@@kANGaming The solution should be to make the arms much shorter. Presently, the thrusters are far out from the center of mass, meaning each is creating a very large torque for a given amount of upwards thrust. When all of them are on, this cancels of course, but when one side turns off, that massive torque has no matching counter-torque, and the thing flips over very fast. If the torque were smaller, then any imbalance would have a smaller effect over a given time, so the current manual controls wouldn't be so twitchy. If you didn't want to move the thrusters further in (or if you wanted to further reduce the effect that the torque has), you can increase the moment of inertia (resistance to turning) by putting a large amount of mass far out on the craft. A larger moment of inertia would also make a given torque have less effect. TL;DR: Shorter thruster arms and/or big weights far out on the craft. EDIT: Gyroscopes would also be a neat idea. Not the gyro-stabilizer things you usually find in Scrap Mechanic, but just a big spinning mass. Similar to the big weights idea, but possibly more effective per mass.
@@kANGaming I think it really would benefit from tank driving 😁. Jokes aside, instead of pitching the whole build to fly forward, you should just pitch the thruster, using the tank driving logic and the same system you have in place for yaw. If you add a second set of bearings directed along the main axis of the vehicle you could also add strafing.
i feel like a pulse control scheme would reduce the twitchyness and possibly lower the fuel consumption, i also remember an episode of workshop hunters where a flier used suspension to soften the thrusters. the deadman safety could use a latch gate
u would use more fuel but ok and i remember that episode too maybe the suspension combined with moving the thrusters in more would help a lot. scroll up a bit and look for Disabeast's comment.
@@spacewalk3046 pulsing thrusters uses less fuel not more, check out scrapmans channel he did a test and it lasts double the time if you set it up right.
@@Neon-ws8er in the ship is the thing that is named broke microwave its near a bed in ceashed shop when you enter the room its right on right and you can open it and it has only one slot
Nice Kan! I really like your garage in your base, I think you did a excellent job with the diamond plate as the floor and the metal block for the walls along with the glass roof. 👍👍
@Technology Boy the large chest is indeed heaver, the weight is not for the entire item but for the amount of blocks it takes up, think about a 20 pound weight vs 3 ten pound weights.
I think you could meter out the force of the thrusters by turning them outwards simultaneously, making them fight against each other and cancel out some of the lift!
You should probably get 2 or 4 more thrusters and dedicate them to lift, then turn your control thrusters down to about 3 or 4 from the bottom. Idk if that would work, but it's just a suggestion
Er kinda had an idea i created /thought of in another game. Basically it's a floating ball rolling in a 3*1 cage that has sensors in the edge walls to detect the ball and these sensors help counter rotate the craft when the tilt gets too bad, however i suspected it may be roo sensitive since you turn the thrusters off. This was for a flying creation but i as able to slow rotation separately and i used wedge blocks in the edges to center the ball so may not be a viable idea at this size. It functions similarly too the newly added angle sensor in trail makers. However i hoped it might inspire an idea or something. Tried to explain it simply without the logic.
Maybe you can put in a timer system when you release thrust on one side, then the thrusters output power in intervals instead of a continuous stream. That might make it a bit more controllable.
My explorer uses two sets of thrusters. One is pointed back, the other is pointed down. The lift thrusters also tilt the vehicle back slightly, the 'go' trusters tilt it forward. With both sets on the vehicle is pretty much stable. So the take-off sequence is such: lift/tilt back to about 45, then pulse 'go' a few times to keep the angle and lift off clear of trees, walls, and so on. Then 'go' only to gain speed and tilt forward some. After that pulse lift to keep the craft stable. Turning is A-D with a suspension glitch, but can be done with a reaction wheel or thruster tilting for purists. Main advantage is only four buttons total and no logic or controllers involved. Though it does take a few minutes to get used to flying the thing. As for 'player in seat' tracking for the quadrajet in this video, a sensor above the seat that goes into a nor-or-nor flip flop and a button instead of the main lift switch should ensure that once the pilot is out of the seat the system can not automatically activate until the main button is pressed even if the sensor sees something (ground, bot, player) again.
Random suggestion for the Quad-thruster. Use 2 switches for always on. One that is definitely "always on", and another that pulses the thrusters. The pulsing ought to let you set the thrusters up higher and give you a "lower gear" for take offs or areas you want a bit more control over sheer speed.
