Yzuei, you and Scrapman are truly the reason I enjoy playing Trailmakers. Before discovering your channels, I struggled to build even the simplest of planes, let alone make them look good. You've both inspired me so much, and I have countless fond memories of watching your videos and following your builds. Thank you for creating such amazing content and for the joy you've brought into my gaming experience.
That bonus round gives me an idea: Battleships vs mobile artillery - Battleships can't come close to the shore to limit them to long range shots - Artillery can't be amphibious - Battleships can have multiple cannons & turrets (max of 9 cannons, 3 turrets) - Battleships must have a weakness - Artillery are limited to max of 2 cannons Play it like those Mini VS OP battles
@@mostafamabrok-r2x With the new logic, I'm sure there can be some kind of compensation calculator whipped up, but that's beyond me. I'm working off of Stormwork logic, which Trailmaker logic is catching up to in terms of what is and isn't available. Both the coastal defense and the bombarding naval ship will need one, but basically it'll need to be that or the aiming servos will have to be hybridized and only the azimuth (left and right) will be aiming servos while the elevation will be a normal servo or an aiming servo they can freeze.
This would work really well with an accumulator set to trigger the canons sequentially. So you'd have one button set to increment an accumulator, and every time it went up it would trigger a different cannon. That way you could fire them rapidly and get your shots on target really quickly without having to wait for the reload. Having more shots at once didn't help much because they're so powerful already. Obviously you'd need a lil extra logic to reset the accumulator at the correct time, but that wouldn't be hard.
not goanna lie, I have been wanting the game devs to add tank treads & even some new engines/thrusters/props also some new weapons for the second half of the pvp update
@@Sub-blox_BombCr I can’t wait for the speed sensors to have a percentage based output so I can make an actual functioning fly-by-wire/Avionics system, and the figure out how to make it togglable to act as an AoA limiter so I can press a button to do Cobra/Post Stall Maneuvers.
I don't know if it would be better or worse. Like initially it would be better, but I'm also imagining how easy it would be to gimble-lock the gun. Both of the servos will be in that "golden area" of rotating either one gets both pointed at where the camera is looking, but both are going to fight to be the one to do it and it'll jank one and then the other and then the first one as they try to dominate over and compensate for the other. I guess we'd just have to see Scrapman convert it and see what happens.
Might I suggest removing name tags for an even more realistic and immersive experience? Great video as always. Edit: The tank cannons could be lengthened out further to solve the self-shooting problem when firing low.
Not entirely. It's more of a problem with the game's explosion radius than anything else. If Scrapman's tank had a gun barrel longer than the front of his tank depressing at -10 degrees (standard for most modern MBTs) the round would still hit close enough that in the game, he'd damage himself. Really the only solution is for them to use discipline or limit it to something like -5 degrees, or just use the geometry of the tank. If you shoot -10 degrees down off the longer front, of course you're going to shoot yourself. If you shoot -10 degrees off the shorter sides, you've got a better chance getting that shot clear of the vehicle. But again, that's merely suggestions and also an issue with the simplistic approach the game has to damage in comparison to other games and IRL.
You two need to do sailing galleons once more and use the aiming servos on a bit slower and very limited angles with the black powder cannons. That's one thing I've both liked and disliked about the black powder cannons in the game. You either aim them all as a wall or you don't aim them at all. In reality you could aim them a skosh a little up and down and left and right to focus an area generally. But it wasn't like you're within boarding distance and every gun focuses on just one poor sap looking out a porthole kind of extreme angle. But I think using them in that kind of function would be really cool since sailing isn't too popular in the game. Also, indirect fire artillery with these new servos would be cool. I don't know exactly how, but I'm sure there's a bit of logic you could use to make it where you can look at a point and the further away you look the aiming servo will rotate downwards by a ratio to hit where you're looking at. A bunch of math and logic beyond me, but it's totally doable and it'd be amazing.
I've made tank tracks in trail makers that are rlly small and compact, but the new physics update made it a little unstable. Id be glad to show you how
You should definitely have a rotation limit on the servos for the next tank battle since getting around your opponent's turret will be a part of the strategy~ Alternatively, adding more turrets like the Tower of Stalin could be funny. Or a BOLO for more 'mobile fortress' feeling.
