I Evolved My Car With A Hybrid Shifting System! [Screw Drivers]
ฝัง
- เผยแพร่เมื่อ 3 ก.ค. 2024
- Welcome to another episode of Screw Drivers! Today I am learning more about how driveshafts and transmissions work in an effort to build the best racing vehicle I can!
Play here: store.steampowered.com/app/12...
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More About Screw Drivers:
Crazy physics and high-speed races! Craft vehicles cleverly by combining building blocks and mechanical parts to create powerful drivetrains. Unlock new parts, race for the gold, and challenge your friends in multiplayer.
DESIGN YOUR CAR'S POWERTRAIN
Build cars with combustion or electric engines, or maybe both? You design the powertrain using axles, gears and suspensions to get the power from the engines through the wheels and onto the asphalt. Whether you build rear-wheel-drive, or power all 30 wheels of your speed machine, as long as you engineer a gear transmission, you are guaranteed to go!
CREATE INFINITE VEHICLES
Design and engineer your own car, truck, tank, plane or whatever you can think of in the easy-to-use build editor. Whether you have 4 wheels, 16 wheels, propellers, pistons, or 50 engines... vehicle construction is all yours!
Realistic or ridiculous - it’s up to you!
CHALLENGE THE MONARCHS
There’s a group of fancy royals convinced they have the best cars in the world, and who better than you to prove them wrong! Each monarch uses different building blocks to activate special mechanical features in their vehicles. Challenge them and beat their creations to unlock new engines, wheels and gears.
RACE FRIENDS AND FOES
Take your top turbo-powered creations, start up a multiplayer server, and invite your friends to race around the island together in a variety of tracks and challenges!
Steam Page: store.steampowered.com/app/12...
#scrapman #screwdrivers - เกม
Tip for Long Jumps:
The downforce from the spoilers might be the reason you are not improving your distance,
Try making smaller and lighter cars with electric engines as they give a lot of acceleration.
Spoilers are part of the issue, the challenge is actually quite easy when you realise you can reverse for a longer run up, I commented that on the last vid, but clearly Scrapman didn't read it haha
@@haydenratcliffe1138 Yeah, i was trying to build a plane, but had issues with the propulsion in the air, but building huge wings is super fun, especially with later parts
electric are too heavy comparing to given acc, U need at least two more gears for that...
Can you rotate the downforce wing to give up force? That might give it more lift.
@lavarsch that's what I did for first place it was a helicopter car
I can't say this enough, KUDOS TO THE EDITOR, for makes the graphs so visually comprehensive., keep up the good work, love it.
They have really fun showing where Scrapman gets it wrong. It also is quite educational to see to void making mistakes yourself in the game.
The ability to compare stats of different cars should be built into the game.
@@lilstubthumb I wrote about it in the discussions on Steam. Raise the topic up, maybe the developers will implement it sooner.
That is pretty good. Got me confused for a sec in the last video because I thought it was a game feature but for some reason didn't appear all the time.
@@lilstubthumb Wait, it's not? That's really well done, then, because it looked like the game was doing it.
Taking the downforce off may help with long jumps
or flip it
it WILL help
The speed that scrapmans car went down was kinda funny. Although you can stop the downforce by tilting the car in midair but its kinda hard to get perfect.
yea
@@boldeyif you pitch the car nose up yeah, eventually it will lift with the spoilers or just flip the around
One huge tip I can give you for many gear ratios in a car: Have a neutral axis in between two axles that are on gear shifters, like your first car, but make it so that the neutral axis isn't the driveshaft/output.
What you want to do is make it so that one gear shifter can give input to the neutral axle at two different ratios, and have that output to another axle on a shifter, that can then take the neutral's output at a high or low ratio as well, so the shifters can compound their ability to adjust between torque and speed.
Once you do this, and have a shifter adjusting its input to a neutral, and a shifter adjusting what ratio it accepts the neutral's power from, you get 4 gears at different torque/speed ratios. Then, all you have to do is give the first shifter some engines and make the second one output to wheels, and the 4 speed transmission will eliminate having to know where electric vs combustion does best in the drivetrain.
I was also thinking about the neutral gearing while watching. I'm just a lay person--don't know the engineering. But i commented on a previous video with a transmission video from 1936 that lays out the very basics (th-cam.com/video/JOLtS4VUcvQ/w-d-xo.html).
