How Fast Can Pontoons Shoot Me Out of the Water?
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- Опубликовано: 11 май 2024
- Welcome to another episode of Trailmakers! Today I want to see how fast I can shoot myself out of the water using only buoyancy-based blocks!
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About Trailmakers:
In the toughest motoring expedition in the universe, you and your friends will build your own vehicles to cross a dangerous wasteland. Explore, crash horribly, use your wits to build a better rig, and get as far as you can with whatever spare parts you find on your way.
Welcome to the Ultimate Expedition!
Journey over grueling mountains, hazardous swamps, and bone-dry deserts on a distant world far from civilization - it is just you, your fellow adventurers and the amazing, jet-powered hover-buggy you built yourself. Explore, crash your vehicle, build a better one, and get as far as you can with whatever spare parts you find along your way.
Trailmakers is about building very awesome vehicles and machines, but you don’t need an engineering degree to get started. The intuitive builder will get you going in no time. Everything you build is made from physical building blocks. Each block has unique features like shape, weight and functionality. They can be broken off, refitted and used to build something new. Individually the blocks are fairly simple, but combined the possibilities are endless.
Expedition Mode is the challenging campaign mode of Trailmakers. You are competing in an off-world rally expedition with only a few building blocks to get you started. You must build, tinker with and rebuild your machine to progress. Journey through a big world, overcome deep gorges, angry wildlife and dangerous weather to progress and find new parts that will juice up your machine. The world in Expedition Mode will test your survival skills and ingenuity.
Sandbox Mode is where you want to head for an unrestricted, sandbox, vehicle-building experience. Here you can build anything you can dream of, and play around with it in the world of Trailmakers. It is a great place to test out crazy machines, and experiment with the physics engine. With tons of different blocks, hinges, thrusters and interactive vehicle parts - the skybox is the limit.
Trailmakers is even more fun if you play it with other people. Build cool vehicles and compete in mini-game modes with your friends or other Trailmakers online. Build a helicopter, send it to your friend, and shoot them out of the sky. Put two seats on a tank, and let your friend control the turret. As we get further in Early Access development Expedition Mode will also be adapted to multiplayer.
Learn more about the game on www.playtrailmakers.com #scrapman #trailmakers - Игры
So first we got speed driving, speed flying, speed sailing, speed floating and speed falling up. Now we need sinking
that's just falling with extra steps
“Falling up” blud discovered vertical flight
That would be falling but slower. There isn't really a point
Titanic%
bro discovered buoyancy, didnt know the name of it... thats what "falling up" in the water is...
sinking would be pretty easy tbh... just make an object so rediculously heavy that it breaks the sound barrier underwater, holding it with a separate creation thats just an obscene amount of buoyancy, detach job done...
There is a deeper part of the ocean, but it's near the end of the map; there it's bottomless, except below 399 you die.
And you need a 'supersonic' sub to get there in a reasonable time.
(That's how I discovered this pit)
Does 399 just happen to be the depth of the --Crater's Edge-- middle of the map (can't remember it's name)?
@@semajniomet981 vortex I think. Was there a minute ago and forgot to check the name.
The depth I did check and it's around 189
Perhaps the death barrier on this map just happens to be -399.
This reminds me of every time i got them floaty things to uppercut me 😢
Especially the board thingys
@@Daniel-sy6gswhen you tried to stand on them then your spine almost gets dislocated
@@park0urpulse damn we all tried standing on it underwater to see if we could actually surf it 💀
@@Daniel-sy6gsI used to be a swimmer like you, then I took a board to my face.
sound barrier in the water is roughly 5400 km/h, so you WERE close to getting a sonic boom outside of the water, just not IN it...
Trailmakers doesn't account for that stuff, He's broken the sound barrier before in water at the exact same speed as in the air, Trailmakers doesn't really care.
@@SirHeli Was that before or after the water expansion?
@@firedale2002both
No he wasn't. That speed was the calculation of the teleportation, not his actual travel.
Speed in this game is calculated by distance over time. 1 frame he was in one position, the next frame he is teleported somewhere else BY respawning. Time is those 2 frames, distance is how far he teleported. It's an oversight on how trailmakers handles teleportation which carries over with alot of their different systems. Point is, that 2000 was not actually from buoyancy, but rather just the natural (unintended by the devs) occurrence from respawning while in a moving vehicle.
