Yes! Also i have interesting idea, for 1Mil subscribers special, ScrapMan should release full song called Delayed Annihilation on his Catarinth channel
the reason the arms did not change the height you traveled is because the arm length ratio stayed the same, as you could see, the distance the basket traveled upwards is almost the same no matter how long you made it, i believe for it to go further you'd need the basket to be below the rotation point of the pillars, then i beleve you'd go further up
@@niklashasselkamp1920no because more spread would equal a higher arm angle keeping you at the same height there probably is a sweet spot when it comes to the arm angle and he probably wasn't hitting that sweet spot or the spin things couldn't provide enough torque for optimal power
Actually, once the outside arms rotate past 45 degrees then the vertical range of travel begins to decrease plus mechanically decreasing vertical acceleration past 45 degrees as well. The inner arms being longer lowering the payload only amplifies this effect. To maximize the mechanical potential you actually would need to add space between the outer and inner arms. In the designs demonstrated in this video the distance between the inner and outer arms is kept at one pipe (hence one pipe buffer at 3:16). However I do believe that such would make for a very different design. However the mechanical 45 degree sweet spot still stands even for the design as is kept the same with only the mass acceleration and conservation in this instance making that sweet spot as a guess a little lower such as 60 or something. But on paper mechanically any thing past 45 degrees is less vertical travel and less acceleration.
I'll be honest the math works out like this the further from the center point the arms are faster they move but the arms at the bottom near him move the same speed and in the end the time it takes for the lines to reach the 90 degree rotation is the same meaning the launch speed won't change unless you somehow make the further area faster than the closer one which is nit possible when connected like this because the speed of the close area will always be directly proportional to each other
it is like measuring time if the distance multiples by 10 and the time multiplies by 10 it will be the same Example: 127d / 21t = 6.04 s 1270d / 210t = 6.04s | d = distance | t = time | s = speed |
Editor, I wanted to let you know, we love your work, especially the genius extra bonus details, analyses, and help for the viewer and visualisation, and of course those cheeky references as well, it's awesome to see a reference like that this episode, especially to one of my favorite Dr Who episodes/pairs
Oh, just had a crazy idea. Trail Makers Olympics, only in an evolution series. You need to build your initial vehicles to do say long jump. You do sat three to five rounds of evolution with the typical 1 minute timee. At the end, you all take the final version and two or three minutes to evolve it for doing a high jump competition. Then compete and evolve, before doing another "transformation" to the last round of competition, say shotput (with cannon balls launched upwards). Actual sports can be anything, the main focus is taking a vehicle built and evolved for one sport, then evolving it for other sports. For a bonus round, take the final vehicle (same version for everyone) and take it back to the first sport and see how well it performs.
Thanks for your vids SM! I'm a physics junkie (and electrical, mechanical & software engineer). Mentally picking apart your experiments is quite entertaining. You've got great delivery in your thought process! The reason the drag/tail didn't work... it needs to be further from the center of mass to have more rotational leverage. Also, F = MA (Force = Mass*Acceleration). The larger your boom arms, the more torque was being spent on the rotational force to move the mass but the increased distance (leverage) would translate to more acceleration. So, F would seem near constant in a lot of those tests when other factors weren't interfering.
1. Change the base’s width 2. Change the rotating servo to two rotating servos stacked on top of each other and make them have half the degree change so it stacks the speed of them to make it move faster
1:36 DOCTOR WHO The monsters that ate the crew and everything else made of meat are called Vashta Nerada That episode is 'silence in the library' I think. I remember it it's a two-parter. Love your videos Scrapman. 👍
You should try to widen the base so that the outside arms make an A shape before launch and a V shape after launch. You would need to also change the base so the basket hangs below the base but that way you could also try to make the outside arms shorter then the inside arms, by the same distance the resting arms are angled inwards. I think that could improve the speed quite a bit. 👍
Having learned the mechanics of linkages, I am very tempted to do the calculations to see the optimal outer arm to inner arm ratio. The actual power given to system is of course limited by the servo motors. Also, need to keep in mind that this is simulated physics with well known bugs and glitches....
My guess is that the length of the inner arm should be 50-70% of the length of the outer arm. The goal is to balance speed and length traveled but it all depends on how the game calculates its physics.
@@danielmills4525That checks out. I was trying to do the math in my head while driving, so I got around 70 something, but decided round down to 70 would be safest.
I calculated it out! 10 to 8; 7; 6 is the perfect ratio since they each give a travel distance of 4 out of 10. in this case 10 is the constant length of the outer arms. a=outer arm; b=inner arm; h=height; dg=distance from ground; ht=hight traveled a^2 - b^2 = h^2 a - b = dg h - dg = ht So if you set a (outer arm) to any fixed length the most optimal length for (inner arm) will be 60% to 80% of a. Try it out have fun with it. (This obviously does not account for the absolute hight of the construction nor the speed of the arms opening!)