Tip when building: you can use your middle mouse button to quick select the part you're looking at so you don't have to estimate/count the length of it or go back in the menu to grab it again. Also you can press F9 to switch the build camera to how it worked in the demo, if you preferred it like that.
Hey Mr. ScrapMan,
Thanks for the awesome video! Marc and me just watched it, and we were so impressed by the gear shift you constructed in the first vehicle with the electric and combustion engines! It is so much fun for us to see you explore our game and all the features in it.
And you and your editor have already inspired us a lot, each video gives us more ideas of what to add to the game. Stay tuned for the next update, we did something with the speedometer ;)
Cheers, Simon and Marc
Oh, man, does this comment bring me excitement! Your game is great, and you both have received a lot of praise in the steam update comments, as well!
Thanks for your game, it has rekindled a new love for gears and ratios for me. lol Looking forward to more content. Cheers!
An interesting idea would be to add a diagnostic mode. Where the car is fully animated but only runs in place in a liminal space so that you could watch how all the parts without having to watch where the car is going.
At 13:05 the gear shift for the electric engine seems to shift down again. I don't think it should do that. Is that a bug? If not why is it doing that?
If I may make a suggestion, we need more road-only race courses, some purpose built race tracks on the map
Hello, I've been enjoying your game! Here are some things that I would like to see in the game, if it would be possible! First, I had made a cool F1 car in career mode, but then by accident I worked on it in creative, and now even though it only has campaign parts that I own, I can't use it in the campaign. It would be nice if I could bring this car back to the campaign. Second, not a big thing at all, but could you eventually work on some of the animations in build mode? Some of them are quite confusing. Thank you!
A fun little bit of engineering. At 18:00 the green car's "airbrake" isn't an airbrake really. It's the rear spoiler that lifts up when they stop accelerating. Downforce towards the back of a vehicle helps keep the car straight for efficient acceleration and plenty of grip, whereas downforce towards the front causes more sensitive turning. By lifting the back spoiler out of the way like that they're shifting their downforce forward at-will for the best of both worlds.
formula 1 does the opposite:
when they are accelerating they reduce downforce and when they are cornering they increase the downforce
why is that?
@@omerbilir3784 DRS, as the name suggests, reduces drag ON THE STRAIGHTS. This is because the downforce created by an F1 car creates drag, thus limiting the top speed of the car. DRS reduces that drag by turning the rear wing into a straight aerofoil (basically), which reduces drag and increases top speed. DRS is off when cornering because F1 cars need the downforce to turn well. Additionally, F1 cars have the acceleration to basically mitigate the drag from the downforce at lower speeds.
woahhhh thats awesomeeee
@@yayeetmeoffacliff4708 It works in the game too. I checked. The difference in maximum speed from the same place is noticeable. Despite the fact that the wing rotation mechanism worsens aerodynamics and increases weight.
@@yayeetmeoffacliff4708 yes, i know that but in the game that green guy does the opposite, he increases the drag on straights. i was wondering why was that
The editor and scrapman are perfect together for this kind of games, its rare to see editor so pasionate that he adds this much to the videos, keep it going scrap!
Am I missing something? Are you talking about all the graphs?
@@kamrokosz1600 yup the graphs being compared, and the editor notes thruout the video add a lot of context
The ability to compare power graphs in blue and orange between 2 different setups is something the game should offer itself, it's so convenient. Good job editor.
ok not sure if this is just a really smart bot, or someone who is just really interested in two very different topics.
@@Fr3nchToast.some bots copy other comments
@@mr_pigman1013 thats what i was thinking
!!HAPPY 900K SCRAPMAN!!
I wanted to thank you for providing great content over the past few years. I really your content because your not like other,
Your videos a chill and relax in the world of fast paced short attention span time of the internet you managed to stay chill.
Your passion is unlike other, even in time of sickness still manages to provide content. Since I don't have much time to play video games watching your video become the best next even to preffer to watch you video instead of playing.
hell yeah
So close to 1 mil
SCRAPMAN!!!
You said it great :)
Just 100K more to go 😳
5:20 tip for building, use axles for longer pins
10:18 middle ckick and it tells you the part
Axles don't create a solid mounting point, it can result in uncontrollable torque twist, especially when you get into the more powerful engines and motors, you always need atleast one solid mounting point
With that first tip...
Don't use too many axles as pins in a row. They're still calculated as hinges, even if you have two axles holding a beam in place.