You might break the sound barrier with this if you place the seat at the top. The game has to have some point of reference for the sound barrier and if it's the seat (which seem likely), by placing it at the top, you're basically bringing it out of the water at max speed, not at the speed that the vehicle has once it's completely out.
the speedometer shows how fast the seat is going, if it was right then the seat was going supersonic. you can still make a sonic boom underwater
@@Blackbirdtree1 you can make a boom at 1234 kmph underwater in Trailmakers?
@@CaptainFlips yes
@@Blackbirdtree1 I forgot about that.
The whole vehicle is a rigid body. It has one speed. If the tip of the vehicle breaks the sound barrier so will the seat at the back.
Request: Make buoyancy gliders. Have to use bouyancy to launch yourself into the sky and start gliding. Maybe could turn into a dogfight video
Yes please.
Love this concept!
Yes!
Basically flying fish, neat
@@alien0gamer139 Make them style their craft like a fish and do a melee challange mid air, eg carp vs dolphin
the devs should add a under water version of the test map
or something like that
Maybe just a slider that lets you set a water height on the current test map?
Me: Racking my brain, trying to understand how something can be more buoyant in air, but far less buoyant in water...
The game, which relies on code, and not actual physics: Bruh.
It actually has the same buoyancy in water and in air, it's hydrodynamics that make it much slower.
@@ledocteur7701 Does that mean... the pontoons are more buoyant in water...?
Buoyancy should contribute a force consistently relative to the density of the surroundings.
Assuming the balloon is exerting the same relative force, that being enough to ascend at ~20 in water, and then at 160+ in air... How does the pontoon rise 3x faster in water, but not at all through the air?
The pontoons, as you explained, are reactive to the environment; if you put air or carbon in water, it will most likely float, but if you put air in air, it most likely will float down; this is because things float due to its forces being less dense / lighter than its environment ex: water, air.
@@TeeJai2010. If I understood that correctly... Such a functionality exists only for the pontoons?
If it is the pontoons which change depending on the environment, their weight-offsetting force must decrease drastically in the presence of air.
For the balloon to rise at 20 underwater, and at 160 in the air, the drag must be 8 times greater in water.
The pontoon, with comparable volume and comparable drag, rose at 60, that being 3 times the rate, meaning it was 1/3 the density.
If that's seriously how the pontoons work, and then they're programmed to lose their excessive buoyancy once they reach/pass the water's surface... that's kinda dumb.
At this point, it's worth mentioning; Each part has a weight stat, but Scrap didn't seem to be paying too much attention to these. I'm not sure that they relate directly to the buoyancy of the part, but I wonder what their relation is...?
@@tombroad9239 In this game it's not relative to pressure, because pressure doesn't exist in the game.
"Buyancy" is also not real, instead they just give upward thrust that mimics buyancy, it's essentially a thruster wearing a disguise, and they activate based on the environment it's in.
what does exist is 3 environments, "air", "water" and "space", the pontoons only give "buyancy" when in "water" and the balloons give "buyancy" when in "air" and "water", but that "buyancy" is the same amount of thrust.
And yes, pontoons do have more "buyancy" than balloons, but they are off when in "air".
Don’t you love when logarithms are everywhere, especially diminishing returns like adding more and more pontunes on the effect of weight
It's more the hydrodynamics though than mass. Both air and water resistance is relational to the square of the velocity. So going faster quadratically makes the resistance go up. Technically there's some more stuff to water than air (well super technically not, but the viscosity of air is practically 0), but the basic stuff is the same. And I highly doubt Trailmakers calculates it any different, since their aerodynamics and hydrodynamics math seems to be fairly simple.
If it was relating to mass, the effect would actually be bigger, since the effect of the weight of the diving bell will get closer to 0 by adding more pontoons.
21:43 scrapman hits 2024 kph, nice
At 21:45 seconds of this video you can see how Scrapman reached a speed of 2,307 km/h and earlier he reached 2,212 km/h.
@@foxythepirate1504 he actually reached 2455 kph at 21:36 use '' keys to play the video frame by frame when paused
@@UBAT128 My mistake, I didn't look carefully, that's why I suggested it. Thank you for correcting my mistake and I also want to say that I watched this video on YT on my phone and not on my computer. I didn't look at the speedometer carefully and that resulted in the mistake I made and thank you again for correcting me.
None of these numbers were genuine. That was an oversight in how teleporting works in the game. That "speed" was calculated based on the previous position (before he teleported) and his current position (after he teleported).
It's an unintended oversight in how the game is programmed.
