Space Busters | Exploding A Hole Through the Earth! | Space Engineers

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  • เผยแพร่เมื่อ 16 ต.ค. 2024
  • Can you explode a giant hole through the center of the Earth using warheads? Find out in this episode of Space Busters where we attempt to dig to the center of the earth and through to the other side using nothing but warheads!
    If you like the video, be sure to leave comments and hit that like button! That's how I know to make more of these!
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ความคิดเห็น • 594

  • @silverywingsagain
    @silverywingsagain 2 ปีที่แล้ว +926

    After a certain speed, things stop being able to collide with anything, i'd imagine the bombs were going through the voxels, out the other side, into space, back into the gravity well and through the planet like a neutrino lol.

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว +146

      Yeah I think that might be it as well. At one point I limited it to 600m/s but that's probably still too fast lol

    • @YouravergeGamer
      @YouravergeGamer 2 ปีที่แล้ว +16

      @@AndrewmanGaming falling I don’t think speed limits affect falling speed

    • @timhartherz5652
      @timhartherz5652 2 ปีที่แล้ว +17

      Pretty sure physics going weird beyond 250 or something.

    • @whitedawn2122
      @whitedawn2122 2 ปีที่แล้ว +12

      A quick fix should be kinetic devastation

    • @kadingirlycaon6682
      @kadingirlycaon6682 2 ปีที่แล้ว +8

      @@YouravergeGamer nope! it'll keep accelerating until it hits the speed limit.

  • @DizzyDJW
    @DizzyDJW 2 ปีที่แล้ว +784

    Has anyone else ever noticed the temperature change to "Inferno" at the center of the Earth? Pretty cool little detail the devs added.

    • @kainicholson6799
      @kainicholson6799 2 ปีที่แล้ว +20

      wait whattttt i didn’t even know that was a thing lmao

    • @alicorn3924
      @alicorn3924 2 ปีที่แล้ว +41

      @OperatorNaut Were you in goddamn Venus?

    • @whitedawn2122
      @whitedawn2122 2 ปีที่แล้ว +42

      I created inferno once in my ship when i had a pressurized room with atmo but no vents next to hydrogen thrusters

    • @WardenWolf
      @WardenWolf 2 ปีที่แล้ว +48

      Pretty cool. I remember when planets first launched and Keen advertised you could bore right through a planet. That turned out to be a lie. So, because of public outcry against (yet another) case of false advertising about the game they had to actually fix it.

    • @SeedlingNL
      @SeedlingNL 2 ปีที่แล้ว +10

      Yeah, it went cold > warm > hot > inferno > hot > warm, then it reached the end of the 'fall'.

  • @paddda
    @paddda 2 ปีที่แล้ว +387

    Dr Hayden: You can't just blow a hole into Mars!
    Doomguy:

    • @anonymous-mj8wb
      @anonymous-mj8wb 2 ปีที่แล้ว

      😂😂😂

    • @achtsekundenfurz7876
      @achtsekundenfurz7876 2 ปีที่แล้ว +3

      Dr Hayden: You can't just attach a rocket to Mars!
      Doomguy: But what about an Orion thruster?
      Dr Hayden: --___--

    • @SuperGooner1
      @SuperGooner1 2 ปีที่แล้ว

      but can i?

  • @danielwlodawer1282
    @danielwlodawer1282 2 ปีที่แล้ว +281

    You now need to repeat this at other points of the surface to have the holes meet in the centre. You could use this for a hidden planetary transport system.

    • @Variety_Pack
      @Variety_Pack 2 ปีที่แล้ว +2

      do this

    • @Jesus_Offical
      @Jesus_Offical 2 ปีที่แล้ว +8

      Laser antenna Trough the center of the Earth

    • @timmummert1145
      @timmummert1145 2 ปีที่แล้ว +11

      You could put a merge block on both sides of the elevator, as well as thrusters and some timerblocks, so that the thrusters aktivate once you are on the other side and you can perfectly dock to a station with the mergeblock without destroying anything

    • @EnjoyCocaColaLight
      @EnjoyCocaColaLight 2 ปีที่แล้ว

      The game crashes when you do that.

    • @Deathbykittens11
      @Deathbykittens11 2 ปีที่แล้ว +2

      Thought something similar, then thought about cutting the whole planet in half with a series of parallel tunnels, I think it would be very interesting to see how the game systems would deal with it (lighting, skybox rendering, etc

  • @spacemanspiff7283
    @spacemanspiff7283 2 ปีที่แล้ว +305

    I wonder if the hole was straight enough, if you could drop the pod with a merge block through the middle of the planet, come out the other side, and then merge back with the starting point? That would be a really cool amusement park ride!

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว +67

      That would be awesome! I don't know why our hole isn't perfectly straight. It's at least straight enough to go all the way through without colliding, but not back a second time. I bet I could get it perfect if I send warheads 1 at a time to go all the way through and come back. There are probably some places where they would explode on the way back.