To increase your gun depression, try track hydropneumatics to raise up your back. If you don’t believe in this, then see the Swedes who have the S tank that does just this.
They should add tank tracks they already added the aiming servo why not have a tank update with tank cannons that has different calibers and maybe even different ammo types
Yzuei, you and Scrapman are truly the reason I enjoy playing Trailmakers. Before discovering your channels, I struggled to build even the simplest of planes, let alone make them look good. You've both inspired me so much, and I have countless fond memories of watching your videos and following your builds. Thank you for creating such amazing content and for the joy you've brought into my gaming experience.
Yeah same here, I take alot of inspiration from your video's and looking from my first few builds to my builds now it's improved so much thx!
Glaze much
@@AceRace_Lshut up dude let him enjoy the game and his favorite TH-camr
That bonus round gives me an idea:
Battleships vs mobile artillery
- Battleships can't come close to the shore to limit them to long range shots
- Artillery can't be amphibious
- Battleships can have multiple cannons & turrets (max of 9 cannons, 3 turrets)
- Battleships must have a weakness
- Artillery are limited to max of 2 cannons
Play it like those Mini VS OP battles
OMG YES MAKE IT HAPPEN. Be that guy that leaves a comment in every new video to make this happen!
Genius But May need some modification
@@mostafamabrok-r2x With the new logic, I'm sure there can be some kind of compensation calculator whipped up, but that's beyond me. I'm working off of Stormwork logic, which Trailmaker logic is catching up to in terms of what is and isn't available. Both the coastal defense and the bombarding naval ship will need one, but basically it'll need to be that or the aiming servos will have to be hybridized and only the azimuth (left and right) will be aiming servos while the elevation will be a normal servo or an aiming servo they can freeze.
That's a good idea.
This would work really well with an accumulator set to trigger the canons sequentially. So you'd have one button set to increment an accumulator, and every time it went up it would trigger a different cannon. That way you could fire them rapidly and get your shots on target really quickly without having to wait for the reload. Having more shots at once didn't help much because they're so powerful already.
Obviously you'd need a lil extra logic to reset the accumulator at the correct time, but that wouldn't be hard.
We really need a city map in the base game, that would be great for a 2 v 2 version of this
not goanna lie, I have been wanting the game devs to add tank treads & even some new engines/thrusters/props
also some new weapons for the second half of the pvp update
Can't wait for the aiming servo in 3 days.
Yeah, it's gonna change the game a huge amount
@@Sub-blox_BombCr I can’t wait for the speed sensors to have a percentage based output so I can make an actual functioning fly-by-wire/Avionics system, and the figure out how to make it togglable to act as an AoA limiter so I can press a button to do Cobra/Post Stall Maneuvers.
@@Axolotl_2347 thatd be sick lwk
Idea: boats with the bomb-bay piston launcher on 2 axis aiming servo. This could make an interesting naval artillery situation but who knows?
Hover Tanks seems a logical progression. :D
Orbital cannon with those would be epic
I don't know if it would be better or worse. Like initially it would be better, but I'm also imagining how easy it would be to gimble-lock the gun. Both of the servos will be in that "golden area" of rotating either one gets both pointed at where the camera is looking, but both are going to fight to be the one to do it and it'll jank one and then the other and then the first one as they try to dominate over and compensate for the other. I guess we'd just have to see Scrapman convert it and see what happens.
Might I suggest removing name tags for an even more realistic and immersive experience?
Great video as always.
Edit: The tank cannons could be lengthened out further to solve the self-shooting problem when firing low.
Not entirely. It's more of a problem with the game's explosion radius than anything else. If Scrapman's tank had a gun barrel longer than the front of his tank depressing at -10 degrees (standard for most modern MBTs) the round would still hit close enough that in the game, he'd damage himself. Really the only solution is for them to use discipline or limit it to something like -5 degrees, or just use the geometry of the tank. If you shoot -10 degrees down off the longer front, of course you're going to shoot yourself. If you shoot -10 degrees off the shorter sides, you've got a better chance getting that shot clear of the vehicle. But again, that's merely suggestions and also an issue with the simplistic approach the game has to damage in comparison to other games and IRL.
