if you detach the aerodynamic blocks you keep the aero but lose weight