Idk much about scrap mechanic physics but realistically you should be able to use bearings to control forwards, backwards, left and right so it strafes more than flips. it will be smoother and won’t tilt the drone so much.
The weight and buoyancy ratings in scrap mechanic make me hurt. They just don't make sense, especially as they're two separate ratings and volume is a third thing that is already in the game.
Try using a gate loop to pulse the thrusters off? You'd be able to have fraction control. Off 1 tick every 4 ticks, or whatever you need. You could even make it so a thruster is on full power, but pulses 3/4 of the time and use the other 1/4 to yaw/roll/pitch. This would allow you to use 1/4 of the power while the thrust is off and still correct your vehicle.
Kan, maybe you could add a 2nd set of low tier thrusters for control to make it less twitchy and have your main ones work only for lifting your drone and have a switch that keeps your drone level in height?
As a safety mechanism you could have a timer that starts counting when you turn the switch on, and only resets when one of the other buttons is pressed or the switch is off. Once the timer reaches the end it turns everything off. You make small adjustments often enough that you would constantly be resetting the timer when you're actually in the flyer, but it would turn off if it flies away before it uses up all the fuel. If you feel you needed to you could also add another button that does nothing but reset the timer, and have a light flash on just before the timer ends so that you know you have to reset it.
Have you seen 00Fant's flyers? They all have the thrust pulsing on timers. This allows 3 states per thruster of off, full power and somewhere in-between. Ideally the default state has the thrusters pulsing to almost offset the weight such that the flyer very slowly drops out of the sky. This prevents the craft being lost.
In electronics one often have to control the "power" of something that, at any given moment, can only be on or off. To do that you can use PWM (Pulse-Width Modulation). Basically you just constatly turn on and off the thing and control how much time it stays on or off during every cycle. That's how you control brightness in LEDs, for instance. Maybe you can do the same in your "quad-thruster". Put two very fast timers in a loop and then connect both of them to each thruster, to one timer directly and to the other through some AND gates. Then connect the AND gates to four normally-closed buttons (button with NOT gate). By default the thrusters will be always on because connected to both timers, but pressing one of the buttons will disconnect the corresponding thruster from one timer making it stay on only half the time than the other (effectively cutting its everage power in half).
What’s up con always watch your videos for tips and tricks because I know that you know how to build all this crazy stuff in the back of your head so that’s the reason why I always watch your videos and sometimes I watch it for fun
The timer/logic gates you set up for pulsed pistons, use that so instead of turning half the thrusters off for roll, it instead pulses those thrusters quickly. You can adjust the ratio of pulse on to pulse off to fine tune how finicky the controls are.
I think pulsing the engines all the time would make sense... That way you'd get a hover mode, going up only when you hold a button.. you can also move the vehicle when shortening the pulse to two of the engines.. would take a bunch of logic tho :D
With some self installed mods, you can configure the vehicle to only respond if the seat is occupied. You jump out and it shuts down. Sensor works too I guess. Good call. Maybe you need a safety second switch on an AND gate in a hard to delete apot? I'd experiment with variable thruster positioned eliminate over adjustment of pitch and roll by altering the center of mass instead. Too complicated? You bet it is!
U can add 4 more level (2 or 3) thrusters to control ur flyer so there will be not such a big drop when u turn off one side of the thrusters, and have 4 other thrusters that u have now constantly working
for stability improves you should put the thrusters upper than the gravity center, like 4 or 5 blocks, and correct the thrust add (in maneuvers) rotating the respective thruster on the opposite side of the moviment, and doing this with the other ones, all pointing to the outs
If you want to pitch down, rather than completely turning off the front thrusters, just tilt them toward each other. Their horizontal components of lift will cancel each other out while their vertical components will decrease by the cosine of the tilt angle you select. e.g. 60° tilt = 50% reduction.
You could put forward and back thrusters on a clock so it acts more like reduced thrust in a actual quad or do away with pitch and just go forward and back on bearings
A pitch/roll idea. If u made pistons pull the thrusters closer it would lessen there effect relative to the further out thrusters meaning that it will be like what u have now but instead it wont cut the power just lessen it
Make it so that the two back thrusters are facing at an 45° angle outwards when going forward and same with the front. The reason for this is to eliminate the pitch completely so it makes it more stable. And for roll make the two side thrusters go at an 35° (less or more) angle inwards to get rid of the roll. With this, make the thrusters on the opposing side equally place as much thrust as was inputted. Ex. When you go left, being the right side thrusters outputted power to move left, the left side thrusters output just as much power as the right had inputted.