@@Hadeks_Marow Oh, thanks i didn't know that
Scrapman harnessing his inner dolphin
And his creation just "So Long And Thanks For All The Fish"s right off the planet
The vehicle equivalent of Pulling a Pool noodle underwater as far as possible to launch it at high speed.
When buoyancy experiment turns into a meme:
Pontoon: **floats**
ScrapMan: 9:20
Dude _repeatedly_ saying "area" when he means "volume" would have been fighting words in my 9th grade geometry class.
He also keeps saying “aerodynamics” instead of “hydrodynamics” which is bugging me
Sound travels roughly five times faster in sea water than it does through air, and even then it varies depending how deep you are due to pressure. The “valley” of the wave as you called it is actually called the “trough”, and the crest is called… the “crest”. You want a ship to face into them so waves break across the bow, whereas if your ship is running length down the trough, the next wave can and will roll you over and capsize you. The RMS Queen Mary nearly rolled over when struck by a rogue wave while carrying thousands of US Troops in 1943, rolling to 45 degrees and holding their for what felt like an eternity before she finally righted. Lusitania also experienced a rogue wave that tore her upper bridge off.
When expanding horizontally, realize that a vehicle with two columns of pontoons is functionally the same as two separate single column vehicles except that with the two-column vehicle, each column is accelerating half a diving bell, while the single column vehicle is accelerating the whole diving bell.
It's a shame that adding a bunch of logic to do some sort of staging so it can shed weight as it approaches the surface (eliminating the weight of the pontoons after they break the surface when they no longer provide buoyancy) would probably just lose just as much speed to the extra weight as it would gain
Technically, there is such a thing as surface drag. And if you double the width (in two dimensions) you get more lift per surface area. I'm just not sure if Trailmakers considers that kind of drag.
@@Lectrikfro would cause a zero drag glitch and be cheating anyway
I love that you keep coming up with new ideas for this series
It's better to put them in a big flat square than a tower if you want to maximise the jump, because once the pontoon is out of the water it becomes dead weight, and when about half of them are out of the water you already start loosing speed ( technicaly with a 100 tall tower it wouldnt get out of the water)
Water has physics in trailmakers
Yea but a big square literally gets no speed to get out of the water
hydrodynamics however absolutely destroys the benefit of a big square.
@@ledocteur7701 Yeah agreed, but a flat line works better than a tall pole though. Yes, it requires more hydrodynamic blocks to make it less resistant, but the tradeoff is worth it.
You don't want the bottom fighting with the top, because at that point, that is forces fighting with eachother. No bueno.
@@Hadeks_Marow I mean.. in real life a flat line would be better, but with the game simplified hydrodynamics, it's the same thing as a big square, since water doesn't "flow", all that matters is how many drag arrows you have, aka the surface area, which is the same for a square and a line with the same amount of pontoons.
Hey scrapman,
Remember when I explained how trailmakers deals with positional data when teleporting? It was in your space video testing max speed. You found the trail particle system was acting weird due to teleporting across the map.
Yeah, same thing here with your 2000 speed. Speed is distance traveled over time. By respawning, your position 1 frame was where you where, your position next frame is where you respawned at. That "speed" isn't you actually "traveling", it's the calculated speed of the teleportation. You did NOT go super sonic, I'm sorry to say. This again is an oversight on the devs not clearing the values on teleporting.
I will however suggest that you try going long instead of tall. Tall means that not only will you have less up travel, but the bottom buoyancy will be fighting with the top. Buoyancy naturally wants to be leveled. By making it tall instead of going sideways, you are actively fighting against the forces. On top of that, once the peak breaches, the parts above water are effected by gravity giving you downward force when what you are aiming for is upward force.
Yes, this will mean needing more blocks to help with aerodynamics, but the tradeoff is worth it. Trust me. Wide > Tall.
On the stranded in space map there is a point where you can go down underwater far further than here, hope it might help
And there wouldn't be any wind to boot!
Easily one of the most satisfying and fun to watch experiments you’ve done
yeah buoy! Best Quote I have heard in weeks and best laugh I had too, thank you
Its cool to see this guy still making videos
SCRAPMAN!! AFTER ALWAYS WATCHING YOU WHILE I WAS 6 YEARS YOUNGER I FINALLY FOUND YOU AGAIN!!
I think it would be fun to see an evolution series where you ban certain blocks, like planes without modular wings, cars without wheels, submarines without buoyancy, space without quantum rudder, etc…
This would put a really fun twist on the evolution series.
