It seems like the only reason the guns lagged sometimes was because of all the smoke being made. If you can find a way to turn off the smoke, it’d run much better.
Hi Scrap! I have a hypothesis for the weird damage-aftershock effect on the rockets. Basically what I think is going on is that the game originally treats them as physical moving bodies (presumably for collision calculations) so the impact with the target (in this case the cube) deals kinetic damage, and then after impact the explosion is simulated which creates the secondary more powerful blast. In normal operations, you wouldn't see the post-impact pre-explosion damage because the explosions would be calculated almost instantly, but with so many hitting at once it takes much more time for the explosions to be calculated so you have time to appreciate the initial damage, which is rendered in an earlier physics cycle.
In a workshop's discarded heap, metal and spare parts spontaneously formed a sentient being-the scrap man, Reclaim. Crafted from seemingly worthless scraps, Reclaim embodies the transformative power of innovation, a living testament to the extraordinary potential hidden within
I'd love to see some experimenting on how to best protect yourself against the different types of damage once your shield generator failed. Maybe having a lot of hollow cubes to keep explosives as far away from the vital controls as possible could be the best for that, but trying that against projetiles would end up just getting shredded 🤔 Could also be interesting to see with a limit of e.g. 100 blocks for defense, so that the different defenses can be compared with. And obviously afterwards shoot it with the relevant 100* Weapons to see whether optimized armor is enough ... it probably won't be, but we do like destructions! 😄
Could be fun to build a moving target - envision a "shooting tent" type, where stuff moves on like a conveyer belt, and test the accuracy of each type of gun in terms of autoaim.
Well i have seen each weapon in action so the best weapons for accuracy are the smart cannons and Laser Blasters. Yes i know the miniguns have very high damage (Slightly less then Laser Blasters) but there accuracy isn't that good unless you have LOS "Line Of Sight" on your target since the miniguns only have my guess is between 10° and 15° angle of aim. where with Smart cannons and Laser blasters there between 25° and 30° angle of aim but again that is my guess but correct me if i'm wrong on that.
10:20 I hazard to guess this is because laser completely ignores the gravity and goes on linear path. That is in multiple orders of magnitude faster to calculate each frame.
The lag comes mostly from particle, while gravity is already calculated very quickly for projectiles Particles, on the other hand, are a nightmare for the GPU
@@tuluppampam This game has absolutely nothing on GPUs while being very heavy on CPU. In this regard, this game is very similar as Scrap Mechanic; very demanding on CPU. Calculating physics is always harder than particle effects, unless you specifically try to make particles the most inefficient way possible.
@@anteshell the problem with having 160 guns is that you won't be drawing 10 particles, you'll be drawing a lot more That's the problem: there's too many of them (more than is supposed to be)
@@tuluppampam Yeah. The problem with 160 guns is that you're not calculating physics for a single shot. You're calculating them for all of the shots individually. Every single frame. If the particles were the problem, it would necessarily show with the lasers too, but that is not happening.
I have already tested that and no it doesn't since every block has it's own Health Points so it doesn't matter which angle you put them at it will still take the same amount of damage regardless if it's angled or not.
Something to try to figure out. How few EMPs are needed to cause damage/ force to the cube? If it can be lowered to a reasonable amount it might be fun to have a emp battle with the boys.
*MULTIPLAYER IDEA* From those pieces flying high in the air, I was inspired. You just have to have a catapult you build (or use the in game catapult) to lauch objects in the air. The competition would be to make a turret to essentially "skeet shoot" the targets out of the air. In addition to the fast catapult targets, you could include some slower by building a balloon rig you launch, do a countdown as it gets to height, then open fire.
I think you may have created a new game for multiplayer. remove some of the armor blocks on 4 of the sides of the cube. Everyone puts down an armored seat on one of the unarmored surfaces of the cube, armor is replaced on the surface of the cube, everyone gets in their seats, the 160 cannon wall is remotely fired at the fully armored side that has no seats on it. Who ever survives on the largest remaining piece of the block wins. I think it'd be fun.
