I Tested the New Damage Physics

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  • เผยแพร่เมื่อ 20 ก.ย. 2024
  • Welcome to another episode of Trailmakers! Today I want to test the damage physics to see if shields are actually useful against collisions
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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.playtrailma... #scrapman #trailmakers

ความคิดเห็น • 255

  • @Goat_gamering
    @Goat_gamering 8 ชั่วโมงที่ผ่านมา +50

    Conclusions (and other stuff I've noticed about collision damage):
    Shields have no impact on collision damage, instead just functioning as blocks.
    Smaller blocks both recive and deal more damage, while larger blocks both recive and deal less.
    Collision damage is dealt more as an orb around the hit block, instead of actually propgating through blocks, best shown by hitting 1 end of a U, yet the other end taking damage as well. (needs more confirmation)
    Due to the way collision damage is dealt, it is possible to glitch inside other contraptions, resulting in both the yeeting, and of insta-deleting, which doesn't happen with terrain.
    Wheels collide somewhat differently compared to other blocks
    Throwing of contraptions, aka the force applied to push contraptions out of eachother and its strength is potantially determined by the center of each block, meaning larger blocks push out weaker than smaller ones.
    Basically everything applies to both contraptions colliding. Small block colliding with small block likely being the most violent, while large block with large block being the least violent (or wheel against large block maybe because wheel against wheel might be even more dumb for different reasons)
    There are like 5 levels of damage a collision can deal. None, Minor (no glow, just black), Medium (half glow), Major (lots of glow) and Destroyed and very much prefers major and really doesn't like destroyed (and thus most destructions happen by multiple collisions, either because of a new hit, or because of being glitched into a block).
    Collision to yourself is much weaker than collision to a separate creation.
    Best collision damage I have seen in any game (which is also a Unity one) is in store.steampowered.com/app/268650/From_the_Depths/ or BeamNG (depending on how you value major destruction happening, as BeamNG is bad with spaghettification, while From the Depths is bad with conservation of momentum, both crafts stopping on hit)
    But trailmakers is fundementally different and the largest issue is still parts glitching into eachother.

    • @nikkiofthevalley
      @nikkiofthevalley 4 ชั่วโมงที่ผ่านมา +1

      BeamNG isn't Unity though? It uses Torque3D...

    • @theminerboy5694
      @theminerboy5694 4 ชั่วโมงที่ผ่านมา +1

      Ehhh BeamNG is pretty stable until you make objects go way faster than any road vehicles can go IRL.

    • @EpsilonRosePersonal
      @EpsilonRosePersonal 2 ชั่วโมงที่ผ่านมา

      I'd love to see Scrapman try out From the Depths, with it's much more detailed damage and component systems.

  • @StrangeQuark97
    @StrangeQuark97 9 ชั่วโมงที่ผ่านมา +113

    I feel like new update make vehicle-terrain collisions better, simultaneously making vehicle-vehicle collisions kinda ridiculous. I'm still not sure if that's an upgrade in my book.

    • @Altair1243WAR
      @Altair1243WAR 9 ชั่วโมงที่ผ่านมา +5

      Why are objects glitching into each other like that? That should be the last thing that you let happen in a game like this, IMO....

    • @cyjico
      @cyjico 8 ชั่วโมงที่ผ่านมา +9

      ​@@Altair1243WARIrs clearly an oversight/bug smh

    • @StrangeQuark97
      @StrangeQuark97 8 ชั่วโมงที่ผ่านมา +14

      @@Altair1243WAR I guess that a combination of frame dependent physics & hitbox detection. To me it looks like now the forces are calculated at the point when blocks might have over leaping hitbox, which game interpreter as an insanely hard collision, regardless of a speed it takes place at. And yeah, I do agree it is bit rubbish, since core mechanic of this game is to collide stuff. Again, the collision with terrain is better, which leads me to think it's not only the hitbox or the hitbox detection for creations & terrain are different. Dunno, I'm not a Unity dev.

    • @Ericshadowblade
      @Ericshadowblade 8 ชั่วโมงที่ผ่านมา +6

      Honestly its ruined any kind of vehicle collisions bumping into each other in a race instant vapourises you and the other guy

    • @AlexusMaximusDE
      @AlexusMaximusDE 6 ชั่วโมงที่ผ่านมา +3

      @@Altair1243WAR Because if you want to prevent it you either need to slow down the max speed of every object in the game to like.. 30km/h or everyone who wants to play your game needs a 3000€ computer.
      Collision detection and damage calculation/assignment between arbitratrily shaped objects moving at arbitrary speeds and angles is incredibly computationally expensive. Much simpler to do when one object is static (like terrain) and only has 1 "side" you can collide with (like terrain) and has no "inside" (like terrain) and doesn't take damage (like terrain).