I know because that was the first way I tried building a semi truck trailer. It was *very* glitchy.
engine's don't really need to be pinned just put it on the axle and its fine. it can sometime do some weird torque stuff but it usually doesn't
@@haydenratcliffe1138false, if you use the correct mounting point it will be solid, just like the outer end of some lego technic corner bricks with the plus holes
@@collinkaufman2316 false, even using correct mounting points my creation did barrel rolls if I pressed reverse, added a single solid mounting point and problem solved...
A small tip when testing gear boxes: turn ON the manual gear shifting option, in the Options Menu. This way you can see how your Gear shifters behave on each speed, by tapping [.] and [,] in the keyboard.
I've completed the tech tree without any gas engines (electric only). All is possible when you do them exact opposite of the gearing at the start of the video.
You need more speed out of the electric engines in the game as opposed to real life, in this game, electric motors cap out rpm wise way sooner than the gas engines.
Once you get the planetary gearing, with big enough motors, you won't even need to shift.
I was able to hit 370 kmph on the long straightaway using just electric motors and planetary gearboxes.
Also for gearing, the game automagically figures out how to set the order, so don't worry about that. The same is true for engine direction.
Lastly, down force is a balance, and you really want to brake just before making turns as braking during turns is harder to control due to weight shift.
For more acceleration u should ask Kan he has made a good gear ratio in his vehicle with a very high top speed ✌🏻
it was high top speed but im pretty sure his acceleration was quite kinda slow no?
@@Waffle66 I mean Scrapman is lacking on both so he should consult it with him I'm sure it will be helpful for him
@@demonic999. yeahhhh definitelyy
@@Waffle66 it was single digits
5:44 you can also use the axles as long pegs, so you can put all the combustion engines next to eachother.
That causes physics glitches, especially when you get to more powerful motors
@@haydenratcliffe1138 oh ok, haven't experienced that myself
@@haydenratcliffe1138 i got a 500+mph vehicle connected only with axels.
Heres something I've learned playing racing games at a mid-level:
You should tune your car so that you just barely reach your top speed at the fastest part of the course.
Because if you cap out, your wasting time you could be accelerating, and if you barely reach top speed, some of that wasted energy can go into acceleration.
Of course this means changing your cars for the course, which isn't something too viable at the moment, but if you want to optimize one time, or one race is really hard, you can try it out.
Of course, this is in a vacuum, so it's not perfect, but yknow.
(If anyone more advanced has any ideas to contest this, I'm interested)
just make the engines stay in their optimal power band.
PLEASE CONTINUE THIS SERIES!! I’ve been watching since before Komodo was still playing multiplayer Monday with you. I’ve always enjoyed your videos on games other than just scrap mechanic and trailmakers. It’s been so sad to see so many game series that you started, but didn’t finish because they didn’t preform as well as your scrap mechanic and trailmakers videos. Please don’t let that happen to this series too.
10:17, scrapman, did you know that if you click the middle mouse button (the scroll wheel) you not only see what part it is, but it is reselected for you to use again!
you can make a better steering if you use spinning weights
if you use an engine then attach a weight above it you can configure the engine to A and D to spin it
I always do this to turn sharply
*for the long jump you can just rotate the downforce wing or inlet to make it more like a wing
*also HAPPY 900K SCRAP!!! road to 1MIL!!!
so you basically made a gyro...
Try the Christmas tree method for the gearing for your transmission. It is pretty much two Christmas trees stacked on each other. Mercedes used to do it years ago for their manual transmissions
I think it's safe to say that scrap man as well as the viewers are enjoying this series
the downforce might be what's keeping you down (literally) on the long jumps, less downforce > more air time > longer jump
You definitely deserve more recognition for this!
im loving the screw drivers videos
Congrats on 900K next is the big million :)
900K?! Almost 1 Million. Gonna get there in no time! Amazing Content!
the work this editor is doing with graphs is amazing
14:09 WOW your editor is good
I found that using off road suspensin is more beneficial it have more conection point for wings and give you more stability, most tracks have offroad part and bumps, and if you lack of steering you can make rear wheels also steering but it become tooooo sensetive. for long jumps you could remove wings or put them upsidown to keep you in air longer and dont forget that you can control car in the air
Once again rocking the informative edits especially useful to the see previous stats view and theories on how the game calculates the engine speeds. Great stuff👍
for long jumps, maybe see if you can flip your spoilers for "upforce"
With that rotating feature you can make your own suspension systems, like those fancy rovers who conform to the angles of the terain
try the gear shifter with a first gear of medium to medium and the second gear with large to small without any pre-gearing. later you will get the 3 stage shifter, that will allow you to easily create more gears. keep up the good work! 😉
Thanks editor for the comparisons!