You should do an emp only battle, I feel like this would make every round absolute chaos Meaning that you have so many emps being pinned at eachother that it does damage
I think adding a single mini cannon to this would be a good idea. This lets some natural damage happen, but it also gives the EMPs a potentially dangerous thing to set off every time you hit somebody.
Auto cannon: Mostly destroys and pushes back tank. Mostly defendable and got pushed back alot was the cube. Minigun: Delayed Annihilation on the tank. The cube got pushed back alot and damage caused was medium and got cut in half.
6:379:22 All the hinges and thier floppiness, server needs to calculate all of these getting tumbled around from impacts and after milisecond, there comes another 100 rounds! Better count up!!! Thats why its so much laggier than the plain cube of static objects.
You should make a challenge where you and your friends battle but using lots of weapons and on each round a different vehicle is used(planes, boats, cars, spaceships, hovercrafts, and more) this would also make a good series.
That stutter you get when destroying something is from when you destroy the seat. At that point, the game recalculates the blueprint as a seatless object, and if it is a more complex vehicle, it takes more time, and you get a lag spike.
Now you know what you must do! Build a tank out of cubes. Where are the wheels are cubes and the body is a cube and all the internals are hidden by layers of cube.
10:21 I belive its becouse server dont calculate this much balistic since they are not effected by gravity. And becouse of it, there is much less ground impact, thay just fade away in the air.
Maybe the EMP's are supposed to have "no damage" but to be able to reuse the code for calculating weapon impacts they probably need to have some damage, maybe it needs to be non-zero to avoid division by zero. So maybe each EMP have like 0.1 damage just to satisfy the calculations and all pieces can resist like 1 damage or something like that (so that they can gently bump into things while driving without damage), but when you stack up more than 10 of them they accumulate to damage above the minimum threshold. Edit: maybe it only applies the damage to pieces with inputs. Maybe they made the other blocks transparent to the EMP, but it delivers 0.1 damage to the pieces with controls inputs?
I thought Q*Bert right before you said it. Made me crack up. Immediately followed by the realization that Q*Bert was one of the first games I played as a kid....now I feel old. 😕
call this a crackpot theory, but i think the 'delayed annihilation' we see is not a result of graphical strain, but instead the processing/computation an unconfirmed mechanic i believe to be in trailmakers. when multiple explosions happen within the same area at the same time, (in this case, lets think about rockets because they auto-aim), the *_blast radius_* of this explosion grows based on how many explosions there were. the delay comes from this: as the number of explosive sources increases, the game must first count how many explosions are hitting on the same tick, and then determine how large the blast radius of the explosion will be. the number of blocks the game has to factor into the damage calculation increases with the size of that blast radius. with scrapman's cube, in the test at 17:00, all the rockets hit in one spot, resulting in a large enough blast radius to contain the *_entire_* cube, and the game is trying to quickly determine how much damage *_every single block of the cube_* will receive before we see the resulting explosion = a detonation powerful enough to destroy every block, evidently. i would personally love to see this hypothesis tested more!
Scrap, I need your help, I'm trying to replicate your hover mechanism thing in one of your previous videos and I can't, so if you could make a tutorial for it that it would be greatly appreciated 😊
i think the reason rockets were so powerful is not because theyre stronger then large canons but rather becaus they have two types of dmg one is kinetic which was the first stage of cube destruction and second was explosion which happened from the middle of the of the cube which is probably why it was fully destroyed i might be wrong but thats what it looked like for me
Suggestion: My Return to Sprockets After A Long time! I Make a Duel Barrel Autocannons (specifically in sprockets) Also, yes you can now make multi barrel turrets in the new updates
Idea for a multiplayer vid: Overpowered Anti air ENPs vs underpowered plains (a machine with fifty emps on it vs small planes each with one smart cannon)
Do a motorcycle race around airborne or a low gravity race.For the motorcyle race would say 2 dragon engines and a space truster with a top speed of 70 MPH with the spacethuster and for the low gravity race do around 0.15 G but no downwards thust and downforce, you can have gyro assisted roll but no pitch and disable air controls on your seat.