I had two ideas for your pitch and roll problems. If you use timers on a very short loop, you should be able to pulse the thrusters instead of completely turning them off. But I think a more mechanical solution might be better. Instead of turning off thrusters for pitch and roll, what if you moved the center of mass using some blocks on four different pistons? Pitch forward? Extend the front piston. Level off? Bring in the front piston and extend the back one for a second. Etc, etc.
I think you if you were to make a triangle design, you would get better performance this way, and you could use a 4th thruster as your main propulsion. You could centralize the cockpit to further balance the weight distribution. I feel that this would help reduce the overall weight of the vehicle. You might be better off with 2 small chests instead of the single large one.
you could set it up to pulse the thrusters to slow things down a bit maybe even get it to hover by pulsing all 4 all the time and going full throttle when you want to go up or have a gradually faster pulse
I find plus-shaped quadcopters work better than x-shaped. You're only turning off one thruster to tilt. You could also add logic to still activate thrusters when 5 is off.
@kan Gaming You can build in a protection. You could build a dead man switch. So if you press 5 a timer runs down and to keep the thrusters running you need to press a push button to reset the timer. That's the same system as every modern train has build in to prevent hazard when the locomotive driver has a hard attack or anything else happens to him so he can't operate the controls anymore. That way you could at least recover you quadcopter. What time I can't say, that is something to try.
I think you dont need roll at all. Thrust at 4 points itself should be enough to keep you stabilized on X axis. Another thruster at back ponting backwards should be better than tilting uncontrolable thrusters. All you would need is keeping your vehicle oriented in direction you want to go, rotating around 180 for slowing down(another thruster at front for braking would be option too). Its not optimal, but with gentle control it should be way easier to fly.
when you turn a quadcopter in real life, you need half roll(aileron):for giving trust to the side, and half yaw(rudder):for rotating (sorry for bad english)
To not loose it by accident try to make some kind of a system that will be like a sensor switch. If you put a sensor above driver seat and it will read your presence, then it will allow all thrusters to work. Like sensor that reading driver-AND gate-everything else (sorry for my eng) edit: oh... you did this later in a video xD
Have your thrusters on a pulse loops using logics for when you do the turning and roll to slow down the movement then have 5 just bypass the pulse loop for steady power. A pulse loop could be a simple loop like you would use on a spud turret
A couple of ideas... - Use a timer / logic loop to pulse the thrusters instead of turning them off - Put the thrusters on pistons (save weight on the arms)
You could try adding 4 more thrusters only dedicated to roll and pitch. You wouldnt have to upgrade them all the way, and they wouldnt be at full power, therefore allowing easier movement changes.
Ill have to send you my "carrier" design. It takes some practice to learn but it has full controls for every direction, it can carry cargo, and its pretty darn balanced
Cool. Also, i made a quadcopter who's really cool too. And guess what. Same thing, faster and smaller. Also, idk if yours does too but if mine doesn't have the thrusters to go up it doesn't steer *and you don't have to hold buttons continously*
"T"F"G"H" controls are harder for flyers because you have to press the thruster-on key too, Except when you put a switch, which is risky if you accidently hop out of your seat If you have one of those big Desktop Keyboards, It's easier to Remap them to "Home" "Delete" "End" "Page Down" and control them with the Right hand
Idk if it works like this or not but if your worried about loosing the flyer you might be able to put a sensor that when your not in the seat it shuts off the thrusters automatically.
Just add additional thrusters to the sides. Very low thrust amount so its not as aggressive and keep them closer to the body so they can't manipulate the body as easily.
Hate to say it,but you might need a set of flight thrusters, and a set of control thrusters. That would avoid the sudden shut off of flight thrust when trying to adjust position.
