I think when you put dynamite into your builds, you seem to always put them in the most *devastating* position/amount. You could put them in more *spectacular* ways... Like, you just blow up your entire build with this, but if you instead blew up one or both wings or your engines, you would guarantee a crash and it would be more epic to see the plane fall out of the sky.
Logic colour signals would help with duplicating complex logic too. A breadboard block with several inputs and outputs, and a flowchart like programming interface would be really nice. Then complex things like PIDs, smart targetting, leveling gimbals, and autopilots would be far easier to make and be useable on far smaller builds.
@@noobtopro7608First of all not to be rude but you should probably switch up some of your spelling and second off he has done a dogfight with EMPs, alongside detachable wings and certain altitudes.
@@badtothebone9404he has, so he likely wouldn’t do it again, but we should note op said the emo dog fight alongside this level flight/explosion idea. I still think it would be too similar, but it would be a little different.
MM idea: everyone is given a “fragile” box to deliver to a location going trough an obstacle and elevation rich route. Basically this box would have the same logic as the plane (can’t be tilted for too long except it doesn’t reset after being leveled for some time) and everyone must build a vehicle that tries to keep it as leveled as possible trough all of these obstacles, the person who reaches the location with the least amount of tilt (“damage”) wins and every round the “damage” limit is decreased.
@@KBMKenYT sorry I wasn’t clear, I meant that the grafic on the accumulator would illustrate how much “fictional damage” the box would have taken. (If it reaches max it explodes and you’re out).
You should add lights to indicate which part of the plane is tilted too far upwards. For a better user experience, the feedback your getting ATM is a bit limited, all your getting is boolean if level. I think the lights would add that little bit of extra info on how you need to fix the leveling. Kinda like bubble levels, the side the bubble is on is the side that's too high.
Yeah, there's more "feeling around for the level position" going on after each maneuver than actual "getting to and holding a level position". It might also be nice if the plane had some auto-stabilization. It already uses FOUR angle sensors (where the logic would have been able with two angle sensors with the "on" region pointing upwards, if you feed those into an AND gate for "is level" and the negation of that for "is not level"). You could just send the four signals through a logic gate that reduces the signal strength and then feed it into the control surfaces.
Real planes, even airliners, always have a positive attitude of around 2° during "level" flight at cruising speed. Adding this offset into the pitch sensors would have made it so you don't lose altitude while flying level
Yeah, people tend to not realize that the plane is still "falling" due to gravity while flying. In order to counteract that, you have to either make aerodynamic lift, which will subsequently increase drag, or the engines need to have a positive pitch relative to the fuselage, which subsequently reduces fuel efficiency and could damage the runway... freaking gravity can't let us have anything nice...
A properly designed aircraft should fly at 0° pitch in design cruise conditions. Wings should be mounted at such an angle of incidence that the fuselage is at minimum drag in cruise.
This could make a fun multiplayer challenge if there's a way for the logic to take the time away slower or faster based on how far from level you fly to introduce more decision-making. When do you make a slight but long-duration correction vs. a short but extreme maneuver? Can you pressure an opponent into taking unnecessary risks?
theres a way to do what you say, just multiply the angle sensor amount and have them set at different angles, and also put them with higher outputs the larger the angle is
Break the sound barrier with only red aerodynamic signs Edit: This might actually be impossible to achieve so I think it would be fair for him to be able to use any possible way or source and thrust.
Fun fact: if you put small tail fins on the front of the aircraft, your yaw control will be much more effective, as the physics calculations does not factor in your sideways drag.
Ooh you could do this, but with multiplayer melee! This would add a interesting new varible to be concerned about! You could use drones like you like to and since it would be melee then you would be tossed around causing the meter thing to gain time. Then you would probably set the max of the timer to half the time you think a match would take without it so at first everyone would be focussed on melee but around the halfway-point the meter would slowly sneak up on them. Maybe a few would explode but once one drone explodes the others would quickly realize how much time unlevel they have left, causing possibly riskier moves. For a more difficult gamemode you could include something that at a random times will randomly aim your drone in one direction! This change would the time meter lose time along with possibly causing bad luck where you randomly miss your opponents. And for the people who like to blame things on stuff you can blame this new random movement system!
@@Youraveragecommenter45 Um... no. Not the floating thing, but the if you are in contact with the ground too much, you explode, so you need to find ways to get off the ground or you are forced to repair and lose the crown. Like Scrapman's floor is lava build.