What about damage vs hit %. The rockets might pack the most punch, but against a moving target relative to its speed, bullets are probably the best option.
I think I might be losing my mind... I swear you never tested the blasters against the cube. But I've also read dozens of comments, and _nobody else noticed it!?_
I want ScrapMan to do a multiplayer monday with EMP launchers, turning off your own vehicle and the chance of others. (Think of a square base with 9 EMPs spaced throughout)
Scrapman, I noticed you was a little confused towards the end, you got the black powder cannon confused with the tank cannon when you shot the vehicle, you said tank cannon vs. vehicle but you was using black powder cannon
It seems like the only reason the guns lagged sometimes was because of all the smoke being made. If you can find a way to turn off the smoke, it’d run much better.
What would happen with Bombay's?
Bombbays?
@@StephenHall-zz2ym
@@Adrian-3maybe like, (think about it), add a single space in the middle of the word
Trust me
@@StephenHall-zz2ym The Tank Cannon's projectile is essentially just a Bomb that has been given initial momentum.
it is that if u look at the projectile it lauches its the same as the bomb bays
@@semajniomet981
Hi Scrap! I have a hypothesis for the weird damage-aftershock effect on the rockets. Basically what I think is going on is that the game originally treats them as physical moving bodies (presumably for collision calculations) so the impact with the target (in this case the cube) deals kinetic damage, and then after impact the explosion is simulated which creates the secondary more powerful blast. In normal operations, you wouldn't see the post-impact pre-explosion damage because the explosions would be calculated almost instantly, but with so many hitting at once it takes much more time for the explosions to be calculated so you have time to appreciate the initial damage, which is rendered in an earlier physics cycle.
In a workshop's discarded heap, metal and spare parts spontaneously formed a sentient being-the scrap man, Reclaim. Crafted from seemingly worthless scraps, Reclaim embodies the transformative power of innovation, a living testament to the extraordinary potential hidden within
Whoa that's actually good tho 😮
the question is now: can you make something break the sound barrier by hitting it with emp blasts?
Interesting
Omg YES
And if so... how many EMPs does it take...? :D
The lasers were only less laggy because there was no bullet drop the lag mostly comes from the bullets hitting the ground and making smoke
where lazer armor square
I'd love to see some experimenting on how to best protect yourself against the different types of damage once your shield generator failed.
Maybe having a lot of hollow cubes to keep explosives as far away from the vital controls as possible could be the best for that, but trying that against projetiles would end up just getting shredded 🤔
Could also be interesting to see with a limit of e.g. 100 blocks for defense, so that the different defenses can be compared with.
And obviously afterwards shoot it with the relevant 100* Weapons to see whether optimized armor is enough ... it probably won't be, but we do like destructions! 😄
For the 100 Weapon Test, maybe that Defense Strategy is a win if it does not have 100% Block Loss...?
The emp gives me an idea.
Pinyata where you hit the cube with emp in turns, whoever crackes it open to the middle wins.
"Stages of Annihilation" new band name 15:50
dear scrapman, in session settings there is a new feature which allows you to change the gravity between 0 and 2, please try this out
Ooh. An aerial battle under 2× gravity might be interesting
Could be fun to build a moving target - envision a "shooting tent" type, where stuff moves on like a conveyer belt, and test the accuracy of each type of gun in terms of autoaim.
Yes
Well i have seen each weapon in action so the best weapons for accuracy are the smart cannons and Laser Blasters. Yes i know the miniguns have very high damage (Slightly less then Laser Blasters) but there accuracy isn't that good unless you have LOS "Line Of Sight" on your target since the miniguns only have my guess is between 10° and 15° angle of aim. where with Smart cannons and Laser blasters there between 25° and 30° angle of aim but again that is my guess but correct me if i'm wrong on that.