I just want to thank the editor for adding all of the notes in the video!
Commenting to support this series
Happy 900k Almost at 1mil GZ and thanks for the Screw drivers Videos its so great
Thank you for these videos, i love this game. Also gongrats for 900k!
I'm waiting for the Screwdriver community to develop optimum vehicle configurations. You know with a game with this much detail and freedom someone is going to figure out the BEST of it all.
I think it might be worth making a very simple experiment vehicle, just to see what the different gear ratios do with different engines.
so a single engine above the central drive shaft and do 1:1, S:M, S:L, M:L and vice versus for both types of engines to get a feel of what the ratios do to the graphs, could also try adding more engines and mixing and matching to get more feeling.
could even try adding a shifter in the mix in different positions to see what it does more.
I thought I saw in one of KAN's videos that there is a 3 stage gear shifter so that might be something to look for to help simplify things?
The graph displays torque at the wheels. Depending on the size of the wheel, the force put into the ground will vary
At a torque of 200 Nm a wheel with a radius of 0.5 meters will put a force of 400N into the ground. With perfect grip and a given mass you can calculate the acceleration a = F / m. Say the vehicle ways 500kg, the acceleration would be 400N / 500kg = 0.8 m/s^2
loving this series
Build suggestions.
For 4wd: the shaft can be off to one side, instead of center. That way it makes it easier to have motors centered and give more room for gear boxes.
For large gears I will but them horizontal above the center typically on a shifter.
unless you're doing shenanigans I recommend having your gear shift be short and having the gap on the non moving shaft, it often makes stuff less annoying.
also something that's good to know is that having 2 of the gears that can go right angle next to eachother is the same size as a small + medium, it's really useful if you're doing a 6 speed gear shift.
Another tip, you can put an axle right behind the shifting part of the gear shift. This section will not shift. You can put engines back here. You can even attach it to a gear shift on the other end of that axle for all wheel drive with shifting gears. Either symmetrical shifting or asymmetrical.
I decided to try this out! One thing that is interesting with the engines is that you only need to attach one in a chain, it seems they kind of stick together if they have the same orientation. I have no clue if the same is true for electric motors because the connection points aren't exactly conducive to attaching partially.
For gear shifting layout, I do recommend actually building vertically (a higher shaft parallel to the main drive shaft. It will not ruin the look because cars in real life have a bit of height to them. I recommend building two extra shafts with one unit of space between them and the drive shaft. In the middle shaft add all your engines. then gear shift upwards to the top shaft and then gear shift again downwards to the drive shaft. This way you have a transmission with a higher number of speeds.
You need a 1 to 1 gear shift in the middle of your high torque to high speed shift. So your first shift should be high torque, that's the small gear on the engine to a large gear on the shifter, and that should switch to a double medium gear. On the end of the second axel, you want another shifter that switches from a double medium gear to a large gear into a small gear. That's your high-speed gear. That will be your gear box. All your engines need to be behind the gearbox, and your drive axel should connect to the gearboxes' output. Hope that helps, Scrapman. I'm not sure if that was the best description, but it's the best I got for ya without some kind of diagram.
Brilliant idea of gearing the electric and gas engines separately. I might have to try that.
The Gravel Road Grind was one of the last races I got gold on. That green driver is really good.
a few tips scrappy.
1.
you can use the ---- gears in any direction. they are 1 block narrower than the medium gear. instead of doing 1medium gear 1 small gear you can do 2 .----------- gears. then it wont change the gear ratios as the medium and small gear combo would.
2.
One of the best, if not the best, gearbox you can make in is also pretty simple. Here's how to do it:
Step 1: Start with a set of planetary gears. These gears are the core of your gearbox.
Step 2: Place medium gears between some of the planetary gears. These medium gears will help transfer motion from the planetary gears to the shaft.
Step 3: Position a shaft as close as possible to the planetary gears. This shaft will be connected to the medium gears and will serve as the main output.
Step 4: Attach the shaft to a shifter. The shifter will allow you to change gears and control which gears are engaged.