Video idea: Build gliders that can only have 1 raw engine that will only activate below 0-30m to fly back up, make it a melee battle as well, start at the highest bridge in the map and using build mode, place it over the bridge. Try melee each other down and if you lose your engine or get kicked out of your seat your out for that round.
I wonder if you could make the accumulation speed up depending on the amount of tilt, so that if you have to make a very strong tilt, it becomes even more nerve racking.
I'd love to see pretty much anything multiplayer with these. Something as simple as who could get for a to b to c etc. the fastest, dogfighting, an escort quest when the plane being escorted needs to stay level because it's hauling highly sensitive explosive but the person flying it can't see the sensors only the escorts can, or like use them to destroy a different op vehicle for this one you'd probably have to experiment to figure out the right number of shield to give the op vehicle and even if it needs guns at all. That last one you could even build a similar system into the op vehicle you could make it so the op vehicle needs to be more or less level to balance it out. Trying to break the sound barrier with a vehicle like this could also be interesting.
Idea to make this a 2 - player game: Player 2 tries to make it break & player 1 tries to survive. Have a second seat for player 2 to activate gyro steering. Gyro Steering triggers a timer that temporarily disables the breaking mechanism. Player 1 has that duration to get back level. A cooldown timer + AND gate will disable the gyro steering for a time period as well.
Hunted race concept: One player will be in a plane with weapons (2 machine guns for example) to hunt the other racers. Racers will not have weapons and have limited engines or max speed. The goal is to get from point A to B. Racers will take turn to become the plane. All players get unlimited respawns. First one to point B wins. (Personally, the airborne map is the best) For funsies: the racers can make useful or dumb powerups (depending on what they feel like doing) to give them a type of advantage. (eg. A big power jump or something)
Since planes generally need a bit of nose up attitude to maintain altitude, you probably should either adjust the pitch sensors to allow a few degrees more pitch up; or add some trim to the main wings themselves so that you can have more lift without nosing up.
I think this plane would make for an interesting multiplayer race. first one around the island wins and anyone who explodes starts over at the carrier.
I just thought about adjusting the angles so that as long as you're not climbing in altitude, you're safe, but as soon as you try to point the nose up, the accumulator starts. That way, the only 'safe' direction is down.
You should turn all that logic and TNT into a module and then have your friends build planes around it so you can do multiplayer challenges with them. You could even dogfight with them and have the weapons increase the accumulator level so that you have to balance offensive and evasive maneuvers.
I think your issue near the end was a lack of roll stability. I'd recommend adding dihedral to assist in roll stability, though the vertical stabilizer already helps with that to a degree
This is like one of those RC airplanes that have different levels of control for different levels of expertise. Except, the difference is that you can exceed those programmed boundaries, at the cost of risking getting ejected and ending up at the mercy of wanyone and anything between you and the ground.
As soon as Scrapman started I thought he might need to have a way to gain and lower altitude without tilting. Maybe have a positive lift so that speeding up makes you go up and slowing down makes you lose altitude.
SM, I think a swept wing would have been better. The planes that can switch back and forth go to the swept mode for cruising and wing-forward for more sensitivity in the controls. Not sure if the game would model this correctly or not.
The game goes model this correctly if you use hinges. I have a very realistic F-14 made with no glitches, and the difference between swept and unswept wings is tremendous. (48° difference makes 250 kph diff, which is roughly 40% of the top speed). Also this shifts the center of lift, so the plane handles more predictably during takeoffs/landings and a top speed flight
3:49 Scrapman chooses to ignore the axis of rotation that is crucial to his entire challenge. Youre so used to making jets that you forgot how to make a plane! Yaw allows for turning without tilting the plane, so, yknow, exactly what you need. Sure roll gives sharper turns, but it also tilts the plane a bunch. The name of the challenge is basically "can we build a plane that doesnt use much roll and pitch??" When yeah, obviously you can. Passenger planes rarely use roll, compared to yaw that is. They have a really wide turning radius, but who cares because it's not like theyre confined to roads or something, just build a real plane instead of a fighter jet dummy.