10:20 I hazard to guess this is because laser completely ignores the gravity and goes on linear path. That is in multiple orders of magnitude faster to calculate each frame.
The lag comes mostly from particle, while gravity is already calculated very quickly for projectiles
Particles, on the other hand, are a nightmare for the GPU
@@tuluppampam This game has absolutely nothing on GPUs while being very heavy on CPU. In this regard, this game is very similar as Scrap Mechanic; very demanding on CPU. Calculating physics is always harder than particle effects, unless you specifically try to make particles the most inefficient way possible.
@@anteshell the problem with having 160 guns is that you won't be drawing 10 particles, you'll be drawing a lot more
That's the problem: there's too many of them (more than is supposed to be)
@@tuluppampam Yeah. The problem with 160 guns is that you're not calculating physics for a single shot. You're calculating them for all of the shots individually. Every single frame.
If the particles were the problem, it would necessarily show with the lasers too, but that is not happening.
I assumed it was the collisions with the ground since the lasers weren’t hitting it as much
I have an intriguing question does angling armoured plates make them more durable against bullets?
I have already tested that and no it doesn't since every block has it's own Health Points so it doesn't matter which angle you put them at it will still take the same amount of damage regardless if it's angled or not.
I loved the part when the blasters shot the cube 🙃
Something to try to figure out. How few EMPs are needed to cause damage/ force to the cube? If it can be lowered to a reasonable amount it might be fun to have a emp battle with the boys.
I think the emp does damage because it cannot be set to 0 so the devs just typed in a extremely small value, but will do damage if they are stacked
No, I think it's because the emp's recoil just hits it into the ground
Yeah I think it has 0 damage but a tiny bit of knockback.
*MULTIPLAYER IDEA*
From those pieces flying high in the air, I was inspired.
You just have to have a catapult you build (or use the in game catapult) to lauch objects in the air. The competition would be to make a turret to essentially "skeet shoot" the targets out of the air.
In addition to the fast catapult targets, you could include some slower by building a balloon rig you launch, do a countdown as it gets to height, then open fire.
For your next multiplayer challenge, you should see how many cannons it takes to become an effective anti-aircraft system!
I think you may have created a new game for multiplayer. remove some of the armor blocks on 4 of the sides of the cube. Everyone puts down an armored seat on one of the unarmored surfaces of the cube, armor is replaced on the surface of the cube, everyone gets in their seats, the 160 cannon wall is remotely fired at the fully armored side that has no seats on it. Who ever survives on the largest remaining piece of the block wins. I think it'd be fun.
the cube bits that survived the cannon was likely the explosion from that many cannon shots causing a part of the cube to breach the sound barrier
You should do an emp only battle, I feel like this would make every round absolute chaos
Meaning that you have so many emps being pinned at eachother that it does damage
I think adding a single mini cannon to this would be a good idea. This lets some natural damage happen, but it also gives the EMPs a potentially dangerous thing to set off every time you hit somebody.
Auto cannon: Mostly destroys and pushes back tank. Mostly defendable and got pushed back alot was the cube.
Minigun: Delayed Annihilation on the tank. The cube got pushed back alot and damage caused was medium and got cut in half.
6:37 9:22 All the hinges and thier floppiness, server needs to calculate all of these getting tumbled around from impacts and after milisecond, there comes another 100 rounds! Better count up!!!
Thats why its so much laggier than the plain cube of static objects.
"7x7x7? That sounds less than 700" 😂
24:02 "Man these edibles aint shi-" *Lego breaking sfx*
You should make a challenge where you and your friends battle but using lots of weapons and on each round a different vehicle is used(planes, boats, cars, spaceships, hovercrafts, and more) this would also make a good series.
That stutter you get when destroying something is from when you destroy the seat. At that point, the game recalculates the blueprint as a seatless object, and if it is a more complex vehicle, it takes more time, and you get a lag spike.
15:48 "Man these edibles aint shi-"
💀
This is probably really hard to test, but could an explosion (tnt) alter the course of slower projectiles like the gunpowder cannon?
