Yes! Also i have interesting idea, for 1Mil subscribers special, ScrapMan should release full song called Delayed Annihilation on his Catarinth channel
the reason the arms did not change the height you traveled is because the arm length ratio stayed the same, as you could see, the distance the basket traveled upwards is almost the same no matter how long you made it, i believe for it to go further you'd need the basket to be below the rotation point of the pillars, then i beleve you'd go further up
@@niklashasselkamp1920no because more spread would equal a higher arm angle keeping you at the same height there probably is a sweet spot when it comes to the arm angle and he probably wasn't hitting that sweet spot or the spin things couldn't provide enough torque for optimal power
Actually, once the outside arms rotate past 45 degrees then the vertical range of travel begins to decrease plus mechanically decreasing vertical acceleration past 45 degrees as well. The inner arms being longer lowering the payload only amplifies this effect. To maximize the mechanical potential you actually would need to add space between the outer and inner arms. In the designs demonstrated in this video the distance between the inner and outer arms is kept at one pipe (hence one pipe buffer at 3:16). However I do believe that such would make for a very different design. However the mechanical 45 degree sweet spot still stands even for the design as is kept the same with only the mass acceleration and conservation in this instance making that sweet spot as a guess a little lower such as 60 or something. But on paper mechanically any thing past 45 degrees is less vertical travel and less acceleration.
I'll be honest the math works out like this the further from the center point the arms are faster they move but the arms at the bottom near him move the same speed and in the end the time it takes for the lines to reach the 90 degree rotation is the same meaning the launch speed won't change unless you somehow make the further area faster than the closer one which is nit possible when connected like this because the speed of the close area will always be directly proportional to each other
it is like measuring time if the distance multiples by 10 and the time multiplies by 10 it will be the same Example: 127d / 21t = 6.04 s 1270d / 210t = 6.04s | d = distance | t = time | s = speed |
Editor, I wanted to let you know, we love your work, especially the genius extra bonus details, analyses, and help for the viewer and visualisation, and of course those cheeky references as well, it's awesome to see a reference like that this episode, especially to one of my favorite Dr Who episodes/pairs
Oh, just had a crazy idea. Trail Makers Olympics, only in an evolution series. You need to build your initial vehicles to do say long jump. You do sat three to five rounds of evolution with the typical 1 minute timee. At the end, you all take the final version and two or three minutes to evolve it for doing a high jump competition. Then compete and evolve, before doing another "transformation" to the last round of competition, say shotput (with cannon balls launched upwards). Actual sports can be anything, the main focus is taking a vehicle built and evolved for one sport, then evolving it for other sports. For a bonus round, take the final vehicle (same version for everyone) and take it back to the first sport and see how well it performs.
1. Change the base’s width 2. Change the rotating servo to two rotating servos stacked on top of each other and make them have half the degree change so it stacks the speed of them to make it move faster
Thanks for your vids SM! I'm a physics junkie (and electrical, mechanical & software engineer). Mentally picking apart your experiments is quite entertaining. You've got great delivery in your thought process! The reason the drag/tail didn't work... it needs to be further from the center of mass to have more rotational leverage. Also, F = MA (Force = Mass*Acceleration). The larger your boom arms, the more torque was being spent on the rotational force to move the mass but the increased distance (leverage) would translate to more acceleration. So, F would seem near constant in a lot of those tests when other factors weren't interfering.
One will have a creepy burning eye over it, the other will have some old coot who will make cherry tomatoes and uncomfortable thing look at for years?....Sounds like an adventure.
Having learned the mechanics of linkages, I am very tempted to do the calculations to see the optimal outer arm to inner arm ratio. The actual power given to system is of course limited by the servo motors. Also, need to keep in mind that this is simulated physics with well known bugs and glitches....
My guess is that the length of the inner arm should be 50-70% of the length of the outer arm. The goal is to balance speed and length traveled but it all depends on how the game calculates its physics.
@@danielmills4525That checks out. I was trying to do the math in my head while driving, so I got around 70 something, but decided round down to 70 would be safest.
You should try to widen the base so that the outside arms make an A shape before launch and a V shape after launch. You would need to also change the base so the basket hangs below the base but that way you could also try to make the outside arms shorter then the inside arms, by the same distance the resting arms are angled inwards. I think that could improve the speed quite a bit. 👍
The thing I could think of to make it go further is to double stack the rotation servo (I know that could be glitchy however) as well as allow for the "sling" part of the machine to go past the stopping point of the arms as a separate point of rotation, allowing for even more velocity right before the release of the ball.
Scrapman, I haven't watched you in a long time because I haven't played trailmakers for a year or so but I love that you're still doing well and making content for this game. =) I pop back in every now and then and watch more. Keep kicking butt!
