a tetrapod with these systems would look really freaking cool also you're making me want to buy the game just so a i can join in on the fun mech (and other complex things) building and research, this video scratched a very particular itch for me
the legs are basically all drip no function so it would be relatively easy. go wild and do it yourself. just don't strip out any important logic from the hips but most of the hip logic is for leg hinge control anyways.
@@ThisIsDumbAllTheNamesAreTakenwell there's more to it than just that, you'd also have to rework the rocket system to make it more grounded and have a lower turn speed that maintains momentum more. And if you really wanted it to mimic the game then you'd want a WASD control that turns the treads in the direction you're traveling while the torso rotates to follow the camera. Also the quick-boost drift thing would be really difficult to pull off.
@@geraldtheoctopus1594 you fool, did you think i did not take that into account? sadly camera controls are not in the game so my closest approximation is using ad to steer and qe to strafe. (the moment camera tracking servos are added i am adding a conversion kit to make it camera-controlled.) the rocket system actually already works optimally on the ground, if you want to adjust the exact physics of it most small adjustments to the feel can be done by tunning existing settings in the servos of the main drives. a quarter of the video is dedicated to the system which makes the legs go in the current direction of motion without going more than 180 degrees while the body maintains its own orientation. but again, sadly i cant quite link the body to camera rotation just yet. and sadly quickboost drifting is flat out impossible. sadly all the boost systems are since the amount of energy and acceleration they give off are crazy high, and when considering fitting that amount of power into the mech, well its simply physics-defying. my best attempts have been using the quantum rudder drives or whatever they are called since they specifically have really good acceleration but even they are not AC6 levels of accelerations.
Love your "Protected Center" advise here! You honestly went over a couple of things i have been battling with in creating my own Protected Center. Watching that combat footage honestly gave me some interesting vibes from the original Armored Core games! Pretty sweet bro I really enjoyed that!
Nice work on your "fortified innards" man. Ive been trying for ages now to create a mech that has good combat mechanics like this. Can't wait to see you on the battlefield!
you should see it try to fight with the thin layer of protection stripped off. its not much but it is a noticeable improvement from each tiny bit of splash damage setting off the core like a nuclear reactor. but yeah, lightly protected center.
john i would recommend making a sequel to this on how to optimize boxer mech controls. i commonly see people using logic for premade attack animations rather than manually move the arms with their keys, and i feel like the normies would listen to you more than me. also please make a tutorial some time for how to clear the ears out of the walls that crawl and whisper the keys of the cursed gates from the other world, you cannot sleep when they speak.
actually, i agree with the "normies" here. guiding the hand directly vs with preset attacks is like coding with python vs coding by typing 1s and 0s. at small scales, sure. it works just as well. but the bigger and more complex things get, it gets too hard to keep track of everything so making some presets is really all you need. at worst, adding a little adjustment to the direction of the animation is all that's needed. unless you need fine control, don't add fine control. if the mech was using hands to climb or disassemble, then yes. fine, manual, control is a requirement. but punches are simple repetitive motions and for boxing its speed that matters, not precision.
can you do a video on how to make your creations more resistant to kinetic damage? I keep trying to make little things that go fast and crash into my friends, but either I get disintegrated or I put hinge armor on the front and then I take decent damage and they take none.
not much to say, more mass, more blocks, more hp. i can no longer cheese collision physics with the new impacts. try making a very long creation so the impact site is 5 meters away. might help for 1 impact. 1 meter is 4 studs so just use 3 long pipes or 3 long scaffolding stacked end to end to offset the impact site.
the way the damage propagates in this update for collisions is just distance from point of impact so making small creations is generally bad. dense hp suffers worse than spread-out hp on the metric of hp damage. the problem is the reduction in density.
Hey, Railgun expert here, have separate creations as armor. I know this sounds weird, but if you use magnets you can suspend a plate of armor. This alone makes it nearly impossible to damage the main creation with kinetic damage. As it is unable to jump from creation to creation. Even if your armor gets slammed against you, you’ll be taking FAR less damage than you were suppose to.
@@DoctorIce_ probably using detachable blocks and magnets on the same key with maybe a slight delay in order to suspend the armor plates in the wanted position
great video, but how can I create that masterpiece of a children car seen in the thumbnail? It'd be awesome to see an hour long tutorial on how to make one!
I love watching “Johnathan Trailmaker” talk about his “Shielded Nucleus”
real
Ah hey my favorite game series, Sturdy Torso
Today I learned that gyros literally have no competition.
why is everyone being funnier than me, and yes gyros are amazing and have a stupid amount of force.
Wow the overlap of Trailmakers and Armored Core players is much closer than I thought.
No clue what “armored core” is, nor am I into gundam, but this is so fuckin cool. Definitely earned a like & sub.
a tetrapod with these systems would look really freaking cool
also you're making me want to buy the game just so a i can join in on the fun mech (and other complex things) building and research, this video scratched a very particular itch for me
An Armored Core 6 style tank tread version would be kinda cool, for your "defended abdomen".
the legs are basically all drip no function so it would be relatively easy. go wild and do it yourself. just don't strip out any important logic from the hips but most of the hip logic is for leg hinge control anyways.