Scrapman, I haven't watched you in a long time because I haven't played trailmakers for a year or so but I love that you're still doing well and making content for this game. =) I pop back in every now and then and watch more. Keep kicking butt!
The thing I could think of to make it go further is to double stack the rotation servo (I know that could be glitchy however) as well as allow for the "sling" part of the machine to go past the stopping point of the arms as a separate point of rotation, allowing for even more velocity right before the release of the ball.
One will have a creepy burning eye over it, the other will have some old coot who will make cherry tomatoes and uncomfortable thing look at for years?....Sounds like an adventure.
The “who turned out the lights” brought me back to that doctor who episode. Man it freaked me out. A dead person talking in confusion why they cannot see.
I derived a formula for the launch velocity and it suggests that tha velocity is maximum when ratio of lengths of both arms is 1 i.e. they are equal. You should have checked the distance between final height and tha launch position(height of carriage when it makes a singular perfect triangle) instead of final height only For some people formula is, v = √(2((t asin(a/b)/m)-g((b(√(1-a^2/b^2)-1)+a))) , a= length of inner arm b= length of driver arm t= torque of engine m= mass of carriage v= velocity
I think something like this would make for a fun glider "battle." Like, who can stay in the air longest, but you have to design a launch mechanism from which your glider detaches.
Hey Scrap, I have a suggestion for trying again 1) make your seat a missile shape (best aerodynamics) and have it attached to the sling using a detachable block and using an altitude sensor detach the seat the moment it passes the taught point. This should give you the best launch speed while minimizing drag 2) when viewing the seat altitude sensor use the fixed cam so it is easier to track 3) when using the max length, you should have weights on the top tips so gravity can give you the biggest assist when it comes to transferring potential energy into kinetic energy
I know that hinges on hinges makes Trailmakers upset, but I think if you added an intermediate link on the basket side of the thing, you might be able to get a little more distance. It's the whole whip mechanism, but just play around with the ratio height of where the second "bend" in the inner arms it's at. You really want it to snap as much as you can and you know how whips work, so if you get one segment taut, the next one has to speed up to match the energy being imparted. I wouldn't go too crazy with the hinges on hinges, but I think it's worth experimenting around with to see if it does anything. You could also play around the outer arm distance from the bucket arms and height of those. Ideally you want longer launch arms than tauting arms, but you never know if Trailmakers janks a bit and some how launches you faster without reaching max acceleration on the bucket. Also, your aerodynamics didn't work because you're creating a zero drag glitch. If I understand it correctly, then whenever something is disconnected, drag ceases to be a thing for the that creation. The problem becomes if it's the part with the seat, the bigger part, the part with the most complex logic, or whatever the game decides should lose the drag (I'm sure someone has a better understanding of this glitch than I do.) Regardless, because you disconnected from the creation, your drag got all weird, meaning the nose cone and fins basically weren't ever going to do anything. However that also brings up an important point that the heights you got to were the "absolute" peaks possible. You had no drag and got up to an altitude of 500+ from a general starting altitude of 300+. So without further glitching or propulsion assist, any other height is purely refining the ratios.
Have you experienced the event on September 11 2001 in Manhattan, New York? You may be traumatized. Speak to a therapist about this issue and come back when ready.
going to say this once at 10 mins you wanted it to fire more the arms at that level cant work because they are moving out wards to make it work the arms on the outsides have to stay still then have a more narrow fire so you want the inside arms longer with say away to pull back the "ropes" to fire it along like a cannon see all your doing is using a pull trick witch is not going to work that good because its limited in the speed and the pull trick only works better with more speed so the faster you pull down the sides the better not the longer they are just a tip for next time
It's a geometry problem. You need to spread the arms apart at the base, elevate them above the lowest level of the swinging basket, and then rapidly pull them to a straight line. For max efficiency, the arms should end at 180* rotation parallel to the ground. Arm speeds being equal, the longer it takes to to complete the movement, the greater the velocity imparted to the object - (eg. 3 m/s * 2 seconds > 3 m/s * 1). The secret ingredient is distance traveled by the object before release.
some cool addition ideas to your short catapult would be: 1. to make the capsule into a chuck able folding wing plane that gets thrown to an altitude it can fly. 2. for the long catap[ult, make the capsule into a chuckable rocket pod that gets thrown mid air and can launch as a second stage higher. 3. to make a row of short arms building up acceleration as they fall with gravity. , each set of arms pulling apart the next set of arms and acting like two rows of dominos until they reach to the main arms so spring the launch :)
what if you made the pillars move closer when the bucket reaches the 'top', allowing the pillars to then push the bucket even higher, thus allowing for more accelaration
I have a theory that the launching arm segment operates on a similar principle to a whip. The segments being pulled from the top need to be the stiffest, and increase in flexibility as they approach the launch basket. This should allow the launch to "whip" the cockpit away - and therefore produce the highest altitude
Bring this for a multiplayer Monday. Just “multiplayed Monday but i secretly cheat!” Use your first one as a concept for how it works, then use your different iterations as the different evolutions.