1:36 DOCTOR WHO The monsters that ate the crew and everything else made of meat are called Vashta Nerada That episode is 'silence in the library' I think. I remember it it's a two-parter. Love your videos Scrapman. 👍
I calculated it out! 10 to 8; 7; 6 is the perfect ratio since they each give a travel distance of 4 out of 10. in this case 10 is the constant length of the outer arms. a=outer arm; b=inner arm; h=height; dg=distance from ground; ht=hight traveled a^2 - b^2 = h^2 a - b = dg h - dg = ht So if you set a (outer arm) to any fixed length the most optimal length for (inner arm) will be 60% to 80% of a. Try it out have fun with it. (This obviously does not account for the absolute hight of the construction nor the speed of the arms opening!)
Have you experienced the event on September 11 2001 in Manhattan, New York? You may be traumatized. Speak to a therapist about this issue and come back when ready.
It's a geometry problem. You need to spread the arms apart at the base, elevate them above the lowest level of the swinging basket, and then rapidly pull them to a straight line. For max efficiency, the arms should end at 180* rotation parallel to the ground. Arm speeds being equal, the longer it takes to to complete the movement, the greater the velocity imparted to the object - (eg. 3 m/s * 2 seconds > 3 m/s * 1). The secret ingredient is distance traveled by the object before release.
The “who turned out the lights” brought me back to that doctor who episode. Man it freaked me out. A dead person talking in confusion why they cannot see.
I love how he changed the speed to see the problem, and ended up slingshotting himself in the process, but then continued and refused to accept it without doing it how he wanted it to work all with no indication of this whatsoever.
I think something like this would make for a fun glider "battle." Like, who can stay in the air longest, but you have to design a launch mechanism from which your glider detaches.
I know that hinges on hinges makes Trailmakers upset, but I think if you added an intermediate link on the basket side of the thing, you might be able to get a little more distance. It's the whole whip mechanism, but just play around with the ratio height of where the second "bend" in the inner arms it's at. You really want it to snap as much as you can and you know how whips work, so if you get one segment taut, the next one has to speed up to match the energy being imparted. I wouldn't go too crazy with the hinges on hinges, but I think it's worth experimenting around with to see if it does anything. You could also play around the outer arm distance from the bucket arms and height of those. Ideally you want longer launch arms than tauting arms, but you never know if Trailmakers janks a bit and some how launches you faster without reaching max acceleration on the bucket. Also, your aerodynamics didn't work because you're creating a zero drag glitch. If I understand it correctly, then whenever something is disconnected, drag ceases to be a thing for the that creation. The problem becomes if it's the part with the seat, the bigger part, the part with the most complex logic, or whatever the game decides should lose the drag (I'm sure someone has a better understanding of this glitch than I do.) Regardless, because you disconnected from the creation, your drag got all weird, meaning the nose cone and fins basically weren't ever going to do anything. However that also brings up an important point that the heights you got to were the "absolute" peaks possible. You had no drag and got up to an altitude of 500+ from a general starting altitude of 300+. So without further glitching or propulsion assist, any other height is purely refining the ratios.
I derived a formula for the launch velocity and it suggests that tha velocity is maximum when ratio of lengths of both arms is 1 i.e. they are equal. You should have checked the distance between final height and tha launch position(height of carriage when it makes a singular perfect triangle) instead of final height only For some people formula is, v = √(2((t asin(a/b)/m)-g((b(√(1-a^2/b^2)-1)+a))) , a= length of inner arm b= length of driver arm t= torque of engine m= mass of carriage v= velocity
some cool addition ideas to your short catapult would be: 1. to make the capsule into a chuck able folding wing plane that gets thrown to an altitude it can fly. 2. for the long catap[ult, make the capsule into a chuckable rocket pod that gets thrown mid air and can launch as a second stage higher. 3. to make a row of short arms building up acceleration as they fall with gravity. , each set of arms pulling apart the next set of arms and acting like two rows of dominos until they reach to the main arms so spring the launch :)
i cant believe ive been watching him for 4 years and wittnessed him getting 400k subs in that time, i hope youre doing great ScrapMan! (and everyone else aswell)
I have a theory that the launching arm segment operates on a similar principle to a whip. The segments being pulled from the top need to be the stiffest, and increase in flexibility as they approach the launch basket. This should allow the launch to "whip" the cockpit away - and therefore produce the highest altitude
Hey Scrap, I have a suggestion for trying again 1) make your seat a missile shape (best aerodynamics) and have it attached to the sling using a detachable block and using an altitude sensor detach the seat the moment it passes the taught point. This should give you the best launch speed while minimizing drag 2) when viewing the seat altitude sensor use the fixed cam so it is easier to track 3) when using the max length, you should have weights on the top tips so gravity can give you the biggest assist when it comes to transferring potential energy into kinetic energy
It’s the weight of the arms, along with the distance the seat is travelling while in contact with the pouch. When the inner arms are the length of the outer arms the pouch only goes a fraction of the height of the arms, but when you had the pouch closer to a third of the way up, the travel distance increased significantly. Edit: I think the optimal length of the arms would be between where the sum of the two inner arms is just less than or equal to the length of one outer arm, so around half way up from the bottom, and around a third of the way up from the bottom.