What if you did like an underwater glider, which instead of using gravity like an normal Glider it uses Pontoons. Maybe you could then go sideways under water and thus spend more time there to gain more Energy from the Pontoons
Actually this is a really cool idea! Would like to see it explored
The inefficient of the balloon blocks makes way for a very unique idea where you can have a flying machine or maybe even an ornithopter that both Works outside of the water and underwater in the same way
getting mad ancient aliens vibes near the end when editing did the slow mo zoom in and the music lmao love it
ScrapMan, I have two ideas for how to reach Mach 1.
The problem is that as soon as the pontoons reach the surface you are sacrificing speed to lift them above the waterline.
Solution 1: The long shot. For every cluster of pontoons (every 4 for instance) separate them with a destructible connector that is set to disconnect when altitude reaches air. This way, most of your weight is generating buoyancy (speed).
Solution 2: The pontoons on the bottom generate the most buoyancy, so expand the bottom by adding more pontoons to it.
One thing that might have helped just a bit, you could probably have used the smaller pontoons (4x2x2) as structure blocks in the cones. It probably wouldn't have helped a lot, but they're adding negative weight underwater, so it would be something. Maybe enough to hit the 1200 consistently since you were so close.
I'm fairly certain that the height of the creation is hindering it's max speed. As you mentioned, the amount of time in the water has an impact on how much speed it can build it. Your creations weren't getting nearly enough time underwater, so the logical thing would be to make it shorter. Bigger isn't always better.
Scrapman's just making reverse dive toys for mermaids. They're float toys. "It's going closer to the surface You're going to have to hold your breath the further out of the water it goes!!!! 1.3 meters high on a single breath!!!! WHOA!!!" Meanwhile some 'posh' urbanite mermaid moms hanging out by the reefs, "HEY KIDS!! We already told you, stay in the deep end of the floating pool! Only big mermaids can float in the shallow end!" Sorry, it's Monday and I need something to keep my mind entertained while I drone on at work.
Also, I feel like in some edited universe, Scrapman ends up buoyancy launching himself into the Spacebound DLC map and then it's just a Shooting Stars meme all over again.
He always has a new concept to surprise us with
Sound moves at a faster speed in water (1500 meters/sec) than in air (about 340 meters/sec) because the mechanical properties of water differ from air.
since those last few versions were all so close together, i wonder if it might actually improve your results if you took the wide version and removed a couple vertical layers of pontoons so you don't have weight leaving the water as soon and effectively give yourself more 'runway'
I was so mad when u didnt increase the buoyancy on the buoyancy control block I swear. but anyways sick vid
You should try the edges of the stranded in space map. Pretty sure those areas go pretty deep. Im unsure if it goes deeper than the high seas, but you can check it out
I am surprised you didnt try half the height and add it onto the width, allowing you double the time underwater to speed up.
This vehicle must be a dog,
Considering it's a very good buoy.
I think a good update to this game would be allowing the player to create their own map, that way you can make the ocean as deep and as big as you want. Or if you want near unlimited flat ground you can make your own map for it
I kinda want to see this experiment irl, would make an interesting area denile system
I think the reason the speed ramps up near the surface is due to the waves essentially forcing your craft to move upwards quicker
Multiplayer Monday Idea:
SPLEEF BUT YOU CAN GO IN REVERSE (for 5 seconds, maybe?)
Thank you for the great content!
It broke the sound barrier but in the water
I wonder if adding altitude sensors to detach each pontoon when they reach sea level would prevent acceleration loss as they no longer provide buoyancy but weight once they pass the water surface
scrap man you forgot about square cubes law, you get less surface area and more volume each time the tank gets bigger
I would try a less tall pontoon tower after some point- the wider version I mean. That many pontoons going out of the water early may be the reason you hit a cap in speed
Challenge: create a vehicle that is powered by buoyancy. Essentially, this would mean all your thrust must be vertical (meaning you can use the pontoons and even air balloon). Your goal is to create a vehicle that can redirect that vertical thrust into horizontal to create a vehicle that moves through the water by dolphining through it, using the force of bouyancy (and possibly adding extra force using the air balloon) to move
Can you make a jellyfish submarine, kind of like an ornithopter but for water, it would only use the jellyfish movement to propel it
You should make a mini game when you have mini versions of these and you have to aim yourself upwards to hit the boats/enemies and there is a time limit to get them
I'm still interested in seeing if balloons going on atmosphere keep their speed going into space and how fast it will be
curious what happens when shortening it again to lessen the amount of pontoons outside of the water while still accelerating, also the last few videos I'm pretty sure you would've been able to use slightly less weight by turning the wedges 90 degrees and attaching them using the single side point
I paused it when you did your first test at 4 columns, it reads 2040, thats nutters
21:14 by going frame-by-frame, I can see that you did break the sound barrier for outside the water, you just weren't fully out of the water at that moment. Your maximum speed there was 2040 kph.