    • @spacemanspiff7283
      @spacemanspiff7283 2 ปีที่แล้ว +54

      @@AndrewmanGaming maybe it had something to do with you walking around? It might have slightly nudged it towards the wall. What if you tried again, but with you sitting in a seat the entire time?

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว +43

      @@spacemanspiff7283 Good point, maybe some clang with the player at those high speeds is involved.

    • @prometheus8010
      @prometheus8010 2 ปีที่แล้ว +7

      @@AndrewmanGaming install a Stat that can rotate around probably using hinge or just be upside down for half the journey

    • @prometheus8010
      @prometheus8010 2 ปีที่แล้ว +4

      @@AndrewmanGaming can always make hole wider

  • @thomast1014
    @thomast1014 2 ปีที่แล้ว +115

    The glass elevator falling through the world is honestly one of the coolest things i've ever seen in this game

  • @dragonsflame3777
    @dragonsflame3777 2 ปีที่แล้ว +83

    next challenge, make it so you can ride through the entire planet, and then get caught on the other side by a merge block, eg, the point where it hits 1m/s a merge block catches the glass elevator

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว +21

      That sounds awesome!

    • @Knight_Raider27
      @Knight_Raider27 2 ปีที่แล้ว +7

      Massive Charlie and the chocolate factory vibes

    • @MrDoboz
      @MrDoboz 2 ปีที่แล้ว +1

      sounds nice but a merge block puts the craft waay out of trajectory when "launching".
      maybe landing gears? They don't pull on the cabin and can lock from a fair distance away

    • @waggsbannin99
      @waggsbannin99 2 ปีที่แล้ว +2

      using the landing gear might work a bit better for durability
      one on top one on bottom
      this was an awesome vid

  • @gamelord9243
    @gamelord9243 2 ปีที่แล้ว +46

    Fun fact: the absolute limit to a numerical value that can be stored in a 32 bit system is 2147483647. When a value exceeds this number it goes all the way around to -2147483647. These rules also apply to the speed of objects in space engineers so when the bombs accelerate to that speed they then suddenly go that same speed in the opposite direction. This is actually a pretty fun effect and You can do this with the speed mod and some fun thruster mods fairly consistently.

    • @sarahkatherine8458
      @sarahkatherine8458 2 ปีที่แล้ว +3

      Wait, isn't that speed in SE stored as float (so it would take much more to overflow)?

    • @G4nd4lf
      @G4nd4lf 2 ปีที่แล้ว +3

      ​@@sarahkatherine8458 From what I know floats cannot overflow what so ever because they are just stored in totally different way and they just starts to loose precision. Also as the elevator test in the end shows that speed limit that droped object reaches was ~800 m/s, far less then 32 bit system limit anyway.
      So althought Gamelord idea was also my first explenation, on secound thought it didn't make sense.

    • @Ostsol
      @Ostsol 2 ปีที่แล้ว +1

      @@G4nd4lf Floating point numbers can indeed overflow. Some languages have safeguards against this, though, detecting when an operation will put a variable above the maximum representable floating point value. Even without such built-in safeguards, a good simulation should never permit a variable to even approach this limit. If it does, that's probably a bug. A long time ago I managed to run into the problem of reduced precision with 32-bit floats while trying to make an infinite terrain generator. I quickly found ways around that, though.

  • @TheAstraDawn
    @TheAstraDawn 2 ปีที่แล้ว +83

    I think the reason why the explosives are coming back up through the ground is because they glitched thru the ground went to the other side of the world and then went back up
    Edit: they might be gaining speed due to floating point precision errors (the bigger the number gets the less precision it has)
    Edit 2: it also might be because the centre of mass of the earth is not centred to the voxels
    Edit 3: maybe they are gaining speed by glitching thru the ground

    • @TotallyToobular
      @TotallyToobular 2 ปีที่แล้ว +1

      Yeah, I'm betting that after they phase through the ground they go to the other side of the planet and fall back down, back towards where they started. Seems the most logical explanation, and you can see some bounce off the inside of the crust without phasing back through

    • @DWal32
      @DWal32 2 ปีที่แล้ว +1

      for some reason objects gain speed *ignoring* max speed if it's from planetary gravity. Really odd.
      Oh and when you're going too fast you phase through the ground, probably because collision is calculated only at the destination of movement instead of it being continuous if that makes sense
      Basically it probably teleports in a direction instead of moving smoothly

    • @kalvino3515
      @kalvino3515 2 ปีที่แล้ว +1

      @@DWal32 Yeah, it does "teleport", most games do this. For space Engineers the speed where clipping occurs is about 1700m/s (I did tests with unlimited speed mod and a small craft...fun times =-) )

    • @jabra-quarry5050
      @jabra-quarry5050 2 ปีที่แล้ว

      I remember my physics profesor saying that if you drill a hole through the earth to the other side and drop something in it it would start coming up and down repeatedly slowing down in the process and that in general the movement of the object can be described by the equasion for harmonic vibrations. So yeah, if the game is using realistic physics (which it does) then it checks out.

    • @legonkdroid1612
      @legonkdroid1612 2 ปีที่แล้ว

      So it's a planetary size slingshot

  • @InfernalWheel
    @InfernalWheel 2 ปีที่แล้ว +73

    Ok.
    So.
    Hollow out the center and create a geodesic dome base that floats?
    Expand it as needed and imagine Obi-Wan Kenobi approaching saying "Moon? Thats no moon."
    Profit??? :P
    Very cool vid btw.

  • @zoneofendless.
    @zoneofendless. 2 ปีที่แล้ว +50

    A friend of mine and I once tried doing this on a server after we discovered the destructive power of the bomb dropper. It was fun.

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว +14

      How long did that server last? I can't imagine a giant hole through the planet was good for performance XD

    • @zoneofendless.
      @zoneofendless. 2 ปีที่แล้ว +12

      @@AndrewmanGaming The voxel reset every once in a while and that friend I mentioned happened to be one of the server staff so it's all good.

  • @massimocole9689
    @massimocole9689 2 ปีที่แล้ว +13

    The 790 m/s speed at the center was intense. It really puts low earth orbital speed of 8 km/s into perspective. Imagine the tunnel whipping past ten times faster!

    • @GodofWeird
      @GodofWeird 2 ปีที่แล้ว +4

      Its just insane to think that orbital speed would make SE earth pass by in seconds

  • @michaelsandy2869
    @michaelsandy2869 2 ปีที่แล้ว +59

    It is impossible to "drop warheads in the same spot", because that "same spot" isn't there after you drop a warhead on it. ;) Pedant mode off, thanks for the video!

    • @achtsekundenfurz7876
      @achtsekundenfurz7876 2 ปีที่แล้ว +1

      And I guess if two warheads are dropped at the same time, they drift towards each other, as their fall lines intersect at the center, and if they blow each other up, they can kick a 3rd warhead away at high enough velocity to pop out of the ground near the launch site.

  • @phonixfromstix3634
    @phonixfromstix3634 2 ปีที่แล้ว +33

    I have seen some thing like this before, when an object reaches a serten speed the game basically turns that speed negative. Another example of this is nuking Gandy in Civilization.

    • @kralle98
      @kralle98 2 ปีที่แล้ว +1

      yeah another one of andrews videos

    • @lorrdy7640
      @lorrdy7640 2 ปีที่แล้ว +6

      It's called integer overflow

    • @nikkiofthevalley
      @nikkiofthevalley 2 ปีที่แล้ว

      @@lorrdy7640 Float overflow more likely, the speed is not a whole number.

    • @AdmiralTails
      @AdmiralTails 2 ปีที่แล้ว +2

      @@nikkiofthevalley A float overflowing is incredibly unlikely here. The values needed to overflow it are absolutely massive (a number 38 digits long). Also proper floating point implementations don't overflow the way that integers do. If you exceed what is possible to represent, it will either be clamped to the maximum, or be set to Infinity.

    • @MUJUNKY
      @MUJUNKY 2 ปีที่แล้ว

      this is also what happens in Hearts of Iron 4, if you stockpile too much equipment. I had my world domination playthrough ended after I conquered the USSR because I captured 600,000 units of Infantry equipment, and it put me at negative 1.9 million. It is very frustrating.

  • @wilma_wessels
    @wilma_wessels 2 ปีที่แล้ว +2

    I have never even watched a single space engineers video before this.
    i know absolutely nothing about the game, but holy crap this looks fun.

  • @zaflowgalactic
    @zaflowgalactic 2 ปีที่แล้ว +71

    What if the elevator had a connector on each end, and a receiver, so you could lock it and drop straight again? Maybe it would fall more straight, and it could transfer ore from one station to another!
    Asking a lot.... I know, you use a small grid for extra space around you, or a long skinny grid, and you do the initial alignment with atmo thrusters with dampners off, and right exactly when you reach 0m/s put the dampners on, then make your connector station with maybe a piston for fine tuning. No subgrids on the shuttle though, or it will be a problem for sure. '^_^

    • @BronzeLump_
      @BronzeLump_ 2 ปีที่แล้ว +2

      You could just make the hole bigger. then the only thing to worry about is send and receive... like you need a reliable system to catch it, like trying to catch a baseball in a mit on the top of a skyscraper. It should be doable, but will be very finicky

  • @goodguyjohn4625
    @goodguyjohn4625 2 ปีที่แล้ว +17

    28:08
    The warheads were going so fast, the collision just doesn't work properly, but after they pass the center, they should slow down, but they will reach the same height on the other side, so it's not that they fell down and hit another one, it's that they slowed down enough that the collision started working again, but still too fast to work reliably.
    Really good video, always wanted to do this

    • @bottlekruiser
      @bottlekruiser 2 ปีที่แล้ว +1

      The collision system seems to check not if you intersect with voxels but if you intersect with a voxel *surface* (source: accidentlly phased through the ground in survival, at very low speeds). No surface to collide with down there. Must be hitting warheads coming back after all.

  • @TheeActualKeyboardWarrior
    @TheeActualKeyboardWarrior 2 ปีที่แล้ว +12

    i recommend staggering the launch time so the warhead that explodes first doesnt blow up the ones before it before they hit the floor and reduce efficiency.

  • @dashiellgillingham4579
    @dashiellgillingham4579 ปีที่แล้ว +1

    The 'Glass Elevator' is the highlight of the whole video. It's so incredible. People would pay to see something like that... I've got to start writing now.

  • @alejandrostrass2559
    @alejandrostrass2559 2 ปีที่แล้ว +8

    Dude you should be having millions of views, this is such a great work for our curiosity and space engineers science. Thank you very much for doing this kind of videos, I know it took a lot of time and effort and we appreciate it 😁

  • @imperialspacemarine1539
    @imperialspacemarine1539 2 ปีที่แล้ว +9

    what i think is happening is that instead of exploading the warheads bounce on the voxels in to random directions left or right but go up again because of an enormous speed gain in that one physics interaction. considering that SE isnt intended to have such high speed thats a possability

  • @HelixSnake
    @HelixSnake 2 ปีที่แล้ว +1

    Physics in real life is continuous but physics in a video game is discrete - that is, something like distance traveled compared to acceleration is a function that works step by step. As such, the effective result if distance traveled as a function of acceleration is a double integral - when calculated discretely, in flat amounts of distance changing frame by frame depending on velocity, and velocity changing frame by frame depending on acceleration - it's very easy for error to accumulate. This is why when physics is done with a non-fixed time step, it can result in non-deterministic behavior, even with no collisions.
    The amount of error building up over such a large amount of distance is most likely the culprit as to why the objects are coming back up, further than where they dropped, after phasing through because of the mentioned issue where fast enough objects will phase through the voxel geometry. The error generated by this phenomenon would be higher than that caused by floating point precision issues. However I don't have an explanation for why they seem to be coming up at different locations - floating point precision issues could still be partly involved.

  • @MrFoxxRaven
    @MrFoxxRaven 2 ปีที่แล้ว +6

    Kinetic devastation mod might help. Accidentally hitting the moon at 300m/s leaves a fairly large crater. Repeated a few times in the same spot would probably yield some results

  • @Vinlaell
    @Vinlaell ปีที่แล้ว +1

    When I first started playing online this was my plan to make a base in the center digging this exact way but I never ended up building it it's so cool that you're doing it instead so I can see if it works

  • @lohostege
    @lohostege 2 ปีที่แล้ว +6

    Imagine turning this into some sort of fast transport elevator, where at its peak there is something that can grab it safely, then later drop it.

  • @captaincookie72
    @captaincookie72 2 ปีที่แล้ว +3

    Going through the hole in the glass chamber was terrifying and gave me a weird chill I wasn't expecting

  • @nyxborne1786
    @nyxborne1786 2 ปีที่แล้ว +4

    I've noticed that your temperature gauge has been slowly getting hotter and hotter the closer you get to the center. A nice touch by the devs!

  • @renammartinez
    @renammartinez 2 ปีที่แล้ว +1

    Once I was bored, me and a mate did a little homing missile thing with warheads, a battery, a thruster with max override, and a H2 tank. We'd just paste those m0f0s in. We dug a tunnel across the moon like that, but likely missed the center

  • @jimclayson
    @jimclayson ปีที่แล้ว +1

    "There's a chance of explosion. It has happened twice in the past, but only two times in a history of two hours of operation, so I think that's pretty good odds."
    Space Engineers odds? Sure, that's good. IRL? Not so much. I imagine driving for two hours and only having a couple fender benders...

  • @msmaug644
    @msmaug644 2 ปีที่แล้ว +1

    To fix the trash collection issue, you could install this on a ship that lowers itself down into the hole so it allways is in range

  • @ArcangelOrtiz
    @ArcangelOrtiz 2 ปีที่แล้ว +16

    I'm thinking it's an overflow issue with the speed of the objects.

  • @magnus4717
    @magnus4717 2 ปีที่แล้ว +2

    You do not need a mod to reach the other side of the planet.
    what you do need is thrust.
    After you reached the center of the planet.
    What you need to do is to fit a battery, timer and a Thruster to your Warhead.

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว +1

      Good point! I didnt think of this, but you probably could absolutely manage the full hole in vanilla using this technique!

  • @nerdrulesu
    @nerdrulesu 2 ปีที่แล้ว +4

    another explanation besides pure speed is an explosion bounce/clang....ie some pass through the voxels out the other side then on way back through they get a bounce boost, explains why only some make it back....its more about drop timings

  • @athena1491
    @athena1491 2 ปีที่แล้ว +1

    I always loved this idea, and really want there to be a planet variant that is the ruins of an ancient civilization, and to get from one side of the planet to the other the fastest way, you just go through the center. I really want some form of science fiction media to do it too.

  • @justy1369
    @justy1369 2 ปีที่แล้ว +2

    That's one cool ride at the end. Now I gotta try this

  • @cia1780
    @cia1780 2 ปีที่แล้ว +1

    Make a elevator that use this mechanic, so make a hole through the earth and add ur little thing to fall through the earth and then with connectors, where it changes the way ur falling u attach so you can get out

  • @Fr1enemies
    @Fr1enemies ปีที่แล้ว

    It was already cool boring to the other side of the planet, but then the glass craft was a brilliant idea and I loved it

  • @ItsGorka
    @ItsGorka 2 ปีที่แล้ว +1

    "What goes up must come down, therefore what goes down must come up." - Newton, probably

  • @NekoSteamBoy
    @NekoSteamBoy 2 ปีที่แล้ว +3

    Make the tunnel properly aligned. build gravity elevator / catch system for transfer through the core

  • @tekbox7909
    @tekbox7909 2 ปีที่แล้ว +4

    Id love to see this done on Pertam. No idea what for but Im sure we can find some kind of use for a hole to the center of Pertam

  • @Isaac-LizardKing
    @Isaac-LizardKing 2 ปีที่แล้ว

    i believe the reason they’re gaining speed on the way back out of the earth is that many collision physics engines have no way to resolve two objects occupying the same space other than just pushing the two objects aparts, so it’s like a balloon underwater.

  • @MistaD78
    @MistaD78 2 ปีที่แล้ว +2

    The elevator scene reminded me of the 2012 Total Recall Remake, with that Tram that goes all the way through to the other side of the planet.

  • @AtocStowwe
    @AtocStowwe 2 ปีที่แล้ว +1

    Probably integer overflow. Because of how computers store integers, if they get too high sometimes they can just go to the lowest possible value that data type stores.

  • @therealwouburn3688
    @therealwouburn3688 2 ปีที่แล้ว +1

    I wonder:
    If P-gravity approaches 0, and gravity generators work better the less P-gravity there is, then could you build a massive railgun? If you used artificial mass blocks, would that make it any better?

  • @Grayjinx
    @Grayjinx 2 ปีที่แล้ว +2

    dude this is so awesome, it just inspired me to make a base based on total recall and this. sooooooo cooooool

    • @muddro420
      @muddro420 2 ปีที่แล้ว

      *triggered* this never happens in Total Recall. only that garbage remake

  • @derpypotato677
    @derpypotato677 2 ปีที่แล้ว +2

    I see that space engineers does not only violate the laws of thermodynamics, it also violates conservation of energy period.

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว +1

      Haha it violates lots of things! As awesome as it would be to have a full planet simulator, I dont think we're quite there yet.

    • @nou5440
      @nou5440 2 ปีที่แล้ว

      haha gravity drive go brr

  • @omggaming144
    @omggaming144 ปีที่แล้ว +1

    I think that since you are probobly not supposed to dig to the center of the earth, the physics are wonky and the warheads are being bounced back up by other warheads.

  • @lambdavoid3715
    @lambdavoid3715 2 ปีที่แล้ว +1

    Since the Did you know? series isn't being continued, I'm giving you a tip that might've been helpful. You can use ctrl+z on any grid to activate relative dampeners.

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว +1

      Thanks for the tip! Those Did You Know videos were kinda cool back in the day :D

  • @zackbobby5550
    @zackbobby5550 2 ปีที่แล้ว +4

    Pretty sure if I saw walked up onto this on a multiplayer server I'd know EXACTLY what's going on lol.

  • @Treasure_State
    @Treasure_State ปีที่แล้ว +1

    Just used this to enhance my vertical bore drilling.

  • @TheGorgatron515
    @TheGorgatron515 ปีที่แล้ว

    If you ever feel like adding to this playlist here's an idea. Do some testing to find out which is more effective as an explosive, hydrogen tanks or warheads. You could even implement the new automation into it and attempt to make some missiles

  • @zacharybrogden3038
    @zacharybrogden3038 2 ปีที่แล้ว +4

    In a realistic setting, wouldn’t the tunnel naturally curve do to the rotation of the earth, like a pendulum.

    • @StellarisIgnis
      @StellarisIgnis 2 ปีที่แล้ว +4

      I think that only applies if the planets rotate on an axis. I don't think Space Engineers planets rotate on axes.