Half baked idea for a multiplayer. After a certain amount of time controls swap. No idea what the win loss condition would be, would make for some chaos
it would be interesting if you do a battle with this logistics, but you have to get an altitude sensor to pospone the sensore becaute it would be too slow to ascend and stoping the ascend once in a while to un charge the accumulator
Do a dogfight with that logic, wonder what will be the strategy to win- edit: make it so the planes only fire when they're tilted that would make things interesting
what about using logic blocks and sensors to have an altitude change of the vehicle modify the amount in the logic block, and change trim automatically to sustain level flight?
I love all of your vids, especially the trailmaker battles. I finally got the game and just uploaded my first creation! It is an f14 that is a close to the real plane as I could get. I play on console so I don't know if it is on steam.
You should have a plane where the entire back comes off except the top and very end of the plane and when it hits the ground its like a tank or something
build an autopilot idk if it's just a "keep direction" one or of you could do a full carrier landing autopilot you could engage anytime and just land, hands off
SCRAPMANNNNN EVOLUTION DOGFIGHTERSS PLEASEEEEE. It could be separate evolutionary paths (each player sticks with the same plane they had from the start but changes it each round) so that there's more diversity and like reactionary evolution and stuff Eg if your opponent uses thrust vectoring, next round you could put on an emp instead of an extra smart cannon
How about playing horse with these kinds of planes, where you say the challenge and what is the amount you can stay non level at and if you fail at either, you get a letter.
I think when you put dynamite into your builds, you seem to always put them in the most *devastating* position/amount. You could put them in more *spectacular* ways... Like, you just blow up your entire build with this, but if you instead blew up one or both wings or your engines, you would guarantee a crash and it would be more epic to see the plane fall out of the sky.
You know that's a pretty good observation
For content sake, that would be pretty cool to see
I would’ve put it in the middle of the wing
yep
Detachable Blocks for the engines or wings would be funnier IMO.
A logic UI would be cool, working on builds will be easier so you won't have to stare at tiny logics
Logic colour signals would help with duplicating complex logic too.
A breadboard block with several inputs and outputs, and a flowchart like programming interface would be really nice. Then complex things like PIDs, smart targetting, leveling gimbals, and autopilots would be far easier to make and be useable on far smaller builds.
@@TlalocTemporal that would be one hell of a complex system
@@Aussie_Man -- To implement? Yes. To use? No more than complex logic currently is.
I like using the tiny screen like things that change colour based on input
They are nice visual indicators that don't need much logic to use
idea, dogfight with this idea, BUT the only weapon is an emp.
Hmm yk that kinda good when emp the plane falls plane dont like=boom boom
He did that already.
@@Zane12ai not really an EMP only bottles for the thing is if you lose altitude you die so if Gay was in the empty in the wrong spot, your dad
@@noobtopro7608First of all not to be rude but you should probably switch up some of your spelling and second off he has done a dogfight with EMPs, alongside detachable wings and certain altitudes.
@@badtothebone9404he has, so he likely wouldn’t do it again, but we should note op said the emo dog fight alongside this level flight/explosion idea. I still think it would be too similar, but it would be a little different.
MM idea: everyone is given a “fragile” box to deliver to a location going trough an obstacle and elevation rich route.
Basically this box would have the same logic as the plane (can’t be tilted for too long except it doesn’t reset after being leveled for some time) and everyone must build a vehicle that tries to keep it as leveled as possible trough all of these obstacles, the person who reaches the location with the least amount of tilt (“damage”) wins and every round the “damage” limit is decreased.
that would be cool but how would you do incremental dmg if the logic was made for explosives?
@@KBMKenYT sorry I wasn’t clear, I meant that the grafic on the accumulator would illustrate how much “fictional damage” the box would have taken. (If it reaches max it explodes and you’re out).
Scrapman discovering that the angle of attack is important, but not how to deal with it
i kept going: He needs trim... where is his trim... the new accumulators make for great trim... WHY NO TRIM SCRAP?!
@@renegadeceo well you can just use hold position for trim
You should add lights to indicate which part of the plane is tilted too far upwards. For a better user experience, the feedback your getting ATM is a bit limited, all your getting is boolean if level. I think the lights would add that little bit of extra info on how you need to fix the leveling. Kinda like bubble levels, the side the bubble is on is the side that's too high.
Yeah, there's more "feeling around for the level position" going on after each maneuver than actual "getting to and holding a level position".
It might also be nice if the plane had some auto-stabilization. It already uses FOUR angle sensors (where the logic would have been able with two angle sensors with the "on" region pointing upwards, if you feed those into an AND gate for "is level" and the negation of that for "is not level"). You could just send the four signals through a logic gate that reduces the signal strength and then feed it into the control surfaces.