Bring this for a multiplayer Monday. Just “multiplayed Monday but i secretly cheat!” Use your first one as a concept for how it works, then use your different iterations as the different evolutions.
16:19 the reason the cone was trailing behind instead of staying in front of the seat is because the shape of water drops are more aerodynamic then wedges. they get naturally shaped by the air while falling and so water drops are the most aerodynamic shapes
You could be reaching a sort of “terminal velocity” with the wind resistance causing it to end up at a similar point, this can obviously be affected in this by changing the launch speed. What I’m trying to say is that the launcher could be getting diminishing returns due to the wind resistance.
So on builds like these that are super technical, I would get Kan in on the building. By no means am I saying you aren’t smart, but I know Kan loves these physics puzzles. I’d love to see yall do more collab stuff together like the sound barrier test yall did a while back.
If the arms support it you could go for the full 180 by having the servos at the top, also using 2 or 3 servos might exponentially increase distance. I also share the view that having the inner arms be longer than the outer one's might help your design
I don't exactly have a formula or calculation for this, but I have the gut-feeling, that a 90° angle at the bottom and 45° at the sides (making it an equilateral right angle triangle) has the best results. And from the looks of it, this is emperically confirmed in the video.
You should revisit this, but use pistons pushing the large arms out to pull up on the basket. Then as arm length increases, it should actually make a difference in the travel distance.
I love these videos! I would’ve added two more poles on the front/back to alleviate the maximum and also getting more speed/power. I’m surprised it worked to begin with 😂
the reason switching the pipes for flat connecters made it shooot higher is A) because they're lighter, but also, B) the flat connectors have no aerodynamic drag.
what if you made the pillars move closer when the bucket reaches the 'top', allowing the pillars to then push the bucket even higher, thus allowing for more accelaration
to make it go up more, you would have to make a proportion between the arms have a greater difference, because when keeping it the same there will be no change, the inner arm has to be smaller so that it reaches the limit faster and the outer one bigger so that the tips move faster, thus gaining acceleration in both
Replace the outside support with pipes and leave the way down the thinner connectors so they react like rope but are still stiffer than the power couplings or the speed of the arms might be better with the bottom being fastened to a second rotation both set at 45° instead of one set to 90°, hopefully these ideas might be of use, love the videos and the interesting challenges, especially the evolution ones
Maybe not feasible - but I would love to see this kind of experimentation done in multiplayer with multiple people trying to prototype a solution to the same problem and see what different solutions everyone comes up with.
What's interesting abt this is it's a problem related to dynamics and I could actually calculate the ratio that would give you the highest speed (potentially)
One thing to take into account is the attachments of the launching arms to the basket and te base arms, the 90° pipes limit how much the basket can travel, as tall as the base arms when they are down, meaning you loose potential energy The game doesnt help, using 2 hinges one on top of the other might be glitchy, but in theory would give you more travel before release
I did the math and plotted inner arm to outer arm ratio vs seat travel distance (x-1+sqrt(1-x²)). The best ratio would be 1/sqrt(2), so about 0.7. For example building 10 blocks up and 7 blocks down.
Scrapman, this might work... but I don't want to copy your whole build to try it: Lock them together at the top with a detachable block, have small arms outward at a 90° angle (horizontally) with weights on them. 0.1 seconds before the rotation, unlock the top and the weights will aid in bringing the outer arms down.
It'd be slightly better upside-down, I think. Since the arms are swinging downwards, they're releasing the ball at a lower position than where they started. If they swung upward instead, they'd be moving slightly in the same direction as the projectile during the launch procedure, adding some speed.
The idea of decreasing the distance from the starting point is good, but it fails, because no matter the Sp, you will always have a variation X of Momentum making you go to the same height, but subtracting by the Sp number.
You could use this for a multiplayer video. You'd have to make a contraption which catches it and perhaps instead of taking turns, you go at the same time and it's a fight for the ball. You only get a point if you catch the ball and neither the ball nor you have touched the ground.
It would be interesting to see if you can build the Launch Ness Monster, a punkin' chunkin' launcher that uses a kinda wild setup to turn slow movement into very, VERY rapid movement by having the machine fold in on itself. You might need to find a video of it to see how it works, and reconstruct it as best as trailmakers allows with reference pictures. it's a novel trebuchet design.
petition for editor to bring back DELAYED ANNIHILATION
Agreed
I agree and vote positive for this petition
YES
Yes! Also i have interesting idea, for 1Mil subscribers special, ScrapMan should release full song called Delayed Annihilation on his Catarinth channel
as it is a new editor they may not know about it, but hopefully this will tell them as they have listened in the past
4:46 DELAYED ANIALATION
annihilation, but honestly whoever decide that was how to spell it was not okay. anihalation is better
Subtle foreshadowing
W throwback
Damn, I forgot that used to be a thing. How long ago was that?
@@xymaryai8283no
the reason the arms did not change the height you traveled is because the arm length ratio stayed the same, as you could see, the distance the basket traveled upwards is almost the same no matter how long you made it, i believe for it to go further you'd need the basket to be below the rotation point of the pillars, then i beