Also gonna be pretty expensive, though same sensors, could also then trigger cactus-piston-breaks, he talked about making for the carts, so they don't roll too far away, and get lost, if they do disconnect
@GummieI But that's not nearly as helpful as knowing immediately that it's gone. You would have the sensor on the back of each trailer checking for the pin of the one behind it. That way the noise maker stays when you lose a trailer
Couple big rig notes, a king pin usually comes down a bit forward of your rearmost tires, so that the weight of the trailer assists with traction. Currently, it's levering your front tires into the air instead of driving your rear tires into the ground. And your trailers, your load should be directly over the trailer tires, this will reduce the weight on the fifth wheel, which will make everything behave a bit more predictably. Not sure how much this matters in SM, since I haven't played in forever, but might be worth a try.
Wouldn't putting the weight over the wheel make it more unpredictable? I remember watching a video demonstration where someone took a mini trail with a load on it, and they showed how the load would cause the trailer to become unstable and whip from side to side while the load was over the back tires, but then they moved the load closer to the trailer hitch, and the trailer wouldn't whip like that. Is it different with kAn's connections?
@@xiphido I know what you're talking about. That video was demonstrating tongue weight and the importance of centering your load. Too far back, and the trailer wags the tow vehicle, and too far forward, the load levers the tow vehicle, taking weight off of the steer tires. The guy you're replying to is seeing the front lift, which is why he's suggesting taking the weight off of the back. Basically, by moving the tow vehicle hitch point to in front of the rear axle, it'll push the whole vehicle down rather than levering the front up, and by moving the trailer weight back, at least in real life, you prevent some of the weight from pushing down on the tow vehicle to begin with. I wish I knew more about how the game handles weight and friction though.
@@dravermangaming7404 They do, 5th wheel and goosenecks are typically just in front of the rear wheels. These won't lift the front nearly as much as most of their force is going to be on the rear wheels. Normal trailers put the weight on the rear of the frame, and it basically turns the rear wheels into a pivot.
If he wants to use the king pin style on connection on the 2+ trailers he also needs to place their pivot point slightly in front of the trailer wheels, but ideally you'd want two or three sets of wheels if your gonna do that
Adding to the advices of other people: when making further improvements, mind blocks' friction. So preferably using low friction blocks for locking the hitch (I usually prefer the hollow metal blocks) and using high friction blocks for brakes (you can always use cactuses, but I prefer bricks. Blocks are much more handy compared to parts, and bricks are also easy to craft from overabundant stone).
Put a bearing on the kingpin so they can free-spin in the slot if the wheels get jammed up. Also: I for one vote that you should be able to leave certain cars behind. Such as a pump truck, mining vehicle etc. but it would be still cool to make them compatible with the same system, so you can hook up and relocate some of the stationary cars. Just to avoid making you sit around or deal with unnecessary problems. I think it would be just as cool!
@@MarkkuS Yeah, but no. The whole point was, that he had only 1x4 blocks, which was holding the cars together, now he has a tire, which is 3x3, which doesn't "slip" so easy, because it has 2 more blocks to overcome, which prevents the disconnection/"slipping trough" of the trailers.
Another idea would be, to make a separat mining car, which he can attach as a trailer, but it has also a motor for driving by itself, so he can easily detach at work with it, but also connect it and haul it with him
@@PsychEngel The reason it doesn't slip is easy, is MAINLY due to no bearing, not the size of the "pin". As he said bearings have a tendency to "stretch" out in unrealistic ways and then bounce back when pulled on, and it is this "stretching", that is the main contributor to the disconnection, not the size of the pin.
@@GummieI Then it doesn't make any sense, that he used the wheels. He explained 10 times, that it's better tu use a 3 by 3, rather then a 1 by 4, which is technically a 1 and not 4. The thing with the bearing was only to connect the cars to the train manually, that's why he welds the cars to the train and then removes the connection points, so he hasn't to use a machanism with bearings, which would make the slipping worse.
A note on some minor scrap mechanic tips - Frist, rather than picking up sticks by hand, you can pick up the collector, and just drop it onto them. It's quite a bit faster, and extremely flexible. (The ideal system would be to have to collect pick them up as you drill them, but you're already planning to rework the engine to do this) Second, I think you should consider disconnecting the trailers while mining. You can still keep them in sight, but parked off to the side to make yourself more maneuverable. Finally, a long term goal for this playthrough might be getting some big red pipes to replace the tires in the king pin.
If you're looking for more maneuverability, having a tractor with a wheelbase much shorter than that of the trailers would allow it to almost turn on the spot comparatively, as well as put more weight on the steer axle.
A couple of ideas to hopefully optimise your road train experience. 1. Fifth wheel should be slightly in front of the rearmost axle. In your current setup it's pulling the front vehicle into a 'wheelie' where front wheels loose traction. And it's forcing the first trailer to lift itself out of the fifth wheel (it acts as a lever, cause rearmost trailer is pushing it) 2. Since you are having issues with putting the power down to the ground, maybe it would be smart to consider adding an additional powered axle to the back of your main vehicle (and placing fifth wheel in between both rear axles) You could then consider making the rearmost axle steerable, just in case front axle still manages to loose some traction. (If you make rearmost axle steerable in your current 2-axle setup, when your vehicle wheelies, the single rear axle won't be enough to make it turn efficiently.) 3. When you get more blocks/parts, it may be wise to consider transforming the main vehicle into sort of a cabover design (cab in front) to further balance the weight distribution. In a setup like this, you could put drills and sawblades onto folding arms (similar to a front-picking garbage truck), this way you can unfold them when you need them and fold them back when not in use, so they don't get in the way while you just drive around. 4. The sooner you switch away from regular gas engine for main propulsion (to a controller, or piston engine), the better. You haven't found oil pond yet and with how gas-hungry your road train is, I can only imagine the painful oil grinding... While piston engine is obviously the cooler option, controller takes a lot less space with the added bonus of acting as an actual brake when you're not driving.
Tips for improving the hitch: 1. Put some overhanging blocks under the hitch, so it won't come loose at any point 2. Make two rotational axises, in case you're going to go up a mountain or the car starts 'rolling' with one end going up a slope, the other trailers don't get lifted up into the air.
I had this problem with a truck-construction too. Solution was to give the reciever on the truck it´s own bearing with a lv1 controller (lowest speed, no input, just centers it back) and giving the trailer pulling bar some suspension in line with the driving direction. Worked for me ^^ Also you made me giggle, when you said like you don´t wanna waste scrap metal, even though, you´re just some buildings looted away from it xD
List of train car ideas: fuel car, Turret/ weaponry car, dress bot car, cook bot and food car, Luxury car( a cozy car for chilling in), a Kaboose( with engines for reverseing easily, A hauling car( basically just a flat car to haul the farmers or a warehouse tank And finally a folding helicopter pad car for your future flyer.
That is 8 trailers.... thats a lot. You seem to have a few trailers that are pointless, and only adds more complexity to the vehicle, which will start causing major problems. He doesn't need a trailer just for a dress bot. He doesn't need a trailer for a luxury car. He doesn't need a trailer that is a helipad, a helicopter is a bit pointless in this style of playthrough since he has to take his train if he leaves, having a helicopter just to go up in the air is pointless since he can't fly it places without taking his train. Even though i am saying some of your ideas are pointless or "dumb", you do have good ideas tho. Some are just adding to the train without solving a problem, which adding trailers only adds to the possible lag and potiential issues, without having a legit reason to exist. He should have roughly 4 trailers, 5 trailers max. Trailer 1. Fuel/oil pumping car with lots of oil storage and crafted fuel storage. Trailer 2. Cookbot and craftbot with lots of storage. All of the storage containers should be connected together and connected to the bots with the transfer tubes. Trailer 3. A trailer made solely to transport large oversized items like the caged farmers, the large food crates or anything that is not stored in the storages on trailer 2. Trailer 4. Should be a flatbed trailer that holds a small forklift like vehicle that can be disconnected, via welding, from the trailer to lift and place the large items on and off trailer 3. The trailer should also have an engine on it, giving it the ability to reverse the whole train. You can add the mountable spud gun to any or all of the trailers, if wanted. Deterrents like saw blades or drills can be added to any or to all of the trailers for peace of mind.
Kan, more than a saw/drill setup infront of the car what about a detachable tank-driven mini-cart but you must detach it using a mounted spudgun? that also makes it so you can fight redbots on the mini vehicle. that would be sick! that will be an excuse to get the mounted spudgun out of the trader and will make less painful to mine the hilly ores controlled powered bearings allow you to aim up/down and left/right. auto-shooting logic... and then the drills/saws
Fun idea for later, when you have some more resources. I see that you still have the uncertainty that you're gonna loose one of your trailers, so you could later add some alarm, just point sensor at the hitch mechanism, and if the hitch is not there, just send alarm sound, so you can hear it from the front cart, even if the alarm is in the back.
Also in that regard, I would say it should be fine to put like a small structure to support a beacon(and I say a small structure, just to be able to raise it up and protect the beacon from any bot attacks, compared to putting it directly on the ground) for important landmarks like that, despite the whole nomad thing about never building anything permanent, that should be the one exception to that rule imo.
Can‘t ever hide ur real name 4ever especially with a doyen vids, even more so when streaming on Twitch like I do 😂 although I barely have any viewers but yeaaaa
Refinery upgrade idea for you so you’re not constantly driving over the bars: have 1-2 resource collectors set up like the front of a garbage truck, where they pivot down on an arm to be in front of the train, but when you pivot them up and backwards, they end up near the refinery on the next cart.
Heyo Khan, because of where the middle car's "axle" is, the rear car is gonna try and lever the kingpin out of your front car, while also taking away from the weight it could add to your front car, giving you.less tractive effort
You dont need rear wheel steering, you just need a bit of weight on the front. You've got virtually nothing there, with the majority of your power being wasted cuz the wheels just spin. Throw some chests up there or something
Hey Kan, I wonder if you might want to have the crafting/storage loop be on the front car so that you have lots of weight on your drive wheels, although does SM take weight into account with friction? I don't actually know.
@kAN Gaming - Set up the trailer pins as tire-pipe-tire or pipe-tire-tire and add a locking mechanism on pistons to close the gap between the tires to keep it from popping out. Then, build the socket for the pins out of low-friction blocks, and add a hinge to give some vertical flex to the trailer's hitch arm so you handle hills a bit better. (Yes, this is probably moderately far future recommendations due to materials limits.) Finally, you'll eventually need to figure out a good way to hook your conveyor system across the trailers. Not sure what to do there, but if you can't do that, you'll spend a *lot* of time manually moving bits everywhere.
I did a nomad playthrough a while ago. I found it was helpful to have two craftbots - one on the left and one on the right - with a central hallway between them. Just more efficient than having walkways to both sides and only one craftbot. Four-wheel steering also went a long way, but that might not apply to a train as much
I'm enjoying were this series is going and looking forward to more. also If you move the rear wheels of your tractor behind the 5th wheel you will have better traction and control. With your current set up weight on the 5th wheel is lifting your front axle giving you less control.
Need to extend the platform at the top shelf of your 5th wheel for more storage. Start at main width then taper. Also drive vehicle needs 4 rear power wheels and put most weight on the front to help steering. Up hill weight transfers.
I've seen many variations on the tree cutting mechanism, and I think the best I've seen is the one based on real tree cutters. I.e. a swinging arm that grips the tree and tilts when it's cut down. Also, since you're welding it anyways, use a pipe piece sandwiched between 2 tires so it can latch on the pipe piece. Then use a ledge made of small pipes or build a bearing tilt mechanism.
Tip for your craftbot if you don't know/remember, the bot itself is *exactly* 2 containers long, so 6 make a chain you can loop from output to input... all extra are more storage.
You could make a basic lock pin with just a few pipes sticking out backwards at the bottom of the tires with a matching slot. This would make it so they could only go in or out if the cars were lined up straight.
You could put a sensor directly above your kingpins facing up and you might be able to use this to transfer a logic signal between creations. Maybe built into your locking system. You can use a color sensor and switch the block directly above it to keep it locked while transfering the signal.
One thing I did for my nomad play through, I had challenged myself to build an articulated hauler with a piston engine and all wheel drive which was annoying and difficult. But I would go for a piston engine and dual rear axles with the fifth wheel between the axles.
In terms of doing jumps and going up hills with the trailers you might want to consider adding a boost button, where every wheel on every trailer is connected to a gas engine. When the button is not pressed the whiles can spinn freely (gas engine) but when the button is pressed every while is powers and you get a boost.
If you turn your front car into the resource gathering car (mining, logging, gathering, and refining car) you can still have your driver's seat and bed on it. That setup alone will solve the weight issue you keep mentioning and it'll have the extra effect of adding protection to that front car with no down side. I've been waiting for you to figure that tidbit out for yourself from the moment you got a bed, some drills, and the resource collector plus refinebot. Also, if you add a saw blade on every wheel and connection arm they will act as small bot repellant. They don't have to move to do that. Just existing on your creation is good enough. Additionally, if you put some bearings on your resource collector you can put sawblades on the bottom of your front car and drills in the same kind of orientation about one maybe two blocks from the ground for ground clearance, you can use the size and weight of your car to help you refine the resources for collection. Especially if you add a saw blade at the front of your car between the current drills. Again a block or two above the ground (stump height). The only thing you'd have to use your hammer to push the trees down onto the ground though.
A long time ago, I saw a train that used pistons to trigger sensors hooked up to engines on the back carts. This could be something you look into when you find an oil pit.
When or if the new update gets launched or released, you should be able to make ground anchors with the sticky wheels. Unless they already plan to make ground ancors. Like actual mechanical anchor. Please Scrap Mechanic devs launch the new update already. You've tortured us enough
Love the use of the king pin. It would be nice if you could place motors on each cart with a set of brakes. I get thats too realistic to have train controls modelled correctly in Scrap Mechanic.
Hey Kan for the front of your vehicle if you look at Semitrucks you will see that most have 2 front wheels and 4-6 back wheels. The 2 front wheels have really good grip because they are the steering tires while the back wheels dont need as good of grip since they are just the driving wheels. Each trailer usually has 4 sets of 2 wheels next to eachother a little ways back from the middle.
You could totally use some pistons (or maybe bearings?) sensors and logic to make breaks for your trailers that are between the different vehicles. You could even do it so that one button activates all the breaks and one where it just activates the last couple(with their own logic trees). I don’t know much about the logic but I think it could be done!!
Hi kAN make a light system on your pulling train that turns on once you loose a cart,so sy you have 5 carts and you lose one then a light turns off,then you wouldn't have to check if you lost a cart while driving
For your tractor might i recommend a hookup similar to the VW bug and camper. I could see a controller hitch on the tractor only for ease of disconnect but would build in the weld option
I hope your cat is okay! I take care of 4 cats and one of them is half blind, so he always gets hurt bumping into the other ones! Also I just realized this account wasn't subbed to you so I fixed that!👍
You should build like a real looking seeming with your refinery at the front followed by a chest. Your seat with engine to all wheels, out the bed sideways like a sleeper. The weight would be evenly distributed
What u should do is, have a cart at the end of the train, which is in itself a powered vehicle and make it into a refinary with drills and saws a collector or two. The powered wheel will provide rolling resistance so to avoid that use extending free wheels, so when u hitch the trailer these wheels extend, also the hitch will be at the back of the vehicle and it will hook to the train backwards
Good day for the video been a rough week but not as rough as a sick cat. Hope theyre feeling better. Update on my first survival run i forgot to water my plants and triggered a 3 redbot raid one got ragdolled by defences and some crazy collision with another sent one perfectly smack dab in the center destroying the whole farm. Thankfully they agroe'd purely on the primary wall and plants so all my controllers engines pumps etc made it. In the end i fought through the whole night then ran to base grabbed all my chests slapped them on my buggy and did the fastest teardown ive ever done saving a good 2/3 id say of my good blocks. Then just let the last wave happen and watched from the sidelines as they tore down the rusted metal i left behind. Honestly not even mad about it. It was alot of fun especially coming from being a beta minecraft player, being able to pick up your backpack helps alot but honestly the experience is what made it fun instead of just instantly loosing everything to a random creeper.
On my survival world i used to connect trailers to my truck with offroad spring with a pipe piece at the end, since springs dont have collisions, i could catch them with a kind of coupler. And since it had only one block connecting, i didn't need any bearings because it was already rotating on itself, it almost never detached by itself also under load
A much easier way to get resource rods into the collectors is just to make the resource collector easily removeable so you can pick it up off of the vehicle, set it down around the rods, pick it up, set it down around another group, and continue that until it's full--then put it back against the refinery. It's much easier and efficient just running around with the collector than driving it around with the vehicle because the person is way more agile than a vehicle.
You created this problem doing a train instead of an RV. If you run the tote chain under the craft bot and then tip it on its side you can connect the refinery directly to the chain and put the resource collector next to it and the seat on top of the collector. This keeps the weight low and you can then just do 6 wheels with front and back steering. I had much better gas mileage too. I did all base level wood to keep the weight down and cardboard on the roof to keep it from getting so top heavy. I think you can manage about 13 wide and 26 long this way and it gets around MUCH better.
I think it would be kinda cool if eventually you make the truck actually look like a Peterbilt. You could keep the bed in the back like they do with real trucks, and maybe squeeze some storage underneath.
your truck needs to be way heavier! that jump was sick! it's cool you found a way to tie everything down! i'll have to remember this next time I make a truck or something myself.
You might be able to put some locking brakes on the front and back cars that stop the wheels from spinning (like with some pistons that push into a gear attached to each wheel to prevent them from spinning). And with a little logic, it could automatically lock the wheels if the "W" or "S" keys aren't being pressed
Casey Ladelle just bought a heavy haul trailer and explained how it all works, its a complex beast, but the coolest part for you might be how it mechanically steers the rear truck around tight corners check it out starting at 26:13 in The Good and The Bad of My New Heavy Haul Trailer
I would add the drill heads on an extender and drop it down by one block. I would also use a second motor for just the drills. like a scrap motor. then just add the saw between the drills and add buttons for control. like the build. I may try something similar to it in my survival game.
32:00, you need old school train brakes on the cars activatable with a logic switch you can shoot. And maybe a logic activated controller in each car to push the cars when in need of more powah.
Seems like you're going to need electric engines. But the glow poop, I can't imagine it will work out without they dying. Maybe you will have to exempt them from the nomad idea. Another idea, could you chain signals from car to car using sensors and colors blocks? Then you could signal the brakes or maybe engines of the trailer cars.
If your road train becomes to complicated, maybe it works just welding every other car(with bearings) in a way it makes sense, like the miner and the resource refiner should get stuck together
I'd change your hitch design a bit. Use a pipe, wheel, pipe for it this way slopes will not lead to pressure between the cars due to being at different angles.
Before the update I used the large pipes inside a slotted rectangle structure. It worked fine for my semi-truck base build, hauler for my warehouse tank. Occasionally it would glitch out and become separated. I wonder how well it'll work now. I might reinstall and start messing with it again.
Hey kAN, I really like using your 3 piston piston engine when starting a new world. Since you have a lot more experience and skill than I do, especially after doing all those piston engine videos last year, it would be really awesome to watch you use one of your piston engines to power your road locomotive.
My mobile base is 19 blocks wide so width seems okay and i have my collectors right behind the front axle in my base I would suggest you put some piston and sensor setup over the coupler so the trailers can have engines for propulsion too at least a bit cuz the drag will be immense at some point
If I can dig up my articulating 5th wheel setup, I'll put link it in your Discord. It used some free bearings so it could flex and a piston that would push blocks to lock it in. The creative mode version used a stop sign. Can't remember what I used in Survival mode.
Very cool idea but mining could be a problem with the train, you could carry a small car you can deploy to mine with then drive the train over the nodes to collect and refine.
Kan, Check out the survival big rig I made a while ago on the workshop. I'm pretty sure I uploaded the trailer as well. But you can can the chair base from the warehouse. I forgot the other name for what I used, but I think I got it from the warehouse guard gate. It worked fine for me. But the semi will have full suspension without a sag when pulling the trailer.
Gotta add in some sensors connected to horns that alert you if a cart detaches so you don't gotta look behind as much
That is such a cool idea!
Great idea
That is an amazing idea
Also gonna be pretty expensive, though same sensors, could also then trigger cactus-piston-breaks, he talked about making for the carts, so they don't roll too far away, and get lost, if they do disconnect
@GummieI But that's not nearly as helpful as knowing immediately that it's gone. You would have the sensor on the back of each trailer checking for the pin of the one behind it. That way the noise maker stays when you lose a trailer
Couple big rig notes, a king pin usually comes down a bit forward of your rearmost tires, so that the weight of the trailer assists with traction. Currently, it's levering your front tires into the air instead of driving your rear tires into the ground. And your trailers, your load should be directly over the trailer tires, this will reduce the weight on the fifth wheel, which will make everything behave a bit more predictably.
Not sure how much this matters in SM, since I haven't played in forever, but might be worth a try.
Wouldn't putting the weight over the wheel make it more unpredictable? I remember watching a video demonstration where someone took a mini trail with a load on it, and they showed how the load would cause the trailer to become unstable and whip from side to side while the load was over the back tires, but then they moved the load closer to the trailer hitch, and the trailer wouldn't whip like that. Is it different with kAn's connections?
@@xiphido I know what you're talking about. That video was demonstrating tongue weight and the importance of centering your load. Too far back, and the trailer wags the tow vehicle, and too far forward, the load levers the tow vehicle, taking weight off of the steer tires. The guy you're replying to is seeing the front lift, which is why he's suggesting taking the weight off of the back. Basically, by moving the tow vehicle hitch point to in front of the rear axle, it'll push the whole vehicle down rather than levering the front up, and by moving the trailer weight back, at least in real life, you prevent some of the weight from pushing down on the tow vehicle to begin with. I wish I knew more about how the game handles weight and friction though.
@@xiphido semi trailers act different I believe
@@dravermangaming7404 They do, 5th wheel and goosenecks are typically just in front of the rear wheels. These won't lift the front nearly as much as most of their force is going to be on the rear wheels.
Normal trailers put the weight on the rear of the frame, and it basically turns the rear wheels into a pivot.
If he wants to use the king pin style on connection on the 2+ trailers he also needs to place their pivot point slightly in front of the trailer wheels, but ideally you'd want two or three sets of wheels if your gonna do that
Hope your cat is feeling better
I literally said the exact same thing before reading the comments. LOL
Adding to the advices of other people: when making further improvements, mind blocks' friction. So preferably using low friction blocks for locking the hitch (I usually prefer the hollow metal blocks) and using high friction blocks for brakes (you can always use cactuses, but I prefer bricks. Blocks are much more handy compared to parts, and bricks are also easy to craft from overabundant stone).
Screws or diamond plate blocks are my preference.
screw the oil pond, piston engine time!
Put a bearing on the kingpin so they can free-spin in the slot if the wheels get jammed up.
Also: I for one vote that you should be able to leave certain cars behind. Such as a pump truck, mining vehicle etc. but it would be still cool to make them compatible with the same system, so you can hook up and relocate some of the stationary cars. Just to avoid making you sit around or deal with unnecessary problems. I think it would be just as cool!
The whole point was to remove the bearing. Did you watch the episode? 😂
@@MarkkuS Yeah, but no. The whole point was, that he had only 1x4 blocks, which was holding the cars together, now he has a tire, which is 3x3, which doesn't "slip" so easy, because it has 2 more blocks to overcome, which prevents the disconnection/"slipping trough" of the trailers.
Another idea would be, to make a separat mining car, which he can attach as a trailer, but it has also a motor for driving by itself, so he can easily detach at work with it, but also connect it and haul it with him
@@PsychEngel The reason it doesn't slip is easy, is MAINLY due to no bearing, not the size of the "pin". As he said bearings have a tendency to "stretch" out in unrealistic ways and then bounce back when pulled on, and it is this "stretching", that is the main contributor to the disconnection, not the size of the pin.
@@GummieI Then it doesn't make any sense, that he used the wheels. He explained 10 times, that it's better tu use a 3 by 3, rather then a 1 by 4, which is technically a 1 and not 4. The thing with the bearing was only to connect the cars to the train manually, that's why he welds the cars to the train and then removes the connection points, so he hasn't to use a machanism with bearings, which would make the slipping worse.
A note on some minor scrap mechanic tips - Frist, rather than picking up sticks by hand, you can pick up the collector, and just drop it onto them. It's quite a bit faster, and extremely flexible. (The ideal system would be to have to collect pick them up as you drill them, but you're already planning to rework the engine to do this)
Second, I think you should consider disconnecting the trailers while mining. You can still keep them in sight, but parked off to the side to make yourself more maneuverable.
Finally, a long term goal for this playthrough might be getting some big red pipes to replace the tires in the king pin.
I don’t think you can make the big red pipes in survival mode
@AnthonyHartz-l5r I don't remember if it still requires cheats or not, but they can be looted from warehouses.
or just lower the refineries so they hang down into the trailers body. or build the trailers like lowboys.
@@matthewpomes952maybe you can loot them from warehouses, but that'll also end the video series. A warehouse was the end goal I think.
bro. kan plays scrapmechanic for yearssss. he knows these stuff.
If you're looking for more maneuverability, having a tractor with a wheelbase much shorter than that of the trailers would allow it to almost turn on the spot comparatively, as well as put more weight on the steer axle.
A couple of ideas to hopefully optimise your road train experience.
1. Fifth wheel should be slightly in front of the rearmost axle. In your current setup it's pulling the front vehicle into a 'wheelie' where front wheels loose traction. And it's forcing the first trailer to lift itself out of the fifth wheel (it acts as a lever, cause rearmost trailer is pushing it)
2. Since you are having issues with putting the power down to the ground, maybe it would be smart to consider adding an additional powered axle to the back of your main vehicle (and placing fifth wheel in between both rear axles) You could then consider making the rearmost axle steerable, just in case front axle still manages to loose some traction. (If you make rearmost axle steerable in your current 2-axle setup, when your vehicle wheelies, the single rear axle won't be enough to make it turn efficiently.)
3. When you get more blocks/parts, it may be wise to consider transforming the main vehicle into sort of a cabover design (cab in front) to further balance the weight distribution. In a setup like this, you could put drills and sawblades onto folding arms (similar to a front-picking garbage truck), this way you can unfold them when you need them and fold them back when not in use, so they don't get in the way while you just drive around.
4. The sooner you switch away from regular gas engine for main propulsion (to a controller, or piston engine), the better. You haven't found oil pond yet and with how gas-hungry your road train is, I can only imagine the painful oil grinding... While piston engine is obviously the cooler option, controller takes a lot less space with the added bonus of acting as an actual brake when you're not driving.
*lose traction, just FYI
But great points!
Making the train float would be really cool plus its easy to do with bubble block .You just need an oil pond to automate them .I love this serie
Much love to you and the cat and hope kitty feels better
This series is so good. A gas tank would be a nice addition to keep easy track of how much gas you have.
In the future you should make a little buggy and a cart to pull it so you can drive it out and mine nodes more easily.
Tips for improving the hitch:
1. Put some overhanging blocks under the hitch, so it won't come loose at any point
2. Make two rotational axises, in case you're going to go up a mountain or the car starts 'rolling' with one end going up a slope, the other trailers don't get lifted up into the air.
I had this problem with a truck-construction too. Solution was to give the reciever on the truck it´s own bearing with a lv1 controller (lowest speed, no input, just centers it back) and giving the trailer pulling bar some suspension in line with the driving direction. Worked for me ^^
Also you made me giggle, when you said like you don´t wanna waste scrap metal, even though, you´re just some buildings looted away from it xD
List of train car ideas:
fuel car,
Turret/ weaponry car,
dress bot car,
cook bot and food car,
Luxury car( a cozy car for chilling in),
a Kaboose( with engines for reverseing easily,
A hauling car( basically just a flat car to haul the farmers or a warehouse tank
And finally a folding helicopter pad car for your future flyer.
That is 8 trailers.... thats a lot. You seem to have a few trailers that are pointless, and only adds more complexity to the vehicle, which will start causing major problems. He doesn't need a trailer just for a dress bot. He doesn't need a trailer for a luxury car. He doesn't need a trailer that is a helipad, a helicopter is a bit pointless in this style of playthrough since he has to take his train if he leaves, having a helicopter just to go up in the air is pointless since he can't fly it places without taking his train.
Even though i am saying some of your ideas are pointless or "dumb", you do have good ideas tho. Some are just adding to the train without solving a problem, which adding trailers only adds to the possible lag and potiential issues, without having a legit reason to exist.
He should have roughly 4 trailers, 5 trailers max.
Trailer 1. Fuel/oil pumping car with lots of oil storage and crafted fuel storage.
Trailer 2. Cookbot and craftbot with lots of storage. All of the storage containers should be connected together and connected to the bots with the transfer tubes.
Trailer 3. A trailer made solely to transport large oversized items like the caged farmers, the large food crates or anything that is not stored in the storages on trailer 2.
Trailer 4. Should be a flatbed trailer that holds a small forklift like vehicle that can be disconnected, via welding, from the trailer to lift and place the large items on and off trailer 3. The trailer should also have an engine on it, giving it the ability to reverse the whole train.
You can add the mountable spud gun to any or all of the trailers, if wanted. Deterrents like saw blades or drills can be added to any or to all of the trailers for peace of mind.
@Bama_Boy, you forget style points.
The longer the train, the better.
@@snugg1escat676 yea lol
Kan, more than a saw/drill setup infront of the car what about a detachable tank-driven mini-cart but you must detach it using a mounted spudgun? that also makes it so you can fight redbots on the mini vehicle. that would be sick! that will be an excuse to get the mounted spudgun out of the trader and will make less painful to mine the hilly ores
controlled powered bearings allow you to aim up/down and left/right. auto-shooting logic... and then the drills/saws
Fun idea for later, when you have some more resources. I see that you still have the uncertainty that you're gonna loose one of your trailers, so you could later add some alarm, just point sensor at the hitch mechanism, and if the hitch is not there, just send alarm sound, so you can hear it from the front cart, even if the alarm is in the back.
Gotta get some lights for the carts so its a lot easier to see
This series is fantastic kan! ☺️☺️
Kan, there was a desert biome that probably had an oil pond in the last episode. It was on that long straight path on the peninsula.
Also in that regard, I would say it should be fine to put like a small structure to support a beacon(and I say a small structure, just to be able to raise it up and protect the beacon from any bot attacks, compared to putting it directly on the ground) for important landmarks like that, despite the whole nomad thing about never building anything permanent, that should be the one exception to that rule imo.
Do you ever accidentally say your name is kAN when you are talking to people in real life?
Yes a few times, especially when talking around kosmo in real life to other people
@kANGaming if kAN isn't your irl name, what is it? (If you don't wanna share it's ok)
I believe that is is Marc, (forgive me kAN if I am wrong)
Yeah it's Mark, not sure how it's spelled, but it's come up a couple of times over the years.
Can‘t ever hide ur real name 4ever especially with a doyen vids, even more so when streaming on Twitch like I do 😂 although I barely have any viewers but yeaaaa
Refinery upgrade idea for you so you’re not constantly driving over the bars: have 1-2 resource collectors set up like the front of a garbage truck, where they pivot down on an arm to be in front of the train, but when you pivot them up and backwards, they end up near the refinery on the next cart.
This would collide on each turn and change the overall weight distribution, so it's a really bad idea, no offense or something else, only my opinion.
You should build a system that allows you to detach the trailers and then attach them easily. It would be useful especially when mining:)
Heyo Khan, because of where the middle car's "axle" is, the rear car is gonna try and lever the kingpin out of your front car, while also taking away from the weight it could add to your front car, giving you.less tractive effort
4:57 That totebot kill was just... smooth😎
4:08 that one beeswax left behind: 😦
You dont need rear wheel steering, you just need a bit of weight on the front. You've got virtually nothing there, with the majority of your power being wasted cuz the wheels just spin.
Throw some chests up there or something
Hey Kan, I wonder if you might want to have the crafting/storage loop be on the front car so that you have lots of weight on your drive wheels, although does SM take weight into account with friction? I don't actually know.
i had the same problem with the trailer hitch, then i changed the physics on advanced, that solved the problem
@kAN Gaming - Set up the trailer pins as tire-pipe-tire or pipe-tire-tire and add a locking mechanism on pistons to close the gap between the tires to keep it from popping out. Then, build the socket for the pins out of low-friction blocks, and add a hinge to give some vertical flex to the trailer's hitch arm so you handle hills a bit better. (Yes, this is probably moderately far future recommendations due to materials limits.)
Finally, you'll eventually need to figure out a good way to hook your conveyor system across the trailers. Not sure what to do there, but if you can't do that, you'll spend a *lot* of time manually moving bits everywhere.
I did a nomad playthrough a while ago. I found it was helpful to have two craftbots - one on the left and one on the right - with a central hallway between them. Just more efficient than having walkways to both sides and only one craftbot. Four-wheel steering also went a long way, but that might not apply to a train as much
I'm enjoying were this series is going and looking forward to more. also If you move the rear wheels of your tractor behind the 5th wheel you will have better traction and control. With your current set up weight on the 5th wheel is lifting your front axle giving you less control.
Need to extend the platform at the top shelf of your 5th wheel for more storage. Start at main width then taper. Also drive vehicle needs 4 rear power wheels and put most weight on the front to help steering. Up hill weight transfers.
I've seen many variations on the tree cutting mechanism, and I think the best I've seen is the one based on real tree cutters. I.e. a swinging arm that grips the tree and tilts when it's cut down.
Also, since you're welding it anyways, use a pipe piece sandwiched between 2 tires so it can latch on the pipe piece. Then use a ledge made of small pipes or build a bearing tilt mechanism.
Tip for your craftbot if you don't know/remember, the bot itself is *exactly* 2 containers long, so 6 make a chain you can loop from output to input... all extra are more storage.
Loving this series, keep up the great work!
You could make a basic lock pin with just a few pipes sticking out backwards at the bottom of the tires with a matching slot. This would make it so they could only go in or out if the cars were lined up straight.
You could put a sensor directly above your kingpins facing up and you might be able to use this to transfer a logic signal between creations.
Maybe built into your locking system.
You can use a color sensor and switch the block directly above it to keep it locked while transfering the signal.
"I have been [waiting] for [6 days]!!!"
So glad you finally updated the series
One thing I did for my nomad play through, I had challenged myself to build an articulated hauler with a piston engine and all wheel drive which was annoying and difficult. But I would go for a piston engine and dual rear axles with the fifth wheel between the axles.
In terms of doing jumps and going up hills with the trailers you might want to consider adding a boost button, where every wheel on every trailer is connected to a gas engine. When the button is not pressed the whiles can spinn freely (gas engine) but when the button is pressed every while is powers and you get a boost.
Improvement suggestion: Adding an offcenter bearing on the bottom wheel of the kingpin can make it a lock!
This series is starting to get really interesting.
If you turn your front car into the resource gathering car (mining, logging, gathering, and refining car) you can still have your driver's seat and bed on it. That setup alone will solve the weight issue you keep mentioning and it'll have the extra effect of adding protection to that front car with no down side. I've been waiting for you to figure that tidbit out for yourself from the moment you got a bed, some drills, and the resource collector plus refinebot. Also, if you add a saw blade on every wheel and connection arm they will act as small bot repellant. They don't have to move to do that. Just existing on your creation is good enough. Additionally, if you put some bearings on your resource collector you can put sawblades on the bottom of your front car and drills in the same kind of orientation about one maybe two blocks from the ground for ground clearance, you can use the size and weight of your car to help you refine the resources for collection. Especially if you add a saw blade at the front of your car between the current drills. Again a block or two above the ground (stump height). The only thing you'd have to use your hammer to push the trees down onto the ground though.
A long time ago, I saw a train that used pistons to trigger sensors hooked up to engines on the back carts. This could be something you look into when you find an oil pit.
When or if the new update gets launched or released, you should be able to make ground anchors with the sticky wheels. Unless they already plan to make ground ancors. Like actual mechanical anchor.
Please Scrap Mechanic devs launch the new update already.
You've tortured us enough
kan, there is a level 5 craftbot, so you can make the time it takes to craft something two times faster.
but it takes 20 component kits.
Im not trying to be rude, but you must be new to Kan's channel bc he has been playing SM for multiple years.
@Bama_Boy how many survival worlds has kAN done now?
Is this is 3rd or 4th?
Turning more into a triple trailer semi. Will lbe liking to how the full cab with storage and housing build for the main engine turned out.
Love the use of the king pin. It would be nice if you could place motors on each cart with a set of brakes. I get thats too realistic to have train controls modelled correctly in Scrap Mechanic.
im glad your cat is well. good episode kan
You should add some bearings on the hitch to allow for it to go up hills easier
Hey Kan for the front of your vehicle if you look at Semitrucks you will see that most have 2 front wheels and 4-6 back wheels. The 2 front wheels have really good grip because they are the steering tires while the back wheels dont need as good of grip since they are just the driving wheels. Each trailer usually has 4 sets of 2 wheels next to eachother a little ways back from the middle.
You could totally use some pistons (or maybe bearings?) sensors and logic to make breaks for your trailers that are between the different vehicles. You could even do it so that one button activates all the breaks and one where it just activates the last couple(with their own logic trees).
I don’t know much about the logic but I think it could be done!!
Hi kAN make a light system on your pulling train that turns on once you loose a cart,so sy you have 5 carts and you lose one then a light turns off,then you wouldn't have to check if you lost a cart while driving
How would you make the logic? The creations/carts cant share connections.
Glad your kitty is doing better, have a great day.
31:34 ngl I totally expected him to try and take the jump, as soon as he said that xD
For your tractor might i recommend a hookup similar to the VW bug and camper. I could see a controller hitch on the tractor only for ease of disconnect but would build in the weld option
I hope your cat is okay! I take care of 4 cats and one of them is half blind, so he always gets hurt bumping into the other ones! Also I just realized this account wasn't subbed to you so I fixed that!👍
You should build like a real looking seeming with your refinery at the front followed by a chest. Your seat with engine to all wheels, out the bed sideways like a sleeper. The weight would be evenly distributed
What u should do is, have a cart at the end of the train, which is in itself a powered vehicle and make it into a refinary with drills and saws a collector or two. The powered wheel will provide rolling resistance so to avoid that use extending free wheels, so when u hitch the trailer these wheels extend, also the hitch will be at the back of the vehicle and it will hook to the train backwards
If you can power each cart on the train and have them communicate in order to work together it might help stop the decoupling issue
You can add a cow in the back
The cow will constantly collide with the fence around it, and go poof.
Try using chemicals as the pins
Good day for the video been a rough week but not as rough as a sick cat. Hope theyre feeling better.
Update on my first survival run i forgot to water my plants and triggered a 3 redbot raid one got ragdolled by defences and some crazy collision with another sent one perfectly smack dab in the center destroying the whole farm. Thankfully they agroe'd purely on the primary wall and plants so all my controllers engines pumps etc made it. In the end i fought through the whole night then ran to base grabbed all my chests slapped them on my buggy and did the fastest teardown ive ever done saving a good 2/3 id say of my good blocks. Then just let the last wave happen and watched from the sidelines as they tore down the rusted metal i left behind.