@@Pystro I think incorporating auto stabilization kinda defeats the point of the challenge.
Real planes, even airliners, always have a positive attitude of around 2° during "level" flight at cruising speed. Adding this offset into the pitch sensors would have made it so you don't lose altitude while flying level
At really high altitudes they can get even up to 5° of AOA
Yeah, people tend to not realize that the plane is still "falling" due to gravity while flying. In order to counteract that, you have to either make aerodynamic lift, which will subsequently increase drag, or the engines need to have a positive pitch relative to the fuselage, which subsequently reduces fuel efficiency and could damage the runway... freaking gravity can't let us have anything nice...
A properly designed aircraft should fly at 0° pitch in design cruise conditions. Wings should be mounted at such an angle of incidence that the fuselage is at minimum drag in cruise.
This could make a fun multiplayer challenge if there's a way for the logic to take the time away slower or faster based on how far from level you fly to introduce more decision-making.
When do you make a slight but long-duration correction vs. a short but extreme maneuver?
Can you pressure an opponent into taking unnecessary risks?
theres a way to do what you say, just multiply the angle sensor amount and have them set at different angles, and also put them with higher outputs the larger the angle is
Break the sound barrier with only red aerodynamic signs
Edit: This might actually be impossible to achieve so I think it would be fair for him to be able to use any possible way or source and thrust.
Ooo yes
Having watched his supersonic videos, I can already tell that that would be a very painful experience... LET'S DO IT!!!
Good idea!
Fun fact: if you put small tail fins on the front of the aircraft, your yaw control will be much more effective, as the physics calculations does not factor in your sideways drag.
how dare youtube keep that video from me for 22 seconds
For 3 minutes dude, for three whole minutes
@@burak1382 how did you even survive?
30 minutes
HOW DARE YOU!?!? -said Greta Thunberg not very calmly
@@burak1382 50 minutes dude, FIFTY WHOLE MINUTES
You don't need an accumulator to set trim. You can just set the up/down control, slow speed, and hold position on the ailerons or flaps.
Dude that plane is tilted, his anger is about to explode.
Dogfight with these!
Making a plane that can perfectly butter a landing would be very fun to see
Please do an underwater demolition derby
Ooh you could do this, but with multiplayer melee!
This would add a interesting new varible to be concerned about! You could use drones like you like to and since it would be melee then you would be tossed around causing the meter thing to gain time. Then you would probably set the max of the timer to half the time you think a match would take without it so at first everyone would be focussed on melee but around the halfway-point the meter would slowly sneak up on them. Maybe a few would explode but once one drone explodes the others would quickly realize how much time unlevel they have left, causing possibly riskier moves.
For a more difficult gamemode you could include something that at a random times will randomly aim your drone in one direction!
This change would the time meter lose time along with possibly causing bad luck where you randomly miss your opponents. And for the people who like to blame things on stuff you can blame this new random movement system!
You mentioning floor is lava really made me think of Dethroned... imagine... Floor is Lava Dethroned!
hover craft dethrone was already done thats the same thing
@@Youraveragecommenter45 Um... no. Not the floating thing, but the if you are in contact with the ground too much, you explode, so you need to find ways to get off the ground or you are forced to repair and lose the crown. Like Scrapman's floor is lava build.
Video idea: Build gliders that can only have 1 raw engine that will only activate below 0-30m to fly back up, make it a melee battle as well, start at the highest bridge in the map and using build mode, place it over the bridge. Try melee each other down and if you lose your engine or get kicked out of your seat your out for that round.
I wonder if you could make the accumulation speed up depending on the amount of tilt, so that if you have to make a very strong tilt, it becomes even more nerve racking.
i have not seen the angle sensors get used since gyros were added, they have been collecting dust in everyone's block menu for a year or two now
I'd love to see pretty much anything multiplayer with these. Something as simple as who could get for a to b to c etc. the fastest, dogfighting, an escort quest when the plane being escorted needs to stay level because it's hauling highly sensitive explosive but the person flying it can't see the sensors only the escorts can, or like use them to destroy a different op vehicle for this one you'd probably have to experiment to figure out the right number of shield to give the op vehicle and even if it needs guns at all. That last one you could even build a similar system into the op vehicle you could make it so the op vehicle needs to be more or less level to balance it out. Trying to break the sound barrier with a vehicle like this could also be interesting.