I was gonna leave the same comment battles on this island without nametags would be fun
Extending the length of the barrel increases the chance of it getting shot off
@@windell9373 Oh right! I didn't think about that. Perhaps then angle limiting would solve it? (Would need to centre the turret though)
@aungkyawkhant321 that's what Scrapman did, I think.
You two need to do sailing galleons once more and use the aiming servos on a bit slower and very limited angles with the black powder cannons. That's one thing I've both liked and disliked about the black powder cannons in the game. You either aim them all as a wall or you don't aim them at all. In reality you could aim them a skosh a little up and down and left and right to focus an area generally. But it wasn't like you're within boarding distance and every gun focuses on just one poor sap looking out a porthole kind of extreme angle. But I think using them in that kind of function would be really cool since sailing isn't too popular in the game.
Also, indirect fire artillery with these new servos would be cool. I don't know exactly how, but I'm sure there's a bit of logic you could use to make it where you can look at a point and the further away you look the aiming servo will rotate downwards by a ratio to hit where you're looking at. A bunch of math and logic beyond me, but it's totally doable and it'd be amazing.
You should do more tank battles but have the turret traverse speed slowed down which would change the dynamics of the battle
Can't wait for the first person shooting mech battle!
I've made tank tracks in trail makers that are rlly small and compact, but the new physics update made it a little unstable. Id be glad to show you how
You should definitely have a rotation limit on the servos for the next tank battle since getting around your opponent's turret will be a part of the strategy~
Alternatively, adding more turrets like the Tower of Stalin could be funny. Or a BOLO for more 'mobile fortress' feeling.
Idea: True to life Battleships. 250block limit with the servos. And limit it to armor plates and large cannons only, no energy shields or weapons.
No player tag air or tank battle would be cool
That would actually be insane!
@ also limiting weapons
Is trailmakers on console
Yes
Yes
On xbox
@@pingouin-panzerIIIis it free or pay
And ps5 i think@@pingouin-panzerIII
Next you should do under water tank battle
I hope they add the tank tracks in the 2 part of the combat update.or another part of said update. It would make sense.
this fits so well
with more cannons you could stagger the angle, so it's easier to get a shot on range.
If your turret was a bit forward and ya had a longer barrel you could go Hull Down on the crest of a hill
Can't wait to get my hands on the new servo, it's going to make turreted builds so much simpler
hor do u make to not bug your servos into your body when not looking down
Common W tank vid
To increase your gun depression, try track hydropneumatics to raise up your back. If you don’t believe in this, then see the Swedes who have the S tank that does just this.
could you try to atach a camera beside a gun? and activate the camera by rightclick and shot by leftclick. maybe that works
that "tank turret" looks more like a battleship turret with 4 cannons on it.
EDIT: This would be right up Patchbits' alley.
Maybe try this with your huds off. So you have to use your vision to actually acquire a target
They should add tank tracks they already added the aiming servo why not have a tank update with tank cannons that has different calibers and maybe even different ammo types
The shots could have been stagered.
More opportunities to see how to adjust your aim.
You should see what happens when you turn the aiming servos speed to a negative
update on December 5th btw guys!
@ well your wrong
@@Normatily I’m not trying to sound rude so sorry if I am
MechWarrior full complexity battles
When is the update for the aiming servos
December 5
Yo nice vid
Grapple hook gun. Please
Yzuei Could you please do a plain building tutorial?
@ I’m not bad I just what to get better at the design
Don't know if possible but maybe a race where you use aiming servo's as steering mechanism
Panzer Vor!
Yo what's up 🎉
@@Hunter-b74 the sky
sweet
Yo guys can i buy trailmakers on a regular laptop
Rail gun mark 2???? Please
Be aware of Netflix
Cool...
You need to pay .
Yooooo
larger pieces have more hp
But if u lose one of those your build could completely fall apart
When will the update be available?
On the 5th (Friday)
@Vacxt thank you
Hello
Netflix intro
Yuzflix
no shit i just found this vid under 2 minutes of upload bruh
76th like
PVP
bro always builds for mobility and always lose change the tactic XD
I made it in 14 minutes, yes!
I made it through n 18
Plz get the Netflix intro back
First
🧢
@ you caught me
hello