If you controlled pitch and roll with controllers and bearings(you could use the same ones for pitch and yaw with some logic) it would be much more gradual than shutting the thrusters off completely
Can you control the roll and pitch by just turning the thrusters themselves? Set a third bearing in the joint where the "arms" connect at the "wrist" perpendicular to the two that you already have allowing the thrusters to rotate outwards or inwards. then the only time you need to modulate the thrust is when you need to roll in which case a fast pulse timer should allow you to toggle the roll in fractions of a second and give you more precise control. Either way it looks like you could have a good idea here
it would require another 2 bearings per thruster, but if you set it so that the thrusters on a given side pitch either towards or away from each other that should reduce the vertical thrust on that side in a less all or nothing manner than shutting the thruster off completely.
actually, you could still get it done with just 2 bearings per thruster, they just have to be at right angles to each other. pitch and roll the thrusters still point towards or away from each other on a given side, and yaw you have front left back right rotate on the X or Y axis and front right/back left on the other, and switch axis to yaw the other direction.
Rather than turning off individual thrusters for pitch and roll, why not go the full monty on gimbal controlled thrust? To pitch down, for example, just have the forward thrusters tilt forward. That should give them less upward thrust (but not 0) and a little forward thrust as well, which usually is the reason for pitching down anyway. Repeat this for both directions in both axes. It'll take some more controllers and bearings, but should run a lot smoother.
Me: goes to engineering school
Person: "what did you use your degree for?"
Me: "scrap mechanic"
What a waste of $40,000
This post was made by the youtube education gang
Micah Lovejoy congratulations
@@Crummieboi56 European students are laughing :p
Same buddy
The test flights remind me of Iron Man 1 when he's first trying out the boots.
Yeah 😊😂
Yeah😭
Who is iron man
@@diamondapocalypse5019 I am Iron Man.
Haha, yes...
Maybe you could make the thrusters that get turned off for control pulse to decrease the thrust differential between sides
I thought about this. Just need a bunch more logic gates but I could have the controls pulse.
@@kANGaming The solution should be to make the arms much shorter. Presently, the thrusters are far out from the center of mass, meaning each is creating a very large torque for a given amount of upwards thrust. When all of them are on, this cancels of course, but when one side turns off, that massive torque has no matching counter-torque, and the thing flips over very fast. If the torque were smaller, then any imbalance would have a smaller effect over a given time, so the current manual controls wouldn't be so twitchy. If you didn't want to move the thrusters further in (or if you wanted to further reduce the effect that the torque has), you can increase the moment of inertia (resistance to turning) by putting a large amount of mass far out on the craft. A larger moment of inertia would also make a given torque have less effect.
TL;DR: Shorter thruster arms and/or big weights far out on the craft.
EDIT: Gyroscopes would also be a neat idea. Not the gyro-stabilizer things you usually find in Scrap Mechanic, but just a big spinning mass. Similar to the big weights idea, but possibly more effective per mass.
@@kANGaming I think it really would benefit from tank driving 😁.
Jokes aside, instead of pitching the whole build to fly forward, you should just pitch the thruster, using the tank driving logic and the same system you have in place for yaw. If you add a second set of bearings directed along the main axis of the vehicle you could also add strafing.
What up
i was gonna comment this too but it adds even more logic. I think moving the thrusters in more would help.
Kan: "we can fly"
also Kan: uncontrollable spinning
First time flying Fpv drones and it’s a 5 inch pov:
13:02 it looks as if he doesn’t have his legs anymore... terrifying and magnificent in the same time🧐
HAHAHA!!! 😂🤣😅
I was looking for a comment like this 👍🏻
You think the legs missing were scary when he lands in the water it looks like hes "hanging" out
ScrapMan: Has no component kits
Kan: Literally had 100 component kits.
Not anymore 😂😂
😂 I have around 150, but those will be gone in 6 seconds when I start building a flyer as well 😩
kAN 5 seconds later: no component kits
There is a a BIG key word there XD
For pitch and roll use a one tick clock so the thruster is on 50% of the time. this is kind of like a PWM signal for a computer fan
i feel like a pulse control scheme would reduce the twitchyness and possibly lower the fuel consumption, i also remember an episode of workshop hunters where a flier used suspension to soften the thrusters. the deadman safety could use a latch gate
Amazing idea
u would use more fuel but ok and i remember that episode too maybe the suspension combined with moving the thrusters in more would help a lot.
scroll up a bit and look for Disabeast's comment.
@@spacewalk3046 pulsing thrusters uses less fuel not more, check out scrapmans channel he did a test and it lasts double the time if you set it up right.