(Scrapman I hope you see this comment I'm a massive fan of yours) 1:37 The line "Who turned out the lights" is from doctor who season 4 ep8 the 10th doctor has to rescue people trapped in a library in a little girls mind the library is full of micro beings called (The vashta nerada) they hide in the shadows waiting to eat flesh for food and in this ep when someone gets eaten the suits the people are wearing record the last bit of life left in that person before they die called a echo and once energy runs out they repeat the last words spoken one of them dies then repeats the line "who turned out the lights"
i cant believe ive been watching him for 4 years and wittnessed him getting 400k subs in that time, i hope youre doing great ScrapMan! (and everyone else aswell)
So on builds like these that are super technical, I would get Kan in on the building. By no means am I saying you aren’t smart, but I know Kan loves these physics puzzles. I’d love to see yall do more collab stuff together like the sound barrier test yall did a while back.
the reason switching the pipes for flat connecters made it shooot higher is A) because they're lighter, but also, B) the flat connectors have no aerodynamic drag.
Increase distance at base, add elbow servo, place bucket below pivot, do not exceed 45deg angle between base pivot and final tip position. start position should have base pivot directly above the starting tip position. The length beams that connect the basket to the arms is determined by the geometry, the farther apart the base is the lower the basket will be initially, and the longer the towers can be. This will maximize travel distance and acceleration I believe, which should translate to more height.
I don't exactly have a formula or calculation for this, but I have the gut-feeling, that a 90° angle at the bottom and 45° at the sides (making it an equilateral right angle triangle) has the best results. And from the looks of it, this is emperically confirmed in the video.
16:19 the reason the cone was trailing behind instead of staying in front of the seat is because the shape of water drops are more aerodynamic then wedges. they get naturally shaped by the air while falling and so water drops are the most aerodynamic shapes
It would be interesting to see if you can build the Launch Ness Monster, a punkin' chunkin' launcher that uses a kinda wild setup to turn slow movement into very, VERY rapid movement by having the machine fold in on itself. You might need to find a video of it to see how it works, and reconstruct it as best as trailmakers allows with reference pictures. it's a novel trebuchet design.
You should revisit this, but use pistons pushing the large arms out to pull up on the basket. Then as arm length increases, it should actually make a difference in the travel distance.
Scrapman, this might work... but I don't want to copy your whole build to try it: Lock them together at the top with a detachable block, have small arms outward at a 90° angle (horizontally) with weights on them. 0.1 seconds before the rotation, unlock the top and the weights will aid in bringing the outer arms down.
What's interesting abt this is it's a problem related to dynamics and I could actually calculate the ratio that would give you the highest speed (potentially)
If the arms support it you could go for the full 180 by having the servos at the top, also using 2 or 3 servos might exponentially increase distance. I also share the view that having the inner arms be longer than the outer one's might help your design
I did the math and plotted inner arm to outer arm ratio vs seat travel distance (x-1+sqrt(1-x²)). The best ratio would be 1/sqrt(2), so about 0.7. For example building 10 blocks up and 7 blocks down.
You could be reaching a sort of “terminal velocity” with the wind resistance causing it to end up at a similar point, this can obviously be affected in this by changing the launch speed. What I’m trying to say is that the launcher could be getting diminishing returns due to the wind resistance.
you should obviously use weights *AND* anchor blocks anchors ALONE aren't enough, but they still have a purpose, to stop stuff sliding around and keep it stable
Maybe not feasible - but I would love to see this kind of experimentation done in multiplayer with multiple people trying to prototype a solution to the same problem and see what different solutions everyone comes up with.
Replace the outside support with pipes and leave the way down the thinner connectors so they react like rope but are still stiffer than the power couplings or the speed of the arms might be better with the bottom being fastened to a second rotation both set at 45° instead of one set to 90°, hopefully these ideas might be of use, love the videos and the interesting challenges, especially the evolution ones
One thing to take into account is the attachments of the launching arms to the basket and te base arms, the 90° pipes limit how much the basket can travel, as tall as the base arms when they are down, meaning you loose potential energy The game doesnt help, using 2 hinges one on top of the other might be glitchy, but in theory would give you more travel before release
You could use this for a multiplayer video. You'd have to make a contraption which catches it and perhaps instead of taking turns, you go at the same time and it's a fight for the ball. You only get a point if you catch the ball and neither the ball nor you have touched the ground.
Obvious physics thing: The servos have a torque. The total energy expended by the system is (approximately) the torque times the angle that the base arms move. Stacking servos in parallel would make the torque higher and stacking them in series would make their top speed higher, assuming either of those are limiting factors. Other math also applies but is probably not relevant given Trailmakers physics. Ostensibly, having it be unpowered and just using weights on the top hinges would work better. The total energy there is the height the weights drop times gravity times the total mass of the weights.