@@ThisIsDumbAllTheNamesAreTakenwell there's more to it than just that, you'd also have to rework the rocket system to make it more grounded and have a lower turn speed that maintains momentum more. And if you really wanted it to mimic the game then you'd want a WASD control that turns the treads in the direction you're traveling while the torso rotates to follow the camera. Also the quick-boost drift thing would be really difficult to pull off.
@@geraldtheoctopus1594 you fool, did you think i did not take that into account? sadly camera controls are not in the game so my closest approximation is using ad to steer and qe to strafe. (the moment camera tracking servos are added i am adding a conversion kit to make it camera-controlled.) the rocket system actually already works optimally on the ground, if you want to adjust the exact physics of it most small adjustments to the feel can be done by tunning existing settings in the servos of the main drives. a quarter of the video is dedicated to the system which makes the legs go in the current direction of motion without going more than 180 degrees while the body maintains its own orientation. but again, sadly i cant quite link the body to camera rotation just yet. and sadly quickboost drifting is flat out impossible. sadly all the boost systems are since the amount of energy and acceleration they give off are crazy high, and when considering fitting that amount of power into the mech, well its simply physics-defying. my best attempts have been using the quantum rudder drives or whatever they are called since they specifically have really good acceleration but even they are not AC6 levels of accelerations.
Love your "Protected Center" advise here! You honestly went over a couple of things i have been battling with in creating my own Protected Center. Watching that combat footage honestly gave me some interesting vibes from the original Armored Core games! Pretty sweet bro I really enjoyed that!
glad i could help inspire you! if you have more specific questions feel free to ask away.
Nice work on your "fortified innards" man. Ive been trying for ages now to create a mech that has good combat mechanics like this. Can't wait to see you on the battlefield!
thanks, hopefully, this has helped you. see you in the field, pilot.
Thanks for showing us how to make a Vulnerable Crust.
I've always wanted to make a Hardened Reactor.
"Reinforced middle"
you should see it try to fight with the thin layer of protection stripped off. its not much but it is a noticeable improvement from each tiny bit of splash damage setting off the core like a nuclear reactor. but yeah, lightly protected center.
Cool video, i like the robot
thx
Man your gonna love the new aiming servo when it comes out😊
absolutely. piloting this uses 8 buttons for the basic movement. mouse controlled turning would be a game changer
W defended midsection
real
john i would recommend making a sequel to this on how to optimize boxer mech controls.
i commonly see people using logic for premade attack animations rather than manually move the arms with their keys, and i feel like the normies would listen to you more than me.
also please make a tutorial some time for how to clear the ears out of the walls that crawl and whisper the keys of the cursed gates from the other world, you cannot sleep when they speak.
actually, i agree with the "normies" here. guiding the hand directly vs with preset attacks is like coding with python vs coding by typing 1s and 0s. at small scales, sure. it works just as well. but the bigger and more complex things get, it gets too hard to keep track of everything so making some presets is really all you need. at worst, adding a little adjustment to the direction of the animation is all that's needed. unless you need fine control, don't add fine control. if the mech was using hands to climb or disassemble, then yes. fine, manual, control is a requirement. but punches are simple repetitive motions and for boxing its speed that matters, not precision.
@ b b b based????????
I like it! What’s your advice for general mech building?
1) a lot of being a mech is about the aesthetic. as long as the vibes are there, anything can be a mech.
2) cry.
can you do a video on how to make your creations more resistant to kinetic damage? I keep trying to make little things that go fast and crash into my friends, but either I get disintegrated or I put hinge armor on the front and then I take decent damage and they take none.
not much to say, more mass, more blocks, more hp. i can no longer cheese collision physics with the new impacts. try making a very long creation so the impact site is 5 meters away. might help for 1 impact. 1 meter is 4 studs so just use 3 long pipes or 3 long scaffolding stacked end to end to offset the impact site.
the way the damage propagates in this update for collisions is just distance from point of impact so making small creations is generally bad. dense hp suffers worse than spread-out hp on the metric of hp damage. the problem is the reduction in density.
Hey, Railgun expert here, have separate creations as armor. I know this sounds weird, but if you use magnets you can suspend a plate of armor. This alone makes it nearly impossible to damage the main creation with kinetic damage. As it is unable to jump from creation to creation. Even if your armor gets slammed against you, you’ll be taking FAR less damage than you were suppose to.
@@Zane12ai So like, detach a part of my creation, or spawn in two separate ones?
@@DoctorIce_ probably using detachable blocks and magnets on the same key with maybe a slight delay in order to suspend the armor plates in the wanted position
great video, but how can I create that masterpiece of a children car seen in the thumbnail? It'd be awesome to see an hour long tutorial on how to make one!
BANNED
@@ThisIsDumbAllTheNamesAreTaken unbanned, I want child car tutorial NOW