  • @peanutbutter348
    @peanutbutter348 9 ชั่วโมงที่ผ่านมา +48

    Scrapman when pristinewoman walks in

    • @Squidgy316
      @Squidgy316 9 ชั่วโมงที่ผ่านมา +4

      😨

    • @ThePhonax
      @ThePhonax 8 ชั่วโมงที่ผ่านมา +9

      Are you implying that he tests damage physics against women 🗿

    • @TopatTom
      @TopatTom 7 ชั่วโมงที่ผ่านมา

      @@ThePhonax precisely 🗿

    • @Very_Grumpy_Cat
      @Very_Grumpy_Cat 8 นาทีที่ผ่านมา

      Oh no

  • @thesunnynationg
    @thesunnynationg 8 ชั่วโมงที่ผ่านมา +18

    1:31
    ... especially when the driver is still in his seat, behind the wreck.😂😂😂

  • @GammaHalcyon
    @GammaHalcyon 7 ชั่วโมงที่ผ่านมา +8

    Scrapman: "Larger blocks wall" Meanwhile the hull blocks waiting in the bouyancy section: "🦗"

  • @FoXy-gr2hb
    @FoXy-gr2hb 7 ชั่วโมงที่ผ่านมา +32

    "i kinda like it when the fist goes in" -scrapman 2024
    @ 11:55

  • @Lockbane
    @Lockbane 8 ชั่วโมงที่ผ่านมา +11

    It seemed like damage propagates more as a percentage than a damage value. The shields seemed to make the large blocks more vulnerable since they are a smaller block. In theory, that would make every small block a "critical" point that propagates a larger percentage of damage when struck.

  • @None_NoneType
    @None_NoneType 7 ชั่วโมงที่ผ่านมา +4

    They should make the shield slow everything that passes through, but slow faster things quicker, like an eddy current. This could enable shields to reduce danger of impact as well as standardizing functionality across projectiles and non projectiles

  • @SunTzuTheArtOfWar-u3w
    @SunTzuTheArtOfWar-u3w 9 ชั่วโมงที่ผ่านมา +23

    7:10 turned the glove and the wall into a ballistic missile😂

    • @calig1236
      @calig1236 8 ชั่วโมงที่ผ่านมา +3

      *Delayed Annihilation*

  • @bondbretting813
    @bondbretting813 8 ชั่วโมงที่ผ่านมา +6

    My Theory about the shield/non-shield Tests: since, in theory, shields Protect agains projectiles (so Penetration and Explosion) maybe they have a more consistant collision with other creations. Because they Clip less into each other, they therefore might actually propagate damage instead of Just glitching it into the Air?
    (Edited for better spelling)

    • @apersunthathasaridiculousl1890
      @apersunthathasaridiculousl1890 3 ชั่วโมงที่ผ่านมา

      I was thinking the shield blocks were trying to to absorb the damage (but backfiring), while the non shielded wall was trying to deflect it (by moving itself), weight could also be a variable here.
      At least that’s what it seems like to me

  • @dansuemmanuel9859
    @dansuemmanuel9859 6 ชั่วโมงที่ผ่านมา +4

    The shield wall has been doing "DELAYED ANNIHILATION!!!"

  • @dankgooddrank2073
    @dankgooddrank2073 3 ชั่วโมงที่ผ่านมา +1

    I think the reason for some of the inconsistency is due the specific parts involved in the collision, when doing the speed tests you weren't hitting the wall with the same part, some were on the wheel and some were on the bumper, even the angel of the impact might influence the damage taken . So I think a video testing if the damage is the same when punching or chopping a stationary object and a moving object, using different parts, blocks, shapes (wedges, spheres and such), in different orientations would be very interesting.

  • @RecycleBin26
    @RecycleBin26 7 ชั่วโมงที่ผ่านมา +1

    Trailmakers needs a new block category called "Resistance Blocks" or something like that which have more kinds of shields as well as higher-resilience blocks such as diamond plating, larger custom-shaped shields (like a legionnaire shield), and more. With the new offensive mechanics of the game, some new DEFENSIVE mechanics would fit in really well.