@@Mr_Tooty ik not exactly double the fuel but ok. My comment was on the wrong comment i meant to say u use more fuel to somebodys elses comment
@@spacewalk3046 if you time it to be on half the amount if time then you can double the fuel.
Put invisible block in the broken microwave from ship because broken microwave have only One inventory slot 🤔
What?
@@Neon-ws8er in the ship is the thing that is named broke microwave its near a bed in ceashed shop when you enter the room its right on right and you can open it and it has only one slot
I think I lost brain cells reading this
How is it hard to read? The sentence is not even remotely complicated.
Democracy Enforcer thats the thing he didnt even use enough words its like saying me see banana like
When you removed the first switch and saw if fly into the distance I lost it. Love your videos!
kAN every video:
"Theoretically"
"Theoretically"
"Theoretically"
"Either way"
"Either way"
"Either way"
"Theoretically"
"Theoretically"
"Theoretically"
"Either way"
"Either way"
"Either way"
Yup
Then a perfect when it’s far from perfect
Theoretically, He has to say those to prove his point, Either way it's repetitive
@@betterclone9521 omg
Theoretically
Isn't it possible to make a dead man switch with timers? That will cut off engine power if you didn't use any controls for x seconds?
could be helpfull
🌭GLIZZY🌭
24:17 Scrap Mechanic Devs: "And we are happy to announce the new, Block-Damage-Update. ;D"!
The flyer reminded me of those super fast racing/stunt drones
Nice Kan! I really like your garage in your base, I think you did a excellent job with the diamond plate as the floor and the metal block for the walls along with the glass roof. 👍👍
I read garage as garbage xD
The large chest is not actually the heaviest thing in the world, the small one is heavier for some reason.
@Technology Boy durability is NOT weight
ik it's so weird i like the large chest much better
I think Scrapman tested it and the large chest is heavier, so maybe the weight stat is weight per block
@Technology Boy the large chest is indeed heaver, the weight is not for the entire item but for the amount of blocks it takes up, think about a 20 pound weight vs 3 ten pound weights.
The empty inventory block is so you can free your hands lol
I think you could meter out the force of the thrusters by turning them outwards simultaneously, making them fight against each other and cancel out some of the lift!
You should probably get 2 or 4 more thrusters and dedicate them to lift, then turn your control thrusters down to about 3 or 4 from the bottom. Idk if that would work, but it's just a suggestion
Er kinda had an idea i created /thought of in another game.
Basically it's a floating ball rolling in a 3*1 cage that has sensors in the edge walls to detect the ball and these sensors help counter rotate the craft when the tilt gets too bad, however i suspected it may be roo sensitive since you turn the thrusters off.
This was for a flying creation but i as able to slow rotation separately and i used wedge blocks in the edges to center the ball so may not be a viable idea at this size. It functions similarly too the newly added angle sensor in trail makers. However i hoped it might inspire an idea or something.
Tried to explain it simply without the logic.
Kan: “let me just put my imaginary lift in the chest”
I know i just thought its funny bro 🤣
You could fix the
aggressive roll by adding a thruster on the opposite side on a lower power level.
Maybe you can put in a timer system when you release thrust on one side, then the thrusters output power in intervals instead of a continuous stream. That might make it a bit more controllable.
My explorer uses two sets of thrusters. One is pointed back, the other is pointed down. The lift thrusters also tilt the vehicle back slightly, the 'go' trusters tilt it forward. With both sets on the vehicle is pretty much stable. So the take-off sequence is such: lift/tilt back to about 45, then pulse 'go' a few times to keep the angle and lift off clear of trees, walls, and so on. Then 'go' only to gain speed and tilt forward some. After that pulse lift to keep the craft stable. Turning is A-D with a suspension glitch, but can be done with a reaction wheel or thruster tilting for purists. Main advantage is only four buttons total and no logic or controllers involved. Though it does take a few minutes to get used to flying the thing.
As for 'player in seat' tracking for the quadrajet in this video, a sensor above the seat that goes into a nor-or-nor flip flop and a button instead of the main lift switch should ensure that once the pilot is out of the seat the system can not automatically activate until the main button is pressed even if the sensor sees something (ground, bot, player) again.