Now you know what you must do! Build a tank out of cubes.
Where are the wheels are cubes and the body is a cube and all the internals are hidden by layers of cube.
My guess for the emp doing damage to the tank was the emp activating the guns on the tank and the tank guns firing and destroyed itself
The EMP implosion effect was absolutely amazing
Because EMPs can launch blocks with virtually no damage, what if you used that to launch a plane or kinetic missile?
10:21 I belive its becouse server dont calculate this much balistic since they are not effected by gravity. And becouse of it, there is much less ground impact, thay just fade away in the air.
How about using the knockback fron the emps to launch a projectile like a bomb? Or try to launch a seat using that?
Maybe the EMP's are supposed to have "no damage" but to be able to reuse the code for calculating weapon impacts they probably need to have some damage, maybe it needs to be non-zero to avoid division by zero. So maybe each EMP have like 0.1 damage just to satisfy the calculations and all pieces can resist like 1 damage or something like that (so that they can gently bump into things while driving without damage), but when you stack up more than 10 of them they accumulate to damage above the minimum threshold.
Edit: maybe it only applies the damage to pieces with inputs. Maybe they made the other blocks transparent to the EMP, but it delivers 0.1 damage to the pieces with controls inputs?
The cube actually broke the sound barrier when it got launched by the cannons! Thats insane.
What happened to blasters vs armoured cube?
Maybe blasters have no gravity making it less laggy?
This video would have been a different story had it been an armored wedge rather than an armored cube.
100 of every weapon is basically a new player's "destructive" weapon
Day 7 of asking Scrapman to do another trailmakers best creations video
I thought Q*Bert right before you said it. Made me crack up. Immediately followed by the realization that Q*Bert was one of the first games I played as a kid....now I feel old. 😕
The projectiles aren't laggy, the projectile impacts are. I bet in the space map it wouldn't lag
He forgot to shoot the cube with the blasters...?
This is the most fun Vid to watch in ages... ^_^
Even in the age of Lasers, Tank Cannons can still be fun to run. ^_^
How come you didn't test the lasers against the armored cube?
call this a crackpot theory, but i think the 'delayed annihilation' we see is not a result of graphical strain, but instead the processing/computation an unconfirmed mechanic i believe to be in trailmakers.
when multiple explosions happen within the same area at the same time, (in this case, lets think about rockets because they auto-aim), the *_blast radius_* of this explosion grows based on how many explosions there were. the delay comes from this: as the number of explosive sources increases, the game must first count how many explosions are hitting on the same tick, and then determine how large the blast radius of the explosion will be. the number of blocks the game has to factor into the damage calculation increases with the size of that blast radius.
with scrapman's cube, in the test at 17:00, all the rockets hit in one spot, resulting in a large enough blast radius to contain the *_entire_* cube, and the game is trying to quickly determine how much damage *_every single block of the cube_* will receive before we see the resulting explosion = a detonation powerful enough to destroy every block, evidently.
i would personally love to see this hypothesis tested more!
22:37
Gone. Reduced to atoms.
Scrap, I need your help, I'm trying to replicate your hover mechanism thing in one of your previous videos and I can't, so if you could make a tutorial for it that it would be greatly appreciated 😊
Fps limit warning at 1:30 was a paid actor.
We need an overpowered tank vs mini swarm. But the mini's get shields.
i think the reason rockets were so powerful is not because theyre stronger then large canons but rather becaus they have two types of dmg one is kinetic which was the first stage of cube destruction and second was explosion which happened from the middle of the of the cube which is probably why it was fully destroyed i might be wrong but thats what it looked like for me
19:06 The tank broke because you used hinges for the angaled armor and it started coliding with other parts and it blew up, i think
20:59 my mind instantly went to Q-Bert before he said it
Suggestion: My Return to Sprockets After A Long time! I Make a Duel Barrel Autocannons (specifically in sprockets)
Also, yes you can now make multi barrel turrets in the new updates
The emps game me a great idea. Do like a catapult challenge but you have to use emps as the way to launch your projectile
Idea for a multiplayer vid: Overpowered Anti air ENPs vs underpowered plains (a machine with fifty emps on it vs small planes each with one smart cannon)
Day 908 of lying
hmmm
i think your lying
🤔🤔🤔🤔🤔🤔🤔
Hmm mmmmmm, you have never made another comment about lying makes sense.
checks out
“If you don’t want to be shredded… become armored cube.”