Honestly not even mad about it. It was alot of fun especially coming from being a beta minecraft player, being able to pick up your backpack helps alot but honestly the experience is what made it fun instead of just instantly loosing everything to a random creeper.
On my survival world i used to connect trailers to my truck with offroad spring with a pipe piece at the end, since springs dont have collisions, i could catch them with a kind of coupler. And since it had only one block connecting, i didn't need any bearings because it was already rotating on itself, it almost never detached by itself also under load
A much easier way to get resource rods into the collectors is just to make the resource collector easily removeable so you can pick it up off of the vehicle, set it down around the rods, pick it up, set it down around another group, and continue that until it's full--then put it back against the refinery. It's much easier and efficient just running around with the collector than driving it around with the vehicle because the person is way more agile than a vehicle.
You could add a break light to every trailer and a sensor to the next, which sees the break light and deploys cactus breaks.
You created this problem doing a train instead of an RV. If you run the tote chain under the craft bot and then tip it on its side you can connect the refinery directly to the chain and put the resource collector next to it and the seat on top of the collector. This keeps the weight low and you can then just do 6 wheels with front and back steering. I had much better gas mileage too. I did all base level wood to keep the weight down and cardboard on the roof to keep it from getting so top heavy. I think you can manage about 13 wide and 26 long this way and it gets around MUCH better.
I think it would be kinda cool if eventually you make the truck actually look like a Peterbilt. You could keep the bed in the back like they do with real trucks, and maybe squeeze some storage underneath.
your truck needs to be way heavier! that jump was sick! it's cool you found a way to tie everything down! i'll have to remember this next time I make a truck or something myself.
Yooo, just as I'm sitting down for lunch! ❤
You might be able to put some locking brakes on the front and back cars that stop the wheels from spinning (like with some pistons that push into a gear attached to each wheel to prevent them from spinning). And with a little logic, it could automatically lock the wheels if the "W" or "S" keys aren't being pressed
Casey Ladelle just bought a heavy haul trailer and explained how it all works, its a complex beast, but the coolest part for you might be how it mechanically steers the rear truck around tight corners check it out starting at 26:13 in The Good and The Bad of My New Heavy Haul Trailer
kAN: talks about needing breaks
Also kAN: forgets that these are separate vehicles
I would add the drill heads on an extender and drop it down by one block. I would also use a second motor for just the drills. like a scrap motor. then just add the saw between the drills and add buttons for control. like the build. I may try something similar to it in my survival game.
For the floaty thing you can add bubble block or tires inside of the carts and it should float, and you can add thrust
32:00, you need old school train brakes on the cars activatable with a logic switch you can shoot. And maybe a logic activated controller in each car to push the cars when in need of more powah.
If you’re having trouble getting metal, maybe you could make a garage car with a little dedicated gathering vehicle.
Seems like you're going to need electric engines. But the glow poop, I can't imagine it will work out without they dying. Maybe you will have to exempt them from the nomad idea. Another idea, could you chain signals from car to car using sensors and colors blocks? Then you could signal the brakes or maybe engines of the trailer cars.
If your road train becomes to complicated, maybe it works just welding every other car(with bearings) in a way it makes sense, like the miner and the resource refiner should get stuck together
Those roads that "just ends" might resume on the other side of those rocky hills.
I'd change your hitch design a bit. Use a pipe, wheel, pipe for it this way slopes will not lead to pressure between the cars due to being at different angles.
Glad your cat is better kAN. Thanks for providing actually good entertainment in this clip farming world
Maybe if you put the refinery and resource collector on the first cart, the powered wheels would get more grip and you'll be able to go faster.
I think the radar dishes on the warehouses could be a good "lock". If I remember right they're 1x5 so they'd be a good cap on the 1x3s
Before the update I used the large pipes inside a slotted rectangle structure. It worked fine for my semi-truck base build, hauler for my warehouse tank. Occasionally it would glitch out and become separated. I wonder how well it'll work now. I might reinstall and start messing with it again.
Nice save at the end. 😂
Hey kAN, I really like using your 3 piston piston engine when starting a new world. Since you have a lot more experience and skill than I do, especially after doing all those piston engine videos last year, it would be really awesome to watch you use one of your piston engines to power your road locomotive.
My mobile base is 19 blocks wide so width seems okay and i have my collectors right behind the front axle in my base
I would suggest you put some piston and sensor setup over the coupler so the trailers can have engines for propulsion too at least a bit cuz the drag will be immense at some point
you should replace the wheels as the kingpin for one of those small naturally spawning metal barrels since they have less friction.
Idea for the hitch mechanism add a cage that is just tall enough to still weld the cart on but just lowe enough so the hitch doesn't jump out.
for wood you should make a sawmill car. just knock a tree over and weld it into chamber with saws on pistons, resource collector, etc.
If I can dig up my articulating 5th wheel setup, I'll put link it in your Discord. It used some free bearings so it could flex and a piston that would push blocks to lock it in. The creative mode version used a stop sign. Can't remember what I used in Survival mode.
I make hitches like a chain link using the large pipes, no bearing needed and they do not pull through.
Very cool idea but mining could be a problem with the train, you could carry a small car you can deploy to mine with then drive the train over the nodes to collect and refine.
You can make a wedge grab on the first trailer and on the second make diamond style which the grab can fit on to
3×3 yellow pillars near the warehouses will do fine as well
YAAAAAY! Been waiting for it 😂😂😂
Kan, Check out the survival big rig I made a while ago on the workshop. I'm pretty sure I uploaded the trailer as well. But you can can the chair base from the warehouse. I forgot the other name for what I used, but I think I got it from the warehouse guard gate. It worked fine for me. But the semi will have full suspension without a sag when pulling the trailer.