  • @Terra_Egg
    @Terra_Egg 8 ชั่วโมงที่ผ่านมา +3

    Ah, yes, trailmakers, the on game where you can test damage with a giant spring loaded boxing glove

  • @Dominator_0211
    @Dominator_0211 4 ชั่วโมงที่ผ่านมา +3

    Now Scrapman has some insider info for the next melee battle. Interested in seeing if anyone else catches on about the block sizes

  • @KaidenQuach
    @KaidenQuach 8 ชั่วโมงที่ผ่านมา +5

    I think fist is clipping into the shield wall first, Exploding it first.

  • @Shaderox
    @Shaderox 7 ชั่วโมงที่ผ่านมา +2

    So the results seems to be, use big blocks for armor and weapons, and if you have to fill in with smaller blocks also try putting shields ontop of them, but also bring a bag of salt and a lucky charm.
    ofc the next step is looking if there's some consistency between block types, and if there's a correlation between weight or not.
    And also if it's possible to stop/reduce damage propagation with things like detachable block or other block types

  • @Twisted1409
    @Twisted1409 8 ชั่วโมงที่ผ่านมา +1

    Many years ago I referred my friend to the same driving instructor, he pulled out in front of a lorry and it took the engine 100 meters up the road.

  • @anthonyplacek9703
    @anthonyplacek9703 5 ชั่วโมงที่ผ่านมา +1

    So based on what you've shown us, the most defensively viable blocks are the hull blocks, which means a big bulky shield, but a sword should be like... Two by ones. But what is the difference between solid and frame blocks, is there even a difference between them as far as collisions go? Does the area taken up have any correlation? Does a 1×3 wedge and a 1×3 block have similar defence? What about all the 1×2 solid, wedge, frame blocks? Does dampening have any massively noticeable effect? Would shields on a suspension be good or bad?

  • @jan_harald
    @jan_harald 7 ชั่วโมงที่ผ่านมา +3

    I feel that spawning the punching things AND the walls in as a single creation, could change the applied physics
    like, yes, if you detach, then it's "separate", but still
    also...gravity...instead of "cushioning" backwards piston stuff, why not just put the blocks above, detach, and hit? or alternatively, just put the blocks on a piston too, and push them forward, just like you push the fist forward

  • @onlinetL
    @onlinetL 7 ชั่วโมงที่ผ่านมา +1

    there is still a lot to learn, for example:
    which block does the most damage?
    how does weight, size, speed, acceleration, downforce affect damage?
    how does the environment (air, water, space) affect damage?

    • @veriepic
      @veriepic 3 ชั่วโมงที่ผ่านมา

      as far as i know shields have 14 hp, meaning 14 bullets from smart cannon and mini gun, normal blocks much less. watch storms video on it

  • @m.h.6470
    @m.h.6470 4 ชั่วโมงที่ผ่านมา +1

    As the great Adam Savage (MythBusters) once said: "Remember kids: The only difference between screwing around and science is 'writing it down'!"

  • @Susuru12
    @Susuru12 9 ชั่วโมงที่ผ่านมา +7

    im sure devs r realy happy see your videos because you give good data to make game even better 🤣

  • @gloriouslumi
    @gloriouslumi 8 ชั่วโมงที่ผ่านมา +1

    Should have used a rocket sled to test, so both creations were free-standing, but providing consistent testing

  • @hectoris919
    @hectoris919 ชั่วโมงที่ผ่านมา

    For consistency, I would drop heavy brick creations on a pane of blocks. Dropping it onto another creation should cause less glitchiness

  • @KingsPhotographySolutions
    @KingsPhotographySolutions 6 ชั่วโมงที่ผ่านมา

    My theory is the melee damage doesn't clip through shield blocks the way it clips through regular blocks.
    With regular blocks a lot of the potential impact force doesn't seem to register (i believe because of the clipping), being thrown after is the 2 objects trying to un-clip themselves from inside each other. [If un-clipping involves many blocks they can travel in different directions in their efforts to un-clip, and tear both builds apart, hence the inconsistentsy in the damage].
    Therefore I think shield blocks must register collision's at a faster speed than most other blocks, this allows the new damage physics to work properly with damage propagating from the point of impact (shield block) to other surroundings blocks correctly.
    Good news is if I'm right it should be an easy fix for the Dev's. 😁👍

  • @lohan1361
    @lohan1361 4 ชั่วโมงที่ผ่านมา

    The small shields actually protected what's behind, when you look at the front it's the same but the blocks behind were in much better shape

  • @Alive_I_Guess
    @Alive_I_Guess 7 ชั่วโมงที่ผ่านมา

    Honestly, I think there's a really good use for the small blocks, and that's as melee weapons. When they were hit, the car was flung much more violently, so they could be used to flip enemies through collisions. Not sure how damage physics with multiple block types would work though.