Random suggestion for the Quad-thruster. Use 2 switches for always on. One that is definitely "always on", and another that pulses the thrusters. The pulsing ought to let you set the thrusters up higher and give you a "lower gear" for take offs or areas you want a bit more control over sheer speed.
I'd like to see a quadcopter battle in either scrap mechanic or trailmakers now XD
Idk much about scrap mechanic physics but realistically you should be able to use bearings to control forwards, backwards, left and right so it strafes more than flips. it will be smoother and won’t tilt the drone so much.
i believe the weight in Scrap mechanic is a measurement in "weight per block x volume", meaning the large chest is 5(5x4x3)
The weight and buoyancy ratings in scrap mechanic make me hurt. They just don't make sense, especially as they're two separate ratings and volume is a third thing that is already in the game.
Try using a gate loop to pulse the thrusters off? You'd be able to have fraction control. Off 1 tick every 4 ticks, or whatever you need.
You could even make it so a thruster is on full power, but pulses 3/4 of the time and use the other 1/4 to yaw/roll/pitch. This would allow you to use 1/4 of the power while the thrust is off and still correct your vehicle.
Kan, maybe you could add a 2nd set of low tier thrusters for control to make it less twitchy and have your main ones work only for lifting your drone and have a switch that keeps your drone level in height?
You can use 3 thurusters for flying and 1 thurester for back and forth.
How about eight thrusters at lower thrust. Four would stay on to essentially hover. The other four would activate for control.
200 more component kits here we go.
1-3 more gas container full gas more
i think itd be too heavy on the gas
As a safety mechanism you could have a timer that starts counting when you turn the switch on, and only resets when one of the other buttons is pressed or the switch is off. Once the timer reaches the end it turns everything off. You make small adjustments often enough that you would constantly be resetting the timer when you're actually in the flyer, but it would turn off if it flies away before it uses up all the fuel. If you feel you needed to you could also add another button that does nothing but reset the timer, and have a light flash on just before the timer ends so that you know you have to reset it.
with 3 thrusters you can make a really cool helicopter!!
You could use pistons to extend the arms. Pitch forward, extend arms backward. Pitch backward, extend the arms forward. Use it for roll as well.
Have you seen 00Fant's flyers? They all have the thrust pulsing on timers. This allows 3 states per thruster of off, full power and somewhere in-between. Ideally the default state has the thrusters pulsing to almost offset the weight such that the flyer very slowly drops out of the sky. This prevents the craft being lost.
In electronics one often have to control the "power" of something that, at any given moment, can only be on or off. To do that you can use PWM (Pulse-Width Modulation).
Basically you just constatly turn on and off the thing and control how much time it stays on or off during every cycle. That's how you control brightness in LEDs, for instance.
Maybe you can do the same in your "quad-thruster".
Put two very fast timers in a loop and then connect both of them to each thruster, to one timer directly and to the other through some AND gates. Then connect the AND gates to four normally-closed buttons (button with NOT gate).
By default the thrusters will be always on because connected to both timers, but pressing one of the buttons will disconnect the corresponding thruster from one timer making it stay on only half the time than the other (effectively cutting its everage power in half).
the weight is measured for every cube it takes up
if you have a 3x3x3 object with a weight 2, it would be equivalent to a 3x3x3 cube of material
What’s up con always watch your videos for tips and tricks because I know that you know how to build all this crazy stuff in the back of your head so that’s the reason why I always watch your videos and sometimes I watch it for fun
You like minecraft
My first vid will be a minecraft vud and will be posted soon
Now i see why i like Main Assembly quads: proportional control!
The timer/logic gates you set up for pulsed pistons, use that so instead of turning half the thrusters off for roll, it instead pulses those thrusters quickly. You can adjust the ratio of pulse on to pulse off to fine tune how finicky the controls are.
I think pulsing the engines all the time would make sense... That way you'd get a hover mode, going up only when you hold a button.. you can also move the vehicle when shortening the pulse to two of the engines.. would take a bunch of logic tho :D
Kan's logo: trash can with eyes
Kan:I AM TRASH
Yes....!!! I remember scrapman mentioned you with I believe moonbo for a monday episode I'm glad u got you a new spot many good vibes
For the roll, you could maybe flip the thrusters 70 degrees or 80 degrees in the opposite direction.