This would be a cool concept to use in a dogfight for sure.
Suggestion
kamikaze planes vs boats, but the only rule is that every vehicle has to be super sonic
This is great idea, you should do a contest to see who fly the longest while being attacked by other players in melee planes
7:35 Great out of context quote:
Well, that wasn’t what I was going for, but hey I take what I can get.
Video idea:
TRON but with planes
( Zero gravity with flying vehicles to keep the barriers from falling )
Idea to make this a 2 - player game:
Player 2 tries to make it break & player 1 tries to survive.
Have a second seat for player 2 to activate gyro steering. Gyro Steering triggers a timer that temporarily disables the breaking mechanism. Player 1 has that duration to get back level.
A cooldown timer + AND gate will disable the gyro steering for a time period as well.
Please, Trailmakers devs, listen to this guy. He has golden ideas.
7:34 FBI OPEN UP
Big commercial planes fly pitched up slightly, if I remember right. Pretty sure it's cheaper to do that than to make wings bigger.
ScrapMan u should do this with really soft suspension on a car so if u take heavy impact u explode and race it in a the off road time trial
Hunted race concept:
One player will be in a plane with weapons (2 machine guns for example) to hunt the other racers.
Racers will not have weapons and have limited engines or max speed.
The goal is to get from point A to B. Racers will take turn to become the plane. All players get unlimited respawns. First one to point B wins.
(Personally, the airborne map is the best)
For funsies: the racers can make useful or dumb powerups (depending on what they feel like doing) to give them a type of advantage. (eg. A big power jump or something)
I love how scrapman is the logic master in trail makers while Kan is the logic master in Scrap mechanic.
Since planes generally need a bit of nose up attitude to maintain altitude, you probably should either adjust the pitch sensors to allow a few degrees more pitch up; or add some trim to the main wings themselves so that you can have more lift without nosing up.
I think this plane would make for an interesting multiplayer race. first one around the island wins and anyone who explodes starts over at the carrier.
I just thought about adjusting the angles so that as long as you're not climbing in altitude, you're safe, but as soon as you try to point the nose up, the accumulator starts. That way, the only 'safe' direction is down.
You should turn all that logic and TNT into a module and then have your friends build planes around it so you can do multiplayer challenges with them. You could even dogfight with them and have the weapons increase the accumulator level so that you have to balance offensive and evasive maneuvers.
I think your issue near the end was a lack of roll stability. I'd recommend adding dihedral to assist in roll stability, though the vertical stabilizer already helps with that to a degree
Make a competition game with friends, where you need to complete challanges with this mechanism inside
This is like one of those RC airplanes that have different levels of control for different levels of expertise. Except, the difference is that you can exceed those programmed boundaries, at the cost of risking getting ejected and ending up at the mercy of wanyone and anything between you and the ground.
Using this to also limit so weapons only work when level and within an altitude range would make dogfight interesting.
Using the acumilators, maybe have some dogfights with limited fuel with the boys? something like 2 minutes of fuel before all engines cut off
Idea for some content. You should try to recreate crashes/landings, like the landing on the Hudson river.
Make a multi play video where you use this in either pvp or dethrone
Dog Fight with this limitation could be fun...but maybe instead of dynamite have progressive pieces of the plane fall off.
NEXT IDEA: make a plane that way too hard to make level and if it's unlevel for 25secs it's explodes AKA a plane that's scared of being level
Enjoyed every moment of this content! You did amazing!
This would be interesting in builds with boost limiting how much boost you can have.
A race with this would be fun.
As soon as Scrapman started I thought he might need to have a way to gain and lower altitude without tilting. Maybe have a positive lift so that speeding up makes you go up and slowing down makes you lose altitude.
That's literally how flight works already. Low airspeed will result in losing altitude, even when pitching up.
You could use this idea to make old prop planes stall when climbing too steeply.
SM, I think a swept wing would have been better. The planes that can switch back and forth go to the swept mode for cruising and wing-forward for more sensitivity in the controls. Not sure if the game would model this correctly or not.