Step 5: Use small gears to connect the shaft with the medium gears. The small gears should be placed on the shaft in such a way that each shift engages only one medium gear at a time. This setup ensures smooth transitions between gears and efficient power transfer.
3.
Using a shaft yo connect your parts instead of blocks is way less weight. there is a part that is designet for mounting blocks on engines. you can use that part in reverse making it possible to connect shaft to blocks and other parts.
4.
i dont think it would make the game better if you can see how long the parts is by hovering your mouse over them.
it will become very intuitive how long they are when youve used alot of hours in the game building.
Thats how it should be. i like games where you have to learn a skill and not be babysitted all the time.
Thats one of the reasons that i really like screw drivers.
the dev should make it possible to bind asdw to the stepper motors. it really limits the building potiential alot.
In your point 1, do you mean those 4-pronged "cruciform" gears that you'd naively only use as bevel gears?
@@Pystro ohh yeah sorry i forgot the name of them and i ment to add it after, but i forgot hah. yep those 4 pronged gear thingies. the ones scappy use to connect the wheel axle to the power axle
Put the downforce Wings upside down on the long jump, for a glide effect. 😎
Gravel Road Grind is the hardest course in the game right now. Every other track is easier.
Woowww 900k! congrats
9:40 Okay, that is smart, ive got to give it to you. That is more big brain than ive ever been
First off. I never thought I should put a gear shift for each motor type to allow for better power management. I am going to need to try that now. Thanks for that.
A building tip: if you put the biggest gear you plan to use closest to the gear shifter, you can make them a little smaller. It isn't much smaller, but it helps. It also helps make sense of the gear shifter 3x2 hitbox.
When making gearboxes, remember that the bigger the difference in the sizes (like large to small) the sharper the cliff in that power graph. Also unlocking the 3 gear shifter makes more complicated gearing easier.
To clarify: the 2 gear shifters can have the gears next to each other if the big gear is close to the base and the small one is on the outside. Put the gear gap on the non-shifting axles to make them smaller.
It should be how the game demonstrates it in the part tutorial.
Scrapman. You independently invented a traditional manual gear box. As a mechanic that was great to watch.
I can't believe no one has told him that NO,you DO NOT need to add supports to any of the engines,you DO NEED it for the gear shift since that can give so much backlash torque the car can do a backflip from standing still as soon as you press down the key.
Some gear connections will need supports,but the supports themselves don't need steadfast connections so long as they don't collide with the terrain.
About the long jumps, remember that downforce pushes your car down... Also when it's doing a jump. So jumping with downforce makes it more difficult.
Either way, good job on the gears! :)
To properly understand shifting, create a car with multiple gears, and one engine. delete all but one gear, and then keep readding them and see what it does to the power curve ( Not acceleration graph )
I like how they added a Quote "Inspired by ScrapMan" when you press N to change speedometer
Scrapman, here is a tip: you can use 2 "Gear Corners" to create a 1:1 gear ratio on 2 shafts with 1 gap separation
I love when you play Screw Drivers. Please make more of these videos
glad to hear the old tech tree is back!
Once again, huge thanks to your editor for the graph comparison..
Also try hitting middle mouse to pick up the part then pressing shift to see details.
Also also, devs, please can that comparison feature make it to the game?
I love how this (Scrap)man sits there n works out mechanical/physics problems and comes to solutions. both cars were on the right track for sure, if u could make them wider, like in the trailmakers editor it would have been so much easier to 'fix' the first car to do what u wanted. Thats the power of hindsight tho. My first from scratch build was compared to either of these... pretty poo lol.
Also ur editor is like first class, his lil additions to the vids make it so much more understandable/digestible, i bet would help the builds no end if he was doing that real time lol
loving the game and might make videos as well. loving the content keep up the amazing vids!
Editor is great here!
The workshop is your friend, you can get a lot of inspiration on how to do certain setups. You sometimes get locked into doing something a certain way because it works unti you see it different that opens up a whole new line of thought.
Ur getting rly good at this
What you need for transmission: Big to small to big gear on gearbox, shaft to the side with small to medium to big and then a final gear which connects the driveshaft to the layshaft.
I learn a lot from yours's and Kan's videos on how to improve my car in the game because this is my first building game i have actually played
For now you can freely attach engines to axles, without the need to connect them all to the frame of the car. 1 engine connected in that assembly is enough. This is also true for shock absorbers, 1 peg connected is enough, and it will work!