A reaction wheel system could allow you to have finer tuning for pitch and roll
Make it always flat, only tilt the thrusters. Tank control for left/right. For forward tilt them forward about 30°
With some self installed mods, you can configure the vehicle to only respond if the seat is occupied. You jump out and it shuts down. Sensor works too I guess. Good call.
Maybe you need a safety second switch on an AND gate in a hard to delete apot?
I'd experiment with variable thruster positioned eliminate over adjustment of pitch and roll by altering the center of mass instead. Too complicated? You bet it is!
U can add 4 more level (2 or 3) thrusters to control ur flyer so there will be not such a big drop when u turn off one side of the thrusters, and have 4 other thrusters that u have now constantly working
use a logic gate pulse system to run the thrusters as a PWM ORd with your 'always on' switch
for stability improves you should put the thrusters upper than the gravity center, like 4 or 5 blocks, and correct the thrust add (in maneuvers) rotating the respective thruster on the opposite side of the moviment, and doing this with the other ones, all pointing to the outs
After seeing the thumbnail i unnderstand why its been so long. Good job!!
SM survival finally!! I was going insane and had to watch moonbo's questionable content!
Lol
6:25 satisfying button placement
If you want to pitch down, rather than completely turning off the front thrusters, just tilt them toward each other. Their horizontal components of lift will cancel each other out while their vertical components will decrease by the cosine of the tilt angle you select. e.g. 60° tilt = 50% reduction.
You could put forward and back thrusters on a clock so it acts more like reduced thrust in a actual quad or do away with pitch and just go forward and back on bearings
A pitch/roll idea.
If u made pistons pull the thrusters closer it would lessen there effect relative to the further out thrusters meaning that it will be like what u have now but instead it wont cut the power just lessen it
Make it so that the two back thrusters are facing at an 45° angle outwards when going forward and same with the front. The reason for this is to eliminate the pitch completely so it makes it more stable. And for roll make the two side thrusters go at an 35° (less or more) angle inwards to get rid of the roll. With this, make the thrusters on the opposing side equally place as much thrust as was inputted. Ex. When you go left, being the right side thrusters outputted power to move left, the left side thrusters output just as much power as the right had inputted.
For the sensor, you might be able to adjust the range to compensate for your player moving.
Suspension glitch: am I a joke to you? Kan: yes also suspension glitch: ...
I had two ideas for your pitch and roll problems. If you use timers on a very short loop, you should be able to pulse the thrusters instead of completely turning them off.
But I think a more mechanical solution might be better. Instead of turning off thrusters for pitch and roll, what if you moved the center of mass using some blocks on four different pistons? Pitch forward? Extend the front piston. Level off? Bring in the front piston and extend the back one for a second. Etc, etc.
I think you if you were to make a triangle design, you would get better performance this way, and you could use a 4th thruster as your main propulsion. You could centralize the cockpit to further balance the weight distribution. I feel that this would help reduce the overall weight of the vehicle. You might be better off with 2 small chests instead of the single large one.
you could set it up to pulse the thrusters to slow things down a bit maybe even get it to hover by pulsing all 4 all the time and going full throttle when you want to go up or have a gradually faster pulse
I find plus-shaped quadcopters work better than x-shaped. You're only turning off one thruster to tilt.
You could also add logic to still activate thrusters when 5 is off.
19:15 is the greatest moment of kAN's channel in history.
@kan Gaming You can build in a protection. You could build a dead man switch. So if you press 5 a timer runs down and to keep the thrusters running you need to press a push button to reset the timer. That's the same system as every modern train has build in to prevent hazard when the locomotive driver has a hard attack or anything else happens to him so he can't operate the controls anymore. That way you could at least recover you quadcopter. What time I can't say, that is something to try.
Even the craftbot thought this was a bad idea
I think you dont need roll at all. Thrust at 4 points itself should be enough to keep you stabilized on X axis. Another thruster at back ponting backwards should be better than tilting uncontrolable thrusters. All you would need is keeping your vehicle oriented in direction you want to go, rotating around 180 for slowing down(another thruster at front for braking would be option too). Its not optimal, but with gentle control it should be way easier to fly.
when you turn a quadcopter in real life, you need half roll(aileron):for giving trust to the side, and half yaw(rudder):for rotating (sorry for bad english)
Using the unlimited inventory command you can get rid of the repeated tools in your inventory.
I had the same deal with the lift twice.
I should not be laughing at the music that played when he did the test flights.
But here I am.
To not loose it by accident try to make some kind of a system that will be like a sensor switch. If you put a sensor above driver seat and it will read your presence, then it will allow all thrusters to work. Like sensor that reading driver-AND gate-everything else (sorry for my eng)
edit: oh... you did this later in a video xD
Were glad your back
You could use flywheels to control instead of angling/pulsing the thrusters
Have your thrusters on a pulse loops using logics for when you do the turning and roll to slow down the movement then have 5 just bypass the pulse loop for steady power.
A pulse loop could be a simple loop like you would use on a spud turret
A couple of ideas...
- Use a timer / logic loop to pulse the thrusters instead of turning them off
- Put the thrusters on pistons (save weight on the arms)
You could try adding 4 more thrusters only dedicated to roll and pitch. You wouldnt have to upgrade them all the way, and they wouldnt be at full power, therefore allowing easier movement changes.
Ill have to send you my "carrier" design. It takes some practice to learn but it has full controls for every direction, it can carry cargo, and its pretty darn balanced
He finally uploaded a new survival episode
kan gaming: we are playing surivival very modest
scrapboy: haha hank and my lag castle go brrr
It’s like a flying mechanical bull 😂
Cool. Also, i made a quadcopter who's really cool too. And guess what. Same thing, faster and smaller. Also, idk if yours does too but if mine doesn't have the thrusters to go up it doesn't steer
*and you don't have to hold buttons continously*
Well, its flying nice thats sure. :)
Scrap Mechanic - The home of really fantastic bad ideas. :D
"T"F"G"H" controls are harder for flyers because you have to press the thruster-on key too,
Except when you put a switch, which is risky if you accidently hop out of your seat
If you have one of those big Desktop Keyboards, It's easier to Remap them to
"Home" "Delete" "End" "Page Down" and control them with the Right hand
You could add a sensor that detects if you are sitting down, then if you accidentally jump out the thrusters will turn off
Maybe 4 lvl 1 thrusters for roll and pitch can do the job?
So you always have the max thrusters to fly/hover and the low thrusters for steering
Idk if it works like this or not but if your worried about loosing the flyer you might be able to put a sensor that when your not in the seat it shuts off the thrusters automatically.
Kan is upgrading his flyer while scrapman is just planning on one
Just add additional thrusters to the sides. Very low thrust amount so its not as aggressive and keep them closer to the body so they can't manipulate the body as easily.
Hate to say it,but you might need a set of flight thrusters, and a set of control thrusters. That would avoid the sudden shut off of flight thrust when trying to adjust position.
If you controlled pitch and roll with controllers and bearings(you could use the same ones for pitch and yaw with some logic) it would be much more gradual than shutting the thrusters off completely
Can you control the roll and pitch by just turning the thrusters themselves? Set a third bearing in the joint where the "arms" connect at the "wrist" perpendicular to the two that you already have allowing the thrusters to rotate outwards or inwards. then the only time you need to modulate the thrust is when you need to roll in which case a fast pulse timer should allow you to toggle the roll in fractions of a second and give you more precise control.
Either way it looks like you could have a good idea here
They need to add a kill switch to the seat for when the player gets out. Have a setting to have it activated or not. Like a lawn mower IRL. Haha
The invisible thing he have confirms he was going on dev mode
Main Assembly would make the programming much easier
it would require another 2 bearings per thruster, but if you set it so that the thrusters on a given side pitch either towards or away from each other that should reduce the vertical thrust on that side in a less all or nothing manner than shutting the thruster off completely.
actually, you could still get it done with just 2 bearings per thruster, they just have to be at right angles to each other. pitch and roll the thrusters still point towards or away from each other on a given side, and yaw you have front left back right rotate on the X or Y axis and front right/back left on the other, and switch axis to yaw the other direction.
I like when the seat is at front, put it on front
You should use 00Fant’s mod
Rather than turning off individual thrusters for pitch and roll, why not go the full monty on gimbal controlled thrust? To pitch down, for example, just have the forward thrusters tilt forward. That should give them less upward thrust (but not 0) and a little forward thrust as well, which usually is the reason for pitching down anyway. Repeat this for both directions in both axes. It'll take some more controllers and bearings, but should run a lot smoother.