  • @the_rs43
    @the_rs43 8 ชั่วโมงที่ผ่านมา

    When testing the 3 walls with shields, you missed looking at the back, where the blocks actually were sitting behind the shields. The non shielded blocks took more damage (slightly) than the shielded blocks

  • @Chris-ok4zo
    @Chris-ok4zo 6 ชั่วโมงที่ผ่านมา

    Now I wanna see him try to hit a ball with a bat machine. Maybe do a Multiplayer Challenge where ya'll have to get furthest with a set number of shots or something.

  • @JaskPlays
    @JaskPlays 7 ชั่วโมงที่ผ่านมา

    So, if you want a good build, you want large blocks covering up the core pieces and smaller blocks for decor

  • @Heyec
    @Heyec 5 ชั่วโมงที่ผ่านมา

    One control variable that you can have and better control over would be spacing. Before between the blocks, there is definitely an amount of overlap that was happening during some of the testing period furthermore, you can also nail down some variables through the use of wheels and items that are expected to be. Constantly interacting with the terrain, such as like friction pads.

  • @chris993361
    @chris993361 6 ชั่วโมงที่ผ่านมา

    Something I feel like you keep missing out on when testing Shields is trying a space between the shields and what you're trying to protect. I don't know if it would be good or bad but I think if I wanted to shield something I wouldn't have it attached to it

  • @coconuthun_2159
    @coconuthun_2159 8 ชั่วโมงที่ผ่านมา +2

    in the car test the hitbox of the front of the car may be causing incontinences as well. just a hunch though

    • @ni_and7234
      @ni_and7234 6 ชั่วโมงที่ผ่านมา +1

      I also think he should use weights rather than anchoring the walls 😅

  • @FilipRadosevic.0
    @FilipRadosevic.0 6 ชั่วโมงที่ผ่านมา

    The boxing bots idea sounds great just you all have to use small block like those 1×2 ones

  • @mihalydozsa2254
    @mihalydozsa2254 7 ชั่วโมงที่ผ่านมา

    It could be interesting to see the damage from the side of the blocks compared to the same amount of flat layering.

  • @lordsrednuas
    @lordsrednuas ชั่วโมงที่ผ่านมา

    I wonder if the block sizes / block health are related to how much damage is in collisions.
    And since you used large blocks for the wall, you built something with a lot of collisions resistance.
    And when you added the shield blocks, you actually decreased the walls collision resistance by adding smaller blocks

  • @aidenrobles530
    @aidenrobles530 5 ชั่วโมงที่ผ่านมา

    YOU HAVE TO DO ROCK EM SOCK EM. Just make a bot that punches only at the head and make the head out of small blocks or make the head fly off if its missing certain pieces in the face.

  • @BoneKrusher
    @BoneKrusher 41 นาทีที่ผ่านมา

    @scrapman they added qol changes to the Screw Driver's building mode. You can now select multiple parts and move them instead of having to delete and place new parts. They added a mirror building mode as well. You should try to build stuff in that again. They also added new gear parts and others.

  • @vynashe4442
    @vynashe4442 3 ชั่วโมงที่ผ่านมา

    For your punchy melee battle, have it so the vehichle is made of small blocks only but the punchy part is made of large blocks, that should make it pretty dangerous to take a hit bit will stop the punchy part breaking imediately.

  • @deepanwitabiswas7514
    @deepanwitabiswas7514 9 ชั่วโมงที่ผ่านมา +3

    Day 5 of asking scrapman to do tank battle with only kinetic projectiles.

  • @rltt379
    @rltt379 8 ชั่วโมงที่ผ่านมา

    It seems to me that there's an increased chance of damaging parts when taking damage yourself and an increased chance of damage when using small blocks, so if you want destruction maybe build a base of big blocks and dispensible small blocks, however you'd have to test if that damage also translates to your base, like the shields... All in all very educational with no benefit

  • @Verttix9
    @Verttix9 8 ชั่วโมงที่ผ่านมา +4

    Even though the damage is wildly inconsistant, it's 10x better than the old system

  • @brutas_warman
    @brutas_warman 4 ชั่วโมงที่ผ่านมา

    Shields seem to act as normal blocks... other than the shields having a much thinner hitbox, making the time the game has to detect a collision significantly smaller... which makes them more likely to pass into a different creation and cause more self damage

  • @distraveler
    @distraveler 8 ชั่วโมงที่ผ่านมา

    a good way to test durability of parts would be to drop them from a high altitude on a plane made from blocks, you can add waights on all four sides to make it fall faster with bigger effect.
    You have tested blocks and shields, bit what about different parts like engines wings and stuff
    also next time you should paint blocks and shields different colors

  • @spiderenigma2803
    @spiderenigma2803 8 ชั่วโมงที่ผ่านมา

    its about the angle of the collision, witch determans how meany blocks your piece is hitting at the same time, more blocks = more hits = more damage, and for some reason witch i cannot confirm but it looks like its spreading the damage because of the blocks moving independently even tho they are connected as a unit causing them to bump into each other

  • @CryoiX
    @CryoiX 8 ชั่วโมงที่ผ่านมา +2

    7:58 ScrapMan Has gone Insane

  • @GregDittman
    @GregDittman 5 ชั่วโมงที่ผ่านมา

    The definition of insanity is doing the exact same thing repeatedly and expecting different results. If you want to take advantage of these new rules, you HAVE to be insane

  • @cliptracer8980
    @cliptracer8980 8 ชั่วโมงที่ผ่านมา +2

    I made a clock in screwdrivers. 12 gears of 5makes 60 right. Oops will remake

  • @scoobythebest57
    @scoobythebest57 4 ชั่วโมงที่ผ่านมา +2

    Hey scrapman, i love your video's, theyre the whole reason i even know what scrap mechanic is. Anyways i made something you could definetly make a few videos with in scrap mechanic. Its fully vannila and super stable. Its prty much a cannon for explosive canisters. Its very reliable and will always hit the same spot. Inspired by something i belive i saw in your vids. If youre intersted i could def show and explain it or something like that

  • @markkulyk2297
    @markkulyk2297 7 ชั่วโมงที่ผ่านมา +1

    Perhaps skies, but on a real note maybe objects that are standing still will take less damage that objects that run into them and is it just me or the outro was kinda sad

  • @Zimon_Sombie
    @Zimon_Sombie 8 ชั่วโมงที่ผ่านมา

    Do a test with 2 vehicles that're the exact same weight and crash into each other at the same speed. One with armor, the other without and see the damage difference between the two : Which glows more and which is missing more parts.

  • @denisarhire2382
    @denisarhire2382 3 ชั่วโมงที่ผ่านมา

    You should have tried testing surface area damage, like hitting a wall into another or hitting a spike into a wall and see how it goes

  • @JPJW001
    @JPJW001 5 ชั่วโมงที่ผ่านมา +1

    1:17 Just like the old times (If you don't understand, don't worry, what I mean is that in the Beta version the engines exploded, that was removed and now it is back)

  • @nyspace1
    @nyspace1 3 ชั่วโมงที่ผ่านมา

    scrap, I paused the video to say I thought adding the shields was a cool test. (also got so see what an armored non mobile oponenent might take) I love the Essayons spirit (French for let us try)

  • @deezzznutzzo
    @deezzznutzzo 7 ชั่วโมงที่ผ่านมา

    I think that if a different group of devs made this game, it will be a 1000 times better.
    The ones now act like they can't even see what's happening in their own game

  • @KianaKaslana-Herrscher-of-Tuna
    @KianaKaslana-Herrscher-of-Tuna 8 ชั่วโมงที่ผ่านมา

    Now you should do this test again but use the weapons like how they react to projectile damage and explosion damage

  • @bradvatabg
    @bradvatabg 8 ชั่วโมงที่ผ่านมา

    Try making shields around a creation using suspension so it absorbs the impact.

  • @toxicwarcat7739
    @toxicwarcat7739 6 ชั่วโมงที่ผ่านมา

    REaL STEEL in the blue corner ATOM!!! in the red corner SCRAPBOT! ifykyk

  • @rec0nn1sh
    @rec0nn1sh 6 ชั่วโมงที่ผ่านมา

    "I tested the new damage physics"
    when i watch the video: more like i tested the new one punchman physics

  • @BTGlacier
    @BTGlacier 8 ชั่วโมงที่ผ่านมา +4

    I feel like damage is too tame now.

    • @IM2OFU
      @IM2OFU 7 ชั่วโมงที่ผ่านมา +1

      Hard disagree, Imo the threshold is good at this point, even if the results are unpredictable

  • @alexanderh5936
    @alexanderh5936 8 ชั่วโมงที่ผ่านมา

    VIDEO IDEA
    Try a block durability test with weapon damage physics. Similar episode but how the weapons affect small medium large and shield & force field

  • @ClayInvictus
    @ClayInvictus 6 ชั่วโมงที่ผ่านมา

    Melee combat is based around the premise that the impact part of the weapon (often steel) is harder and more durable than the bodies of the combatants (in the intended type of impact situation). And that there is consistent dampening between the weapon and the body: finger-, wrist-, elbow-, and shoulder joints, sometimes also a longer wooden handle.
    For melee battles to work in Trailmakers, you need som sort of indestructible weapon parts. I don't know if something like that exists in vanilla, or in some kind of mod. And some consistent dampening/cushioning between the weapon and main creation,
    Also: Walls have hearts and feelings too, you judgemental bastard 🙁

  • @nihl2951
    @nihl2951 3 ชั่วโมงที่ผ่านมา

    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

  • @IonRadianceGT
    @IonRadianceGT 7 ชั่วโมงที่ผ่านมา +1

    Just a quick question, does Scrapman still allow suggestions in the comments section or should I move to the discord?

  • @Eternal_Night69
    @Eternal_Night69 ชั่วโมงที่ผ่านมา

    With your repairs i noticed that you were never in the exact same position when hitting so maybe the destruction has something to do with direction?

  • @burak1382
    @burak1382 8 ชั่วโมงที่ผ่านมา

    Video idea: try to go supersonic with only the worst aerodynamics

  • @GreatValueVarietyMiniDonuts
    @GreatValueVarietyMiniDonuts 2 ชั่วโมงที่ผ่านมา

    Scrap, should test shield vs non shield with the projectiles. Probably where the shield is stronger?

  • @LGSyrus
    @LGSyrus 8 ชั่วโมงที่ผ่านมา

    I think, your angle of approach matters too. How perpendicular are the colliding surfaces and such.

  • @jakebaker3299
    @jakebaker3299 6 ชั่วโมงที่ผ่านมา

    Sheilds definitely need a update according to this video

  • @LoverOfWolves11
    @LoverOfWolves11 3 ชั่วโมงที่ผ่านมา

    I've already asked for this, but what if you used the blocks attached with magnets to take damage so that the shock damage doesn't have as much of an effect on your vehicle

  • @moyaneiszen6280
    @moyaneiszen6280 7 ชั่วโมงที่ผ่านมา

    gonna be fun, battle royale but 50 mph max speed, with alot of shield melee battle

  • @ErinFin
    @ErinFin ชั่วโมงที่ผ่านมา

    Small blocks also deal more damage so use them for like prongs or spikes

  • @flamenskall2016
    @flamenskall2016 7 ชั่วโมงที่ผ่านมา

    doesn't brick rigs have like individual health on each block?
    maybe flashbulb can ask the creators of that game for pointers

  • @0rangeGhost4
    @0rangeGhost4 ชั่วโมงที่ผ่านมา

    im gonna interprete these results as devs should see how buggy and bad they made this damage system

  • @DavidIvan-AC
    @DavidIvan-AC 6 ชั่วโมงที่ผ่านมา

    It looks like the shield is consistently worse than the no shield. That makes no sense, but it is what it is

  • @davidmartins8152
    @davidmartins8152 6 ชั่วโมงที่ผ่านมา

    Its the wheels, when they contact first it takes less damage. Noticed it because you hit the wall at a slight angles then hit it again dead center and i bet like the wheel bug vid this has something to do with it too.... maybe xP

  • @LivierGarcia-wt5lc
    @LivierGarcia-wt5lc 7 ชั่วโมงที่ผ่านมา

    When it breaks you break when it doesn’t break, you don’t break

  • @coconuthun_2159
    @coconuthun_2159 8 ชั่วโมงที่ผ่านมา

    maybe make a hammer type tester (but not with pistons) that smashes things into the ground

  • @robert_waltuh
    @robert_waltuh 8 ชั่วโมงที่ผ่านมา

    Do a Rock'em Sock'em battle with the boys!