21:27 max of 1726 kph
21:36 max of 2455 kph
I bet if you put more buoyancy blocks inside of the wedges instead of all grid blocks, you probably would be able to get it after lost of trials.
ScrapMan, you CAN break the sound barrier with Pontoons. It is possible. You are so close to getting another barrier breaker here.
I wish you the best of luck.
Scientifically, any "boyancy only" object couldn't break the (air) sound barrier.
You actually went faster then expected. A reasonable limit is around 400 km/h.
if you think of it, the speed of sound in water is much faster than in air because water is denser.
so maybe that is why you did not get the sonic boom in water. you need to go at least 5220 kmph to break the sound barrier in water.
Trailmakers doesnt take that into account
@@ThatGamerPilot true, but I just wanted to put this out there for people to know the reality.
@@falconfirecodm4159 ahh okay
OOo idea. Make explosive buoys using the power coupling to attach it to the ground. And have a race around them
Your build is very long, and alot of the bouyancy is spread through out the whole build. Meaning that when u launch and the pontoons go out of the water, they become weight with no more power and u will lose acceleration the further up u go. So when u spawn = high acceleration, Exiting water = low acceleration. So the best thing would be too put alot of bouyancy on the tail so most of the weight exits at the same time as all the bouyancy exits. Then u would get: spawn : high acceleration and when u exit high acceleration, which would mean u would go faster with less bouyancy that u used and it would be much shorter. if u need more explaination please comment under this😀
Make the entire thing shorter, fatter, and then cap the top for hydrodynamics, it should allow greater acceleration from being under the water longer.
In the stranded in space campaign map is the ravine at the reef any deeper?
I'm just curious wouldn't the top fins catch water n slow you down as they face towards each other instead of just out??
They should have a map that is just water and it has a depth of 10000 in every direction for testing watercraft out like wart they did for the land vehicles
The altitude sensor has a "ignore waves", meaning the stationary water of the depths and the waves at the top are not the same, likely to allow the waves to throw things around.
Probably a different water material from the original water that was still water (making waves sparkling water
Video idea: look how fast you can fall from the sky by just using aerodynamic pieces , a seat without using any additionally weights and try to break the soundbarrier
the reason the balloon didn't give you a huge lift is cause water pressure collapsed the balloon to be a dense air pocket, instead of the pontoons rigid buoyancy.
The speed of sound changes depending on the medium. The speed of sound in fresh water is around 3300 mph saltwater is around 3350 mph. I'm rather amazed that trailblazers seems to have accounted for this.
you shuld do a battle where you use the buoyancy control device as foltation and have them inflatedthe hole time so when you shot them off the boat sinks for real
I dont know if this has been patch because I haven't played in a while, but I think there's a really deep part if you go off of treasure island a bit
Break the sound barrier by spinning fast.
this needs to happen
He already did that in a prior video
oh ok
@@RealTwiner Really? I can’t find it. Can you send a link?
video idea: a 2v2 or 1v1 match where cars are pitted against planes. The goal is for the planes to kamikaze into the cars, while the car drivers have bombs that they can launch into the air to destroy the planes before they hit the car. The winner will be the driver who survives the longest
Well, the devs should take this as a inspiration to create a underwater map, like they did it on the space update.
Fun fact, this was once used in theoretical weapon testing. What would happen when they launch missiles from underwater, specifically.
Edit: I suggest expanding the cone radius of the top of it.
scrapman remenbering his breaking the sound barrier playlist: its free real estate
13:56 that was aan enormous pogo stick 😂
compact is better than long, the buoyancy changes over the course of it coming out of the water, and you want that change to be as rapid as possible, less of a footprint i think would give you more of a pop out the water
Why is this actually kinda funny
I don't know if you just realized that but I believe he made a pogo stick that worked in the ocean. 14:00
air expands when you go up underwater when you are scuba diving that can cause your lung to rupture :}
i wonder if like the shape of top wedges matters like they catch water between them. (Based on trailing hydrodynamis)
the water in the campainmap is nearly inifinitely deep. I think it is determined by the mapsize and if you go to deep you get teleported back but it is very deep ( I dont think theres video of it on youtube and ive never tryed it but that is how trailmakers generally handels maps like this.) alternattively you could glich into the grond on danger Iland and do it in the mountain because for some reason theres water in there
Breaking the sound barrier with buoyancy... What's next, sails? JK but maybe try it with weights to see if you can sink faster than the speed of sound.