The idea of decreasing the distance from the starting point is good, but it fails, because no matter the Sp, you will always have a variation X of Momentum making you go to the same height, but subtracting by the Sp number.
It'd be slightly better upside-down, I think. Since the arms are swinging downwards, they're releasing the ball at a lower position than where they started. If they swung upward instead, they'd be moving slightly in the same direction as the projectile during the launch procedure, adding some speed.
Just started watching but I hope he realizes he's trying to make something more similar to a bow and use a pulley system like a compound bow. Scrapman, if you see this you could definitely adapt this to make a ballista.
I think the outside parts should be shorter than the inside, but not by much. There's a limit of what would be optimal either way. Ideally you want the seat part to "snap". If the arms open too wide, the ending position will be moving slower than it started, so you won't get a snap. If they open too little the snap will just be weak. Basically, there is an optimal length for both the inside and outside.
I think with everything being aligned vertically, the ratio you want would be around 2:1. Because you want the final angle of the long arms to be no more than 45 degrees. Because then theyre going down after that. However, one commenter pointed out that you could go from an A shape to a V shape by widening things and then angling the arms towards each other. I don't know what the ratio would be in that instance, I do think it would increase the speed it's thrown at though and I think you'd still want the angle at the end to be no more than 45 degrees. I could be wrong about this though. It's just what makes sense to me.
You are having an issue relating to triangles as well as speed and weight issues. The best result you would get is from a = arm length, r = "rope" length, and r = ~(a/2) (if you wanted to get into the nitty gritty, you would have to include basket length, or 'b', making the equation r = (a/2)-b, and you could go even further with the hinges, so r = (a/2)-b-h, and even further down that rabbit hole based on how you build it). When fired, the end structure should be close to an equilateral triangle (a triangle where all angles are 60 degrees and all sides are equal length, as it would then have the perfect angle of motion and first-to-end-point length. From there, just work on how fast it goes. You can do this best by making the rope lighter then the arms or putting a weight at the tops of both arms so they fall faster, etc. etc.
To remove variability - you could put gyros on the seat to have predictable and consistent tumbling. That way the air resistance at different angles is not a difference between attempts.
petition for editor to bring back DELAYED ANNIHILATION
Agreed
I agree and vote positive for this petition
YES
Yes! Also i have interesting idea, for 1Mil subscribers special, ScrapMan should release full song called Delayed Annihilation on his Catarinth channel
as it is a new editor they may not know about it, but hopefully this will tell them as they have listened in the past
4:46 DELAYED ANIALATION
annihilation, but honestly whoever decide that was how to spell it was not okay. anihalation is better
Subtle foreshadowing
W throwback
Damn, I forgot that used to be a thing. How long ago was that?
@@xymaryai8283no
the reason the arms did not change the height you traveled is because the arm length ratio stayed the same, as you could see, the distance the basket traveled upwards is almost the same no matter how long you made it, i believe for it to go further you'd need the basket to be below the rotation point of the pillars, then i beleve you'd go further up
Or you could make the arms more spread apart. That should work as well.
@@niklashasselkamp1920no because more spread would equal a higher arm angle keeping you at the same height there probably is a sweet spot when it comes to the arm angle and he probably wasn't hitting that sweet spot or the spin things couldn't provide enough torque for optimal power
Actually, once the outside arms rotate past 45 degrees then the vertical range of travel begins to decrease plus mechanically decreasing vertical acceleration past 45 degrees as well.
The inner arms being longer lowering the payload only amplifies this effect.
To maximize the mechanical potential you actually would need to add space between the outer and inner arms. In the designs demonstrated in this video the distance between the inner and outer arms is kept at one pipe (hence one pipe buffer at 3:16).
However I do believe that such would make for a very different design.
However the mechanical 45 degree sweet spot still stands even for the design as is kept the same with only the mass acceleration and conservation in this instance making that sweet spot as a guess a little lower such as 60 or something. But on paper mechanically any thing past 45 degrees is less vertical travel and less acceleration.
I'll be honest the math works out like this the further from the center point the arms are faster they move but the arms at the bottom near him move the same speed and in the end the time it takes for the lines to reach the 90 degree rotation is the same meaning the launch speed won't change unless you somehow make the further area faster than the closer one which is nit possible when connected like this because the speed of the close area will always be directly proportional to each other
it is like measuring time if the distance multiples by 10 and the time multiplies by 10 it will be the same Example: 127d / 21t = 6.04 s 1270d / 210t = 6.04s | d = distance | t = time | s = speed |
RIP Delayed annihilation, you will be missed.
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"Kan, explain torque/potential energy to me like I'm five."
I can't help with that topic but it's a good principle to grasp.
Editor, I wanted to let you know, we love your work, especially the genius extra bonus details, analyses, and help for the viewer and visualisation, and of course those cheeky references as well, it's awesome to see a reference like that this episode, especially to one of my favorite Dr Who episodes/pairs
Oh, just had a crazy idea. Trail Makers Olympics, only in an evolution series.
You need to build your initial vehicles to do say long jump.
You do sat three to five rounds of evolution with the typical 1 minute timee.
At the end, you all take the final version and two or three minutes to evolve it for doing a high jump competition.
Then compete and evolve, before doing another "transformation" to the last round of competition, say shotput (with cannon balls launched upwards).
Actual sports can be anything, the main focus is taking a vehicle built and evolved for one sport, then evolving it for other sports.
For a bonus round, take the final vehicle (same version for everyone) and take it back to the first sport and see how well it performs.
yess
I second this
I third this
i fourth this
Yes
That sneaky Doctor Who reference. Nice.
it's awesome to find a doctor who references in the wild lol
i missed a doctor who reference? i am ashamed, fill me in?
@@xymaryai8283 1.35 ''who turned out the lights''
"who turned out the lights"@@xymaryai8283
Hey, who turned out the lights?
Thanks for your vids SM! I'm a physics junkie (and electrical, mechanical & software engineer). Mentally picking apart your experiments is quite entertaining. You've got great delivery in your thought process! The reason the drag/tail didn't work... it needs to be further from the center of mass to have more rotational leverage. Also, F = MA (Force = Mass*Acceleration). The larger your boom arms, the more torque was being spent on the rotational force to move the mass but the increased distance (leverage) would translate to more acceleration. So, F would seem near constant in a lot of those tests when other factors weren't interfering.
1. Change the base’s width
2. Change the rotating servo to two rotating servos stacked on top of each other and make them have half the degree change so it stacks the speed of them to make it move faster
Btw have not tested it this is for you to test
: D
Edit the comment for the chance that scrap won't check the replies
Tested it didnt wori
Work
“So, I’m going to build two big towers.” is a sentence that doesn’t usually end well.
1:36
DOCTOR WHO
The monsters that ate the crew and everything else made of meat are called
Vashta Nerada
That episode is 'silence in the library' I think.
I remember it it's a two-parter.
Love your videos Scrapman. 👍
Scariest thing in Doctor Who... a Weeping Angel with two shadows.
@InternetGravedigger DAMN
You should try to widen the base so that the outside arms make an A shape before launch and a V shape after launch. You would need to also change the base so the basket hangs below the base but that way you could also try to make the outside arms shorter then the inside arms, by the same distance the resting arms are angled inwards. I think that could improve the speed quite a bit. 👍
I'm not sure that helps since the power actually comes from the servo entirely
@@rltt379 Also good luck making an A shape in build mode
Having learned the mechanics of linkages, I am very tempted to do the calculations to see the optimal outer arm to inner arm ratio. The actual power given to system is of course limited by the servo motors. Also, need to keep in mind that this is simulated physics with well known bugs and glitches....
I’d be interested in the maths
Maths please. thank!
My guess is that the length of the inner arm should be 50-70% of the length of the outer arm. The goal is to balance speed and length traveled but it all depends on how the game calculates its physics.
@@Ilia-Tkachenko Max change in height is 1/sqrt(2), or about 71%
@@danielmills4525That checks out. I was trying to do the math in my head while driving, so I got around 70 something, but decided round down to 70 would be safest.
I calculated it out! 10 to 8; 7; 6 is the perfect ratio since they each give a travel distance of 4 out of 10. in this case 10 is the constant length of the outer arms.
a=outer arm; b=inner arm; h=height; dg=distance from ground; ht=hight traveled
a^2 - b^2 = h^2
a - b = dg
h - dg = ht
So if you set a (outer arm) to any fixed length the most optimal length for (inner arm) will be 60% to 80% of a.
Try it out have fun with it.
(This obviously does not account for the absolute hight of the construction nor the speed of the arms opening!)
scrapman wearing a yellow shirt looks off
I never even noticed that til your comment came up!
Ikrrrr
Yea i knew something felt wrong but i didnt know what it was
The very first thing I noticed
@@DynamiteMan4527 exactly
the color feels weird on him
1:33 love the dr who ref
1:36 Love the Doctor Who reference
I was literally laughing from this point 3:47 until the Scrapman realised what he has done XD
Scrapman, I haven't watched you in a long time because I haven't played trailmakers for a year or so but I love that you're still doing well and making content for this game. =) I pop back in every now and then and watch more. Keep kicking butt!
The thing I could think of to make it go further is to double stack the rotation servo (I know that could be glitchy however) as well as allow for the "sling" part of the machine to go past the stopping point of the arms as a separate point of rotation, allowing for even more velocity right before the release of the ball.
The perfect length of the sling is when the arms sit in a 45º angle
Very simple idea for a video but I really enjoyed it. Turned out to be way more in depth than I would have thought.
Love the Dr Who reference.
0:53 "I'm gonna build _two big towers_ "
*Don't take it out of context guys.*
move them apart really fast..
767 sounds
@@thatawkardfeeling9076 explosion sounds
I knew somebody would point this out lmao
One will have a creepy burning eye over it, the other will have some old coot who will make cherry tomatoes and uncomfortable thing look at for years?....Sounds like an adventure.
15:20 next catarinth cover
This single will be called the Delayed Annihilation
@ nyehehehe
10:52 "its raining" scrapman 2024
4:49 “Oh, whoops.” *Famous last words😔*
could add space thrusters to the top of the arms facing outwards to try accelerate them faster
21:25 I love how the tall launcher does a cute little tap dance after throwing the capsule.
1:36 DOCTOR WHO
The “who turned out the lights” brought me back to that doctor who episode. Man it freaked me out. A dead person talking in confusion why they cannot see.
bro electronics read our minds i was thinking of a slingshot in trailmaker last night
why electronics? It's ScrapMan that's reading your mind. Electronics didn't make this video
@@wertugavw god damn it your right
wtf happened to pikachu 0:37
The rope was not regular rope💀
Depressed pikachu
The opps got him.
Cursed yellow Scrap Man stole all of Pikachu's life energy.
I derived a formula for the launch velocity and it suggests that tha velocity is maximum when ratio of lengths of both arms is 1 i.e. they are equal.
You should have checked the distance between final height and tha launch position(height of carriage when it makes a singular perfect triangle) instead of final height only
For some people formula is,
v = √(2((t asin(a/b)/m)-g((b(√(1-a^2/b^2)-1)+a)))
, a= length of inner arm
b= length of driver arm
t= torque of engine
m= mass of carriage
v= velocity
I mean this very earnestly, Its very cool to see someone discover some of the nuances of levers in real time in a fun way
4:50 DELAYED ANILATION!
I think something like this would make for a fun glider "battle." Like, who can stay in the air longest, but you have to design a launch mechanism from which your glider detaches.
Shame there are no deployable parachutes
Rather then a slingshot, what you are describing at the beginning is how a bow 🏹 works
Hey Scrap, I have a suggestion for trying again
1) make your seat a missile shape (best aerodynamics) and have it attached to the sling using a detachable block and using an altitude sensor detach the seat the moment it passes the taught point. This should give you the best launch speed while minimizing drag
2) when viewing the seat altitude sensor use the fixed cam so it is easier to track
3) when using the max length, you should have weights on the top tips so gravity can give you the biggest assist when it comes to transferring potential energy into kinetic energy
I know that hinges on hinges makes Trailmakers upset, but I think if you added an intermediate link on the basket side of the thing, you might be able to get a little more distance. It's the whole whip mechanism, but just play around with the ratio height of where the second "bend" in the inner arms it's at. You really want it to snap as much as you can and you know how whips work, so if you get one segment taut, the next one has to speed up to match the energy being imparted. I wouldn't go too crazy with the hinges on hinges, but I think it's worth experimenting around with to see if it does anything. You could also play around the outer arm distance from the bucket arms and height of those. Ideally you want longer launch arms than tauting arms, but you never know if Trailmakers janks a bit and some how launches you faster without reaching max acceleration on the bucket.
Also, your aerodynamics didn't work because you're creating a zero drag glitch. If I understand it correctly, then whenever something is disconnected, drag ceases to be a thing for the that creation. The problem becomes if it's the part with the seat, the bigger part, the part with the most complex logic, or whatever the game decides should lose the drag (I'm sure someone has a better understanding of this glitch than I do.) Regardless, because you disconnected from the creation, your drag got all weird, meaning the nose cone and fins basically weren't ever going to do anything. However that also brings up an important point that the heights you got to were the "absolute" peaks possible. You had no drag and got up to an altitude of 500+ from a general starting altitude of 300+. So without further glitching or propulsion assist, any other height is purely refining the ratios.
0:52
i freaked out when he said two big towers. i think there’s something insanely wrong with me.
Surprised I was freaking out too
Have you experienced the event on September 11 2001 in Manhattan, New York? You may be traumatized. Speak to a therapist about this issue and come back when ready.
It seems to go highest when the after fire rest state is closest to an equilateral triangle.
good observation, my intuition was a right-angle triangle, but i think yours makes more sense
going to say this once at 10 mins you wanted it to fire more the arms at that level cant work because they are moving out wards to make it work the arms on the outsides have to stay still then have a more narrow fire so you want the inside arms longer with say away to pull back the "ropes" to fire it along like a cannon see all your doing is using a pull trick witch is not going to work that good because its limited in the speed and the pull trick only works better with more speed so the faster you pull down the sides the better not the longer they are just a tip for next time
Now use it to launch gliders for glider dogfights
Here's an idea: Launching a pod as high as possible with a scissor lift.
The only question is whether Trailmakers physics can simulate it properly.