The game goes model this correctly if you use hinges. I have a very realistic F-14 made with no glitches, and the difference between swept and unswept wings is tremendous. (48° difference makes 250 kph diff, which is roughly 40% of the top speed). Also this shifts the center of lift, so the plane handles more predictably during takeoffs/landings and a top speed flight
3:49 Scrapman chooses to ignore the axis of rotation that is crucial to his entire challenge. Youre so used to making jets that you forgot how to make a plane!
Yaw allows for turning without tilting the plane, so, yknow, exactly what you need. Sure roll gives sharper turns, but it also tilts the plane a bunch. The name of the challenge is basically "can we build a plane that doesnt use much roll and pitch??" When yeah, obviously you can. Passenger planes rarely use roll, compared to yaw that is. They have a really wide turning radius, but who cares because it's not like theyre confined to roads or something, just build a real plane instead of a fighter jet dummy.
Half baked idea for a multiplayer. After a certain amount of time controls swap. No idea what the win loss condition would be, would make for some chaos
it would be interesting if you do a battle with this logistics, but you have to get an altitude sensor to pospone the sensore becaute it would be too slow to ascend and stoping the ascend once in a while to un charge the accumulator
Here's an idea: Do this again, but in a race.
A much better idea for "Speed" sequel than the one we got
Do a dogfight with that logic, wonder what will be the strategy to win- edit: make it so the planes only fire when they're tilted that would make things interesting
Hey glad you posted its always a good time seing your vids :) hope you still get some rest between family, music and this channel tho
You and your friends should do a stock car evolution on the Daytona International Speedway map
132 of asking scrapman to play flyout
as a flight instructor, i need this for my students to hold altitude
Multi player idea, survival race using this system on race islands
You could do a race with the boyz with this concept
I know we're all thinking it, but a dogfight with these would be quite interesting!
PS: Day 5 of asking Scrapman to play Gearblocks
what about using logic blocks and sensors to have an altitude change of the vehicle modify the amount in the logic block, and change trim automatically to sustain level flight?
Scrapman is doing daily upload like no one's business
I miss when you would make like little worlds from community ideas, like that cool mars one with the monolith.
make a boat that must "drive/like do boat things" perfectly level
Add to this supersonic speed trigger, where when it gets below sss, then KAboom
A plane with an irrational fear of its control surfaces, that’s what this is!
I like the merch store thingi that pops up in the corner more but the full screen one isn't too bad
Just a random opinion
This is making me think of the plane afraid of heights video
I love all of your vids, especially the trailmaker battles. I finally got the game and just uploaded my first creation! It is an f14 that is a close to the real plane as I could get. I play on console so I don't know if it is on steam.
You should make a tank with atomic stabilization so you can drive and hit the same spot every time.
I think that the Discord comment meant to have things like the wings fall off if you turn too hard or dive too fast, due to overstressing G-forces.
Hey scrapman you should make a helicopter that is afraid of heights!
id use 160-170 degrees and use it in a multiplayer chasing each other with missiles or try a dog fight with it.
once your done do a flying race with your friends just using that but have that as the base plane so like a evolution race but with bomb planes
You should have a plane where the entire back comes off except the top and very end of the plane and when it hits the ground its like a tank or something
Who misses ydib?
build an autopilot
idk if it's just a "keep direction" one or of you could do a full carrier landing autopilot you could engage anytime and just land, hands off
SCRAPMANNNNN EVOLUTION DOGFIGHTERSS PLEASEEEEE. It could be separate evolutionary paths (each player sticks with the same plane they had from the start but changes it each round) so that there's more diversity and like reactionary evolution and stuff
Eg if your opponent uses thrust vectoring, next round you could put on an emp instead of an extra smart cannon
Day 9 do max complexity hovercrafts but the arena is only water.
Thank you for no gyros! Fun video.
An addition to the "Vehicles with irrational fears" series??🤔
a dogfight would be cool with this plane
i think it would be cool if the more angled you are the faster the accumilator went up
the obvious solution is to use rcs for control authority during level flight
so we have the perfectionist sister, now where's the depressed little brother?
How about playing horse with these kinds of planes, where you say the challenge and what is the amount you can stay non level at and if you fail at either, you get a letter.
prank idea get someone to try it but hide the meter
this would be amazing in pvp
Can you do the logic in such a way that your motors only work when there is no steering input. Do a dogfight or a race with that restriction?
when the bad guy from speed is a Flatearther X3
"Perfectly balanced, as all things should be."
Make your friends race or a dogfight with this.
Should be a race, but the vehicle you build over heats if your on the gas to long