Do a motorcycle race around airborne or a low gravity race.For the motorcyle race would say 2 dragon engines and a space truster with a top speed of 70 MPH with the spacethuster and for the low gravity race do around 0.15 G but no downwards thust and downforce, you can have gyro assisted roll but no pitch and disable air controls on your seat.
also imagine using the ONE PUUUUUUUUUUUUUUUNCHHHHHHHHHHHHH music for everytime the cube got YEETED
Another one for the overpowered video thought. Planes vs Overpowered EMP Turret
What video is the tank from
Really liking the music Scrap uses in the background. I think I heard Up Higher for example, am I right?
Time to redo the auto sentry turret build.
In fact it should be a MPM challenge to see who can build the best one.
Hey @scrapman you didn't do blasters on the cube... 😢 10:00
What about damage vs hit %. The rockets might pack the most punch, but against a moving target relative to its speed, bullets are probably the best option.
you did not shoot the cube with the blasters. Love your video btw👍
At 20:41 it looks cool
What button do you press to select all of one block?
If your on PC you press CTRL+A. For Consoles you hold A (Xbox) or X (Playstation) on the block you want to select all on.
You just cut a cube in half! This could be an add for flextape :D
I think I might be losing my mind...
I swear you never tested the blasters against the cube. But I've also read dozens of comments, and _nobody else noticed it!?_
I feel like evolution vehicles should make a comeback.
Evolution spaceship dog-fighting?
Evolution motorbikes?
Thats what i call a boombastic video
I want ScrapMan to do a multiplayer monday with EMP launchers, turning off your own vehicle and the chance of others.
(Think of a square base with 9 EMPs spaced throughout)
Scrapman forgot to use the laser turrets on the cube
I noticed that too
19:09 reminds me of the seismic charge from starwars
What if you anchor the target?
Love the videos continue the amazing work
Scrapman, I noticed you was a little confused towards the end, you got the black powder cannon confused with the tank cannon when you shot the vehicle, you said tank cannon vs. vehicle but you was using black powder cannon
You should use the wall of EMP’s in a multiplayer vid. And see who can survive the longest
make a wall with maximum complexity with weapons
12:52 Scrapman is sidestepping "DELAYED ANNIHILATION" *GUITAR RIFF*!!!!!!! I am so upset >:(
Video idea: Cannon powered thrust?
build a machine that pushes one building into another, creating a domino effect, in instruments of destruction
He put the tank in a real toest😂 NO ESCAPE!!?
Ah yes, Armored Cube fires of scrapman
heres a suggestion, make the Ansaldo Mias the worlds smallest tank (if you would call it that)
Imagine if the final shots would've despawned just a millisecond or so before hitting the ground...
The missles be lookin like acorns the squirrels are attacking
What is your maturity between 1 and 100
50
Can you have an armored cube battle? Maybe it’s fortified with some hidden weapons and time trial distraction
Destruction not distraction
Q*bert was exactly what I thought when I saw the back side of that cube.
Kinda wish the cube was anchored to the floor for some tests.
now, do a fight with 100 large cannons
Can you test how fast the emp is
What if you made one of those emp walls but faced it upward and than had a dogfight above it? 🤔
I think the lasers produce less lag because they don't calculate gravity.
People that think the "day X of asking X to X" is childish and cringe?
(Imagine acting like that in real life. It would be perceived differently)
the EMPs ar like a force field.
now we need to know how many EMPs are needed to push things.