Yo scrap. When you hit your cap speed you need to shrink the height. That will get you more water to go up through. So take the pontoons frome the top and spread out to a larger profile around the dive bell. Using the pontoons to fill empty spaces between the aerodynamic pieces will reduce weight cost.
You could get a modded ocean map with a teleport at the bottom, I'm sure someone would be glad to make it
so could you use buoyancy and strong wing/paddle surface to convert the upwards movements generated into forward momentum ? used to have a toy that did that by being very flat and hydrodynamic
How to give your avatar the bends 101
My guess as to why you go slower when you're deeper in the water is because the water pressure would make the water denser, and much like the atmosphere higher you go the faster you can go because there is less drag on the vehicle to slow it down because it's running into less molecules of stuff be it air or water or any other gas or liquid that you can travel through
Suggestion: make a hydroplane hovercraft, which only contact point with the water is a pontoon keeping you afloat.
you can't get a sonic boom because your seat is at the bottom, the sonic boom always gets registered from the seat, so because most of the creation is already out of the water before your seat you get slowed down enough to not boom, and the speed of sound is higher in water
At first I thought the boom didn't happen because Trailmakers doesn't do that underwater and with the seat at the bottom of the vehicle the game thinks it's underwater. However I went and checked on one of Scrapmans other sound barrier videos and the game actually does do booms underwater, so it should have worked. Unless something changed between then and now of course.
I need this tested again, but half the height and double the width. You need to maximize time under water to gain that speed
You should try cutting your height in half and add those pontoons to the sides instead of a vertical line. You could have the same amount of pontoons, but more time under the water as that seems to be the issue.
By 21:14 with 0,25 Playback Speed you can see that he got over 2000 KPH.
Recognising the placement of the seat, which others concluded would be the place of recignicion for the sonic boom and the different speed of sound in water you did get a sonic boom on technicality.
he actually reached 2455 kph at 21:36 use '' keys to play the video frame by frame when paused
You should build a porpoise style buoyancy only sea leaping creation.
9:13 😂😂 why did that cut
It was hilarious
I'm honestly interested now, in how Trailmakers calculates drag.
The aerodynamics displayed in build mode is one thing, and that's simple enough, but in practice, it must use a completely different system.
Does it calculate drag on each face, despite only displaying the drag on the front? If so, shouldn't there at least be an option to see the aerodynamics of all 6 faces in build mode?
When moving in a direction that does not align perfectly perpendicularly with one face, how does it calculate the drag across multiple faces?
What about rotation, instead of linear motion? Does it factor in aerodynamics on different sections of the same face, especially factoring in an angular component?
And dynamic components. When there are moving parts to a creation, which turn and do different functions on their own, how does it calculate the drag on these parts in relation to the rest of the build, and relate it back to the whole creation? Would this have something to do with how dynamic parts sometimes spasm away from the build in multiplayer, as it is separately calculating their interactions, before relating them back together?
So many questions... It's apparent that there's a lot more to this system than I understand.
If anyone knows anything relating to any of these questions, or even has any ideas to contribute, by all means, I want to hear anything you've got. I've never taken it that seriously, but from the way veterans approach it, it seems to be a seriously advanced system...
Also, the difference between water and air. In the space map, they also have varying atmospheres on each 'planet', which might be an indicator. I assume this is the most simple mechanism. All drag calculations must face a multiplier depending upon their environment.
But then, it applies more drag to the parts in contact with water than it does to parts in contact with air, so it must be applied separately. BUT THEN, in the space map, when it displays atmosphere, it shows a value for the whole creation.
I mean technically you broke the water sound barrier
21:14 actually reached 2040 at the peak at that jump (have to single step frames ofc to catch it)
I think instead of wide he should've had them on the sides of the diving bell so that he's more in line and that he doesn't need it to be so towering meaning he gains more speed with more room
Should make battle vehicles where your only form of propulsion is shooting out of the water and bouncing on the surface.
you shuld do a battle where you yse the buoyancy control device as flotations and have them inflated the hole time so when you shot them off the boat sinks