I wanna see the editor's "Scrapman Nyooms" folder
It's a geometry problem. You need to spread the arms apart at the base, elevate them above the lowest level of the swinging basket, and then rapidly pull them to a straight line. For max efficiency, the arms should end at 180* rotation parallel to the ground. Arm speeds being equal, the longer it takes to to complete the movement, the greater the velocity imparted to the object - (eg. 3 m/s * 2 seconds > 3 m/s * 1).
The secret ingredient is distance traveled by the object before release.
some cool addition ideas to your short catapult would be:
1. to make the capsule into a chuck able folding wing plane that gets thrown to an altitude it can fly.
2. for the long catap[ult, make the capsule into a chuckable rocket pod that gets thrown mid air and can launch as a second stage higher.
3. to make a row of short arms building up acceleration as they fall with gravity. ,
each set of arms pulling apart the next set of arms and acting like two rows of dominos
until they reach to the main arms so spring the launch :)
this gives me a challenge idea: build planes with anchor blocks on the front to catch the underwater seat from that slingshot
You could try angling the slingshot a bit so its more of a horizontal launch instead of straight up
what if you made the pillars move closer when the bucket reaches the 'top', allowing the pillars to then push the bucket even higher, thus allowing for more accelaration
This reminds me of the concept for the world's highest jumping robot. That would also be a cool challenge to replicate in Trailmakers.
yall should do physics-breaking-type challenges. its wicked-funny to see you break the game.
I have a theory that the launching arm segment operates on a similar principle to a whip. The segments being pulled from the top need to be the stiffest, and increase in flexibility as they approach the launch basket. This should allow the launch to "whip" the cockpit away - and therefore produce the highest altitude
Bring this for a multiplayer Monday. Just “multiplayed Monday but i secretly cheat!” Use your first one as a concept for how it works, then use your different iterations as the different evolutions.
(Scrapman I hope you see this comment I'm a massive fan of yours)
1:37 The line "Who turned out the lights" is from doctor who season 4 ep8 the 10th doctor has to rescue people trapped in a library in a little girls mind the library is full of micro beings called (The vashta nerada) they hide in the shadows waiting to eat flesh for food and in this ep when someone gets eaten the suits the people are wearing record the last bit of life left in that person before they die called a echo and once energy runs out they repeat the last words spoken one of them dies then repeats the line
"who turned out the lights"
The fact that scrap man stands while he plays is insane
i cant believe ive been watching him for 4 years and wittnessed him getting 400k subs in that time, i hope youre doing great ScrapMan! (and everyone else aswell)
10:50 the way you said "it's raining"😂
So on builds like these that are super technical, I would get Kan in on the building. By no means am I saying you aren’t smart, but I know Kan loves these physics puzzles. I’d love to see yall do more collab stuff together like the sound barrier test yall did a while back.
Soy español pero igual me gustan estos videos porque no lo se, se siente lejante y interesante verlos aunque no entienda mucho
the reason switching the pipes for flat connecters made it shooot higher is A) because they're lighter, but also, B) the flat connectors have no aerodynamic drag.
Increase distance at base, add elbow servo, place bucket below pivot, do not exceed 45deg angle between base pivot and final tip position. start position should have base pivot directly above the starting tip position. The length beams that connect the basket to the arms is determined by the geometry, the farther apart the base is the lower the basket will be initially, and the longer the towers can be.
This will maximize travel distance and acceleration I believe, which should translate to more height.
I don't exactly have a formula or calculation for this, but I have the gut-feeling, that a 90° angle at the bottom and 45° at the sides (making it an equilateral right angle triangle) has the best results. And from the looks of it, this is emperically confirmed in the video.
16:19 the reason the cone was trailing behind instead of staying in front of the seat is because the shape of water drops are more aerodynamic then wedges. they get naturally shaped by the air while falling and so water drops are the most aerodynamic shapes
When scrapman said "let's detach the seat" I just instantly went "uuuuuh.... Dude" 😂
It would be interesting to see if you can build the Launch Ness Monster, a punkin' chunkin' launcher that uses a kinda wild setup to turn slow movement into very, VERY rapid movement by having the machine fold in on itself. You might need to find a video of it to see how it works, and reconstruct it as best as trailmakers allows with reference pictures. it's a novel trebuchet design.
You should revisit this, but use pistons pushing the large arms out to pull up on the basket. Then as arm length increases, it should actually make a difference in the travel distance.
Scrapman, this might work... but I don't want to copy your whole build to try it: Lock them together at the top with a detachable block, have small arms outward at a 90° angle (horizontally) with weights on them. 0.1 seconds before the rotation, unlock the top and the weights will aid in bringing the outer arms down.
What's interesting abt this is it's a problem related to dynamics and I could actually calculate the ratio that would give you the highest speed (potentially)
If the arms support it you could go for the full 180 by having the servos at the top, also using 2 or 3 servos might exponentially increase distance. I also share the view that having the inner arms be longer than the outer one's might help your design
I did the math and plotted inner arm to outer arm ratio vs seat travel distance (x-1+sqrt(1-x²)). The best ratio would be 1/sqrt(2), so about 0.7. For example building 10 blocks up and 7 blocks down.