  • @aidenarts3252
    @aidenarts3252 15 นาทีที่ผ่านมา

    OMFG your so close to 1 mil I first started watching u pre 50k then the last 5 month ive got back to the Chanel its crazy

  • @tuffy3637
    @tuffy3637 8 ชั่วโมงที่ผ่านมา

    Your video has made a new paradox

  • @rycudas
    @rycudas 7 ชั่วโมงที่ผ่านมา

    Okay, but now put the fists on a vehicle and battle!

  • @xxlordbelxx1368
    @xxlordbelxx1368 7 ชั่วโมงที่ผ่านมา

    So my scrap mechanic survival vehicle was acting different today... Makes me wonder if they aren't starting to patch some stuff in..

  • @Jesse-zk9ge
    @Jesse-zk9ge 6 ชั่วโมงที่ผ่านมา

    We got one punch man here.😂
    Hey this gives me a idea for another project. Rock'em sock'em robots.🙏✌

  • @rdtripler5604
    @rdtripler5604 5 ชั่วโมงที่ผ่านมา

    For a game with good aerodynamic and torque simulations, it's really struggling collision physics....

  • @MissSleep69
    @MissSleep69 8 ชั่วโมงที่ผ่านมา +2

    Man the etidtor really had fun editing this vid lmao

  • @DaShikuXI
    @DaShikuXI 8 ชั่วโมงที่ผ่านมา

    Ok but real talk, how are there still no pistons that start retracted? It's such an obvious feature that should exist but doesn't.

  • @maxdenor1459
    @maxdenor1459 5 ชั่วโมงที่ผ่านมา

    I'd say try something like this for a demolition based MM
    instead of winning a point per win instead award points acording to who you eliminated that round and the points for elimination are the amount of parts the vehicle has. that way each would limit themselves with the amount of parts their vehicle uses
    so lets say you eliminate kan and kan's vehicle had 400 pieces you'd get 400 points
    but yuzei eliminates you with 300 pieces and incognito with 400 pieces. yuzei would have won 700 points

  • @bmhcrazyguy1
    @bmhcrazyguy1 7 ชั่วโมงที่ผ่านมา

    What about mass difference? What if you make a wall out of weight blocks?

  • @burak1382
    @burak1382 9 ชั่วโมงที่ผ่านมา

    Video idea:
    Try to replicate ww2 Japanese plane. Kyushu J7W Shinden

  • @BLKBRD-SR71
    @BLKBRD-SR71 7 ชั่วโมงที่ผ่านมา

    6:52 I yelled "Hadoken"! and this happened... 😂
    Also you can tell ScrapMan's editor had fun with this.

  • @andrewcherry3058
    @andrewcherry3058 38 นาทีที่ผ่านมา

    drop test might be more consistent

  • @thompsonswagnon3960
    @thompsonswagnon3960 3 ชั่วโมงที่ผ่านมา

    i havnt done any "tests" but im %90 block have different durability/ health pools. youve only ever used the 2x2x2 cubes for weapons testing youve never shot different blocks and seen if the take more or less rounds to destroy, at least not that ive seen and im pretty up to date on your trail makers content . but based on just messing around with my buds im pretty sure those big slabs take at least twice as much as the smaller 2x4 at least thats it seems like it in dog fights. would be something for you to test on the channel for ll to see no?

  • @Gabriel_Ultrakill
    @Gabriel_Ultrakill 7 ชั่วโมงที่ผ่านมา

    "Sir, a second car hit the Wall"

  • @caragthepuma8324
    @caragthepuma8324 2 นาทีที่ผ่านมา

    perhapskis you should have pressed F for Boost.

  • @Blackbeastgamin
    @Blackbeastgamin 9 ชั่วโมงที่ผ่านมา +3

    Try to find some bugs/gltches?

  • @emeil8584
    @emeil8584 9 ชั่วโมงที่ผ่านมา

    I was waiting for a new one of these videos!

  • @damonmorris5590
    @damonmorris5590 8 ชั่วโมงที่ผ่านมา

    Shield wall is earlier in the moment so it's receiving more torque

  • @rubiahmdakhir700
    @rubiahmdakhir700 4 ชั่วโมงที่ผ่านมา

    I think the shield prevent some of the flying part