  • @danikahicks2210
    @danikahicks2210 2 ปีที่แล้ว

    For the glass box, you should put a connector at the top and bottom of the craft, as well as a timer block and a battery, that way you can disconnect from one station, fly thru the planet, then reconnect to to a station on the other side automatically like an elevator.

  • @yaboi2jz61
    @yaboi2jz61 7 หลายเดือนก่อน

    I loved the video. And i loved the fact you gave the epilepsy warning after 5 minutes and 30 seconds after staring straight into flashing explosions. Almost dodged it but still had a seizure. Keep up the great video content😂

  • @WardenWolf
    @WardenWolf 2 ปีที่แล้ว

    FYI, the problem isn't that the hole isn't straight. The problem is that, as a player, you slightly influence the motion of objects when you bump into them. So when you were walking in the craft and you bumped into a wall, you created an imperceptible drift that, over hundreds of kilometers, eventually resulted in you colliding with the side of the hole. You really needed to create a button to turn off the merge block so to avoid unnecessary movements.

  • @markuhlman3767
    @markuhlman3767 2 ปีที่แล้ว

    That was one of the darndest things I've ever seen. Props to you...well done.

  • @umKrampus
    @umKrampus ปีที่แล้ว +1

    would be a cool way to build a base, just put dock block on each end where the wagon reaches 0m/s, boom, side to side planet transportation
    i should watched until the very end to comment hasuhsau maybe a wider hole

  • @jeanmouloude
    @jeanmouloude 2 ปีที่แล้ว +2

    I just thought about something
    If you built a indestructible sphere at the center of the earth with you inside of it, would gravity crush you ? Would you be in 0g ? Would you fall on the surface of the sphere ?

    • @Someone-lr6gu
      @Someone-lr6gu 2 ปีที่แล้ว

      In theory there would be no gravity, since the mass around you would be mostly equal and therefore pull you in all directions equally. If you would build a room there you could fly around like in space.

  • @zeldaandTwink
    @zeldaandTwink 2 ปีที่แล้ว +1

    Now wondering if its theoretically possible to mie an entier planet. Like the storage alone would be ridiculous but it would be amazing to see

  • @muddro420
    @muddro420 2 ปีที่แล้ว

    My theory about why the bombs are not all exploding at the end of the hole is that the terrain is updating from one explosion while another bomb is flying through. Then once they've passed where the "ground" was supposed to be there is nothing to collide with. Your theory about them colliding with each other is sound and that seems to explain the "islands" past the bottom. You probably hit the side because there probably isn't any way something would come to a rest and reverse itself without following a parabolic path, especially if there is drag modeling (even if the terminal velocity is off). Your little elevator ship probably shifted slightly as it came closer to the crest of its movement.

  • @DeconvertedMan
    @DeconvertedMan 2 ปีที่แล้ว

    Love blowing things up. This game is a lot of fun.

  • @DaysofKnight
    @DaysofKnight ปีที่แล้ว

    A perfect example of the lengths I would go to, to get some damn peace and quiet, and space, and privacy, to not have neighbors around, or other people.
    I would happily build a base down here

  • @Conta_Minated
    @Conta_Minated 2 ปีที่แล้ว

    About what happened around 17:10. Since SE isn't very good at handling high speed, the speed limit is there for a good reason. Since you've disabled that limit, you'll eventually find that your warheads are traveling at a game engine breaking speeds. When an object like that collides with the ground, just about anything can happen. Apparently the warheads are going so fast that they've unlocked the ability to glitch through solid objects. You can also do that with space ships. If you're flying fast enough, you no longer need to dodge meteors.
    But why do the warheads still have so much speed when they reach the surface? Just a guess: it's a rounding error that causes energy not to be conserved. It takes a while for the object to fall, and during that time the speed is calculated one step at a time and the result is always rounded to whatever precision SE uses internally for these things. With enough steps like that, the rounding errors begin to accumulate and eventually you end up breaking not just the engine, but the laws of physics too.

  • @matthrew
    @matthrew 2 ปีที่แล้ว

    A possible fix for stoping the clipping issue:
    Build another outpost exactly like this but halfway to the center of the earth
    Or:
    Build slowdown rings using artificial gravity generators pointing upwards to slow down the bombs
    The plus of the second method is, that you can use the same rings but reversed when you go past the center of the earth
    (which might allow for a 100% vanilla setup for this project)
    Basically going like this:
    (Schematics might not work on mobile)
    _ < initial point of entry
    | |
    -| |- (gravity generator ring pointing this way /\)
    | |
    >| ○ |< center of the planet
    | |
    -| |- (gravity generator ring pointing \/)
    | |
    EXIT HOLE

  • @Smiley_MD
    @Smiley_MD ปีที่แล้ว

    Guns work because there is only one way for the gases to escape. You basically just created a massive gun barrel and when one of the warheads blows up at the bottom the explosion is yeeting all of the warheads that where near the bottom up to the surface. Since you have the max speed thing on that game can’t handle it so it goes through the voxel mesh.

  • @devl8565
    @devl8565 2 ปีที่แล้ว

    Heres my guess, so, collision boxes in most games deactivate if a object isn't near them to save resources, so, my guess is the bombs are going so fast that the Ccollision boxes don't have time to activate so the bomb clips through, the game then sees that it's under ground, and so sends it to the surface at a set velocity, you can see that they're staying at the same speed on the way up, instead of accelerating or decelerating which makes sense because If it accelerated constantly it could get stuck both in the ground and under an object, causing it to build endless amounts of speed speed, and if it decelerate it could fall back to the center, causing more physics calculations, and so if lots of objects got stuck like this by someone doing this but with blocks, it could be a major source of lag. I'm not sober so sorry if that doesn't make much sense

  • @TinyQueenDancer
    @TinyQueenDancer 2 ปีที่แล้ว +2

    Most excellent episode. problem solving was on point too

  • @Tombaysbot
    @Tombaysbot 2 ปีที่แล้ว +1

    I think that bombs when exploding should explode themselves. On 1st tick game detects the collision on 2nd game scans for objects in area to destroy, and o 3rd warhead is already too far away to get exploded. So this why they come back unarmed, they have already exploded. (Can we use it to make infinite warheads???)

  • @jaymiddleton772
    @jaymiddleton772 2 ปีที่แล้ว

    I have a space busters suggestion/question: What happens if you take a planet and remove ALL voxels? Does a gravity well still exist? Mining all voxels of a planet in survival would just be impractical, but technically possible.

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว +1

      Great suggestion! I actually did do this in one of the Planet Experiments videos. I forget which one it is but there are only two of them so its probably not difficult to find. We mined all voxels from a mini planet to see what would happen :D

  • @BinaryBolias
    @BinaryBolias ปีที่แล้ว

    To create a continuous hole through the planet without modding the maximum speed, you can first make a hole to the center with a warhead mining contraption, then create GPS markers at the hole's entrance and planetary center, and then create another warhead mining contraption at the opposite side of the planet, locating the best position on the surface by lining up the created markers with the one at the planet's center being closer.

  • @KerberLeo
    @KerberLeo 2 ปีที่แล้ว

    Space Engineers is a FANTASTIC game!

  • @theletsplayer9503
    @theletsplayer9503 2 ปีที่แล้ว

    If you timed it perfectly, and i mean like PERFECTLY,
    You could set up a contraption that catches and drops you on either end, effectively making the fastest/longest free falling elevator

  • @havak9831
    @havak9831 2 ปีที่แล้ว

    I think what is happening is the warheads are traveling together at a speed that is so great, that when they reach the bottom of the hole the one that is slightly further down explodes, but the game isnt fast enough at generating the new voxels, so the 2nd and possibly 3rd warhead just travel through what is, for only a small amount of time, a gap in the ground. if you look closely at the time lapse 18:50, you can kind of see the slight gaps in the frames between the explosion and the generation of the new voxels

  • @jmonsted
    @jmonsted 2 ปีที่แล้ว

    This is a good way to create shortcuts between your earth bases.

  • @GhostOfSnuffles
    @GhostOfSnuffles 2 ปีที่แล้ว

    I did the same thing not to long ago. The warheads disappeared after a few kilometers but i found that using spectator cam to stay near the bottom of the hold being blasted fixed the issue until i got about 40 kilometers down. There i had to rebuild my rig because no matter what i did the warheads despawned. The one thing that caught me off guard was that the center of the planets is hollow.

    • @AndrewmanGaming
      @AndrewmanGaming  2 ปีที่แล้ว

      For the despawning, suspending trash cleanup worked for me. Also yeah, the inside of planets are hollow until you dig or explode an area. That's just how the game engine works. Probably something to do with performance.

  • @payncraft2523
    @payncraft2523 2 ปีที่แล้ว +1

    Oh my. You have no idea the brain storm this video sparked in me. I already knew about the rubberband effect, i thought planets were solid core though.

  • @FurryGram
    @FurryGram 2 ปีที่แล้ว

    If you did manage to bore to the center of the earth like this in a few different places you could use it as a fast-travel network to cross the earth in minimal time.

  • @Hawkeye9165
    @Hawkeye9165 2 ปีที่แล้ว

    Haha, what a wheeze. I feel like there should have been a Homer voice in the background saying "In this channel, we obey the laws of thermodynamics!" :o)

  • @imperialspacemarine1539
    @imperialspacemarine1539 2 ปีที่แล้ว +1

    also you missed an opportunity when naming the surface restaurant: Hole's kitchen

  • @rinner2801
    @rinner2801 2 ปีที่แล้ว

    I haven't played SE in years but this got me interested again.

  • @mattwinget
    @mattwinget 2 ปีที่แล้ว

    That was awesome. Never heard of this game but I'm certainly checking it out now. Thank you

  • @yaboi2jz61
    @yaboi2jz61 7 หลายเดือนก่อน

    If the gravity is greater at the surface than the core, the games physics is doing what it’s supposed to because when they phase through the earth the game assumes it’s in open space. So its drawing the warhead from low gravity to high gravity. Essentially when the warhead phases through the voxels theyre being picked up from the core by the surface gravity and dragged through the planet to the surface.

  • @lesto12321
    @lesto12321 2 ปีที่แล้ว

    just a little info how physics works: aside FPS, you have your Physic engine step per seconds, every step it will move all the body by their speed multiplied by the step time, and check for collision. Now, this is fine as long as the body move LESS than it is big: otherwise you have things like phasing trough a planet.
    Now, of course there is Continuous Collision Detection (CCD) in most physic engine, but it is quite expansive on computation time. They use Havock that should support it... so it shouldnt be too hard for them to add an option to enable it

  • @mzurran1003
    @mzurran1003 2 ปีที่แล้ว +1

    adding power to the grid prevents trash collection, so just slap a battery on it.

    • @nou5440
      @nou5440 2 ปีที่แล้ว

      or 20 cheap blocks

  • @Zarikek
    @Zarikek 2 ปีที่แล้ว

    Autoplay brought me here and I wasn't looking at the screen so at first, I thought this was a science video until I heard him say "I have on a couple of occasions gone to the center of the Earth" too funny

  • @kylesteele9403
    @kylesteele9403 2 ปีที่แล้ว

    That crash at the end gave me such a heart attack lol

  • @1337million
    @1337million 2 ปีที่แล้ว

    My thoughts on why they're coming back up so quickly could be that they're trying to get unstuck from the voxels and the fastest way must be up! Only reason why I think this is because of how old (like... 2015 old?) item elevators in Minecraft worked, since I think that game also uses voxels, if you could get an item stuck inside of a block it would propel itself upwards until it hit air so I imagine something similar happens in Space Engineers

  • @thespacexplorer6552
    @thespacexplorer6552 2 ปีที่แล้ว

    I've been looking for a video like this for 2 years now

  • @Tehn00bA
    @Tehn00bA 2 ปีที่แล้ว

    11:11 those explosions effects seems out of a psychological terror movie

  • @issacthompson330
    @issacthompson330 2 ปีที่แล้ว

    Uncapped Speed + long fall + explosions inverting their Velocity is my best guess as to why they are returning to the surface.

  • @oblivion1751
    @oblivion1751 2 ปีที่แล้ว

    They might be coming up because your bombs are set up in such a way that two bombs are created and fall pretty closely together, and when an explosion goes off and it’s at such a high speed, the physics engine might be bugging out and causing it to go through the ground. Most physics engines detect the collision glitch and try to correct said glitch by moving the colliding objects to the surface of whatever they’re colliding with, in this case the bombs and the air. The first hint is timing and the second is that only one bomb is actually traversing back up per set of explosions, with two a little too close together dropping as we see the one coming up.

  • @mrrich750x3
    @mrrich750x3 2 ปีที่แล้ว

    I was so relaxed them boom the 2nd exsplosion

  • @yagirllarry1674
    @yagirllarry1674 2 ปีที่แล้ว

    They probably come back up because the game pushes stuff out of the voxel when they enter the voxel, so what may be happening is the voxels are going through the ground, then being pushed out of the earth by the game, causing them to accelerate towards the surface

  • @Sir_Ninonino
    @Sir_Ninonino 2 ปีที่แล้ว

    If I'm not mistaken, SE uses a simplified gravity system, the equations are not the same to real life (I believe the biggest "issue" is that they don't square the radius in some instances) and so it could be possible that the warheads that went through the terrain came back with greater speed.

  • @CristalianaIvor
    @CristalianaIvor 2 ปีที่แล้ว

    The Problem with them coming from underground could be that they are so fast that the first bomb basically blew up some voxels and the new voxels have not loaded yet or something like that and then they have nothing to stop them?

  • @cobaltblue1975
    @cobaltblue1975 2 ปีที่แล้ว +1

    @17:49 LMAO, you say that as if we don't play a game where pistons and hinges can impart motion from thin air onto your grid.

  • @kittehismeow2631
    @kittehismeow2631 2 ปีที่แล้ว +1

    Clang didnt approve, And is sending your warheads back

  • @Yaivenov
    @Yaivenov 2 ปีที่แล้ว

    Explosives revolutionized modern mining too! XD

  • @Christhulhu
    @Christhulhu 2 ปีที่แล้ว

    With that blueprint-welder-tech you could create a reeeeeally nice big battle ship with torpedos! D:

  • @A.Person.Who.Exists
    @A.Person.Who.Exists 2 ปีที่แล้ว +1

    I think having a battery on the projectile will prevent trash collection because it becomes a powered grid.