You could be reaching a sort of “terminal velocity” with the wind resistance causing it to end up at a similar point, this can obviously be affected in this by changing the launch speed. What I’m trying to say is that the launcher could be getting diminishing returns due to the wind resistance.
You sould add mini thrusters on the side of the diving bell
you should obviously use weights *AND* anchor blocks
anchors ALONE aren't enough, but they still have a purpose, to stop stuff sliding around and keep it stable
Bring it to space and try to get into orbit using the slingshot without any power 🚀👽
Maybe not feasible - but I would love to see this kind of experimentation done in multiplayer with multiple people trying to prototype a solution to the same problem and see what different solutions everyone comes up with.
Replace the outside support with pipes and leave the way down the thinner connectors so they react like rope but are still stiffer than the power couplings or the speed of the arms might be better with the bottom being fastened to a second rotation both set at 45° instead of one set to 90°, hopefully these ideas might be of use, love the videos and the interesting challenges, especially the evolution ones
One thing to take into account is the attachments of the launching arms to the basket and te base arms, the 90° pipes limit how much the basket can travel, as tall as the base arms when they are down, meaning you loose potential energy
The game doesnt help, using 2 hinges one on top of the other might be glitchy, but in theory would give you more travel before release
You could use this for a multiplayer video. You'd have to make a contraption which catches it and perhaps instead of taking turns, you go at the same time and it's a fight for the ball. You only get a point if you catch the ball and neither the ball nor you have touched the ground.
Obvious physics thing: The servos have a torque. The total energy expended by the system is (approximately) the torque times the angle that the base arms move.
Stacking servos in parallel would make the torque higher and stacking them in series would make their top speed higher, assuming either of those are limiting factors.
Other math also applies but is probably not relevant given Trailmakers physics.
Ostensibly, having it be unpowered and just using weights on the top hinges would work better. The total energy there is the height the weights drop times gravity times the total mass of the weights.
Your character looks like he remembers when “they first invented chocolate. Sweet sweet chocolate.”
Not sure if anyone else has reccomended it yet but taking a look at how crossbows function may help you get more out of it
Next you should put space thrusters pointing away from each other at the top for more speed and possible more distance into the air
The idea of decreasing the distance from the starting point is good, but it fails, because no matter the Sp, you will always have a variation X of Momentum making you go to the same height, but subtracting by the Sp number.
It'd be slightly better upside-down, I think. Since the arms are swinging downwards, they're releasing the ball at a lower position than where they started. If they swung upward instead, they'd be moving slightly in the same direction as the projectile during the launch procedure, adding some speed.
Just started watching but I hope he realizes he's trying to make something more similar to a bow and use a pulley system like a compound bow.
Scrapman, if you see this you could definitely adapt this to make a ballista.
I think the outside parts should be shorter than the inside, but not by much. There's a limit of what would be optimal either way. Ideally you want the seat part to "snap". If the arms open too wide, the ending position will be moving slower than it started, so you won't get a snap. If they open too little the snap will just be weak. Basically, there is an optimal length for both the inside and outside.
0:49 NEOOOOOOOOOOOM
With this design the point from which you pull the rope move downwards, decreasing upwards momentum. You can visualize it with your yellow rope.
I think with everything being aligned vertically, the ratio you want would be around 2:1. Because you want the final angle of the long arms to be no more than 45 degrees. Because then theyre going down after that.
However, one commenter pointed out that you could go from an A shape to a V shape by widening things and then angling the arms towards each other. I don't know what the ratio would be in that instance, I do think it would increase the speed it's thrown at though and I think you'd still want the angle at the end to be no more than 45 degrees.
I could be wrong about this though. It's just what makes sense to me.
That Wooooow was a missed opportunity for for the Owen Wilson meme lol
Since you were building a bow, I'm surprised you didn't turn you vehicle into an arrow. :D
You are having an issue relating to triangles as well as speed and weight issues. The best result you would get is from a = arm length, r = "rope" length, and r = ~(a/2) (if you wanted to get into the nitty gritty, you would have to include basket length, or 'b', making the equation r = (a/2)-b, and you could go even further with the hinges, so r = (a/2)-b-h, and even further down that rabbit hole based on how you build it). When fired, the end structure should be close to an equilateral triangle (a triangle where all angles are 60 degrees and all sides are equal length, as it would then have the perfect angle of motion and first-to-end-point length. From there, just work on how fast it goes. You can do this best by making the rope lighter then the arms or putting a weight at the tops of both arms so they fall faster, etc. etc.
IF IT WAS NOT SO LATE I WOULD HAVE MADE IT COOLER 24:21
To remove variability - you could put gyros on the seat to have predictable and consistent tumbling. That way the air resistance at different angles is not a difference between attempts.
AHHH DOCTOR WHO REFERENCE DR WHO REFERENCE DR WHO REFERENCE 1:37