30:30 Downforce for a jump? What if you add Upforce? Build a glider
Love you scrapman! Ur a big W
The front part of the car only being attached by the single axle and being free to rotate reminds me of the Tantrum RC car where you could purposefully spin the front part like that!
YESSSS MORE SCREW DRIVERS! (also your gonna get a million subs soon congrats!)
kAN built and designed gearing before getting the gear shift. He had a single digit acceleration, and a very very high top speed. He didn't have enough space or acceleration to get to his max speed.
It's honestly really cool to see the differences between ScrapMan and kAN.
Congratulations for 900k subscribers! I hope you hit a million soon!
You could add a midsize gear on a long axle, starting from your output final gear, going on top of your powercenter, to the front of your car, back down to a midsize gear to get 4wd again. It adds no significant weight up top, since it's just an axle with two gears on it.
Yeah honestly lots of people start with an axle and work out from there.
Yay! Another screwdrivers!
You should do Independent gears. Meaning, the gears can be engaged/disengaged so they're not always connected, as it may interfere with the shifting and performance. Best would be 4 shifters 2 low gears, 2 high gears. 1 low and 1 high for each set of engines.
I love thisssss please keep uploading because my computer can't run this game, so i just see your videos insted thanks 🎉
tip for gear ratio,
gradually change it to use bigger gear on each shifting.
If you go big gear only, you're going to have gaps, and those are a big no no.
at least thats what my way of thinking...didnt tested it actually 😅
Going small/small > medium/small > big/small should be way smoother than just big/small gear.
Following this logic, you can use the small/small on electric engine, then medium/small being a mix of electric engine and combustion, and third gear big/small and above, just for combustion.
Second tip, down force pieces don't help at all on long jumps.
Scrapman, Gears don't collide with the ground, so you don't actually need to fear the big gears and call the medium gears big gears.
I believe that the ideal layout for the smoothest curve is a 5 gear shift system.
Small to large
small to medium
medium to medium
Large to medium
Large to small
I could be wrong, but that's my theory at any rate.
Let us all congratulate ScrapMan on Hitting 900k subs on TH-cam!
You're the best Scrap!
For long jumps it becomes quite easy if you make a car as light as possible with slim rubber tires and then add a ton of combustion engine with a gear up. No gear shifting because the car becomes heavy with all the extra gears and shafts.
Try connecting a shift to a shift to create that multi-stage shift system you were looking for? You'll be shifting a shifter to give yourself more options.
The overloading of the graphs at 19:55 showed you might have had a chance with a good run.
Use the down force but putt it upside down so it gives you lift
For the long jumps, you could put the winglets or downforce panels upside down to try and create lift, just a thought!
I'm not completely sure, but this idea of an electric motor directly on the main shaft is a great idea, helping with acceleration, and trying to place electric motors on the gear change shaft will help with with a good topspeed, and regarding the long jumps, its aerodynamics with the wings and downforce, hinder you, throwing you straight to the ground
You can use axels for longer pins btw
I think the acceleration stat is just the peak acceleration on your power curve, which in your case was at very slow speeds. That is why adding the electric motor outside of your shifter slightly increased the acceleration stat because it only applied at low speeds where your best power already was. Putting the engine in the shifter didn't help quite as much at low speeds because of your gear ratio, but would make it actually do something at higher speeds after the gear shift where the one outside of the shifter did nothing. That is why your car flew up to ~80kph but was really slow to accelerate to top speed after that. I find it best to mostly look at the power curve rather than the stats they give you because it better resembles the true power output as your car gains speed.
Accidental independent suspension, this game is amazing.
14:40 tip for basically all long jumps, there is no time limit, and if there is a wall behind you, it is still aways away, so you can back up at the start, to get more total speed. Also, you can build a helicopter with downforce, but that’s kinda cheesy. Oh, and don’t have downforce, or have upside down downforce.
Also, 26:32 the combustion does help, just at acceleration at higher top speeds, so you 0-60 will be faster, but your 120-180 will be slower
new ep lez goo
Thanks for small tutorial
for the axles you can press down on the scroll wheel, it will equip the part and will show you in a small picture, then press q to deselect, that's what I do. hope that helps.
26:43 the editor did Scrapman dirty here, that's why you rely on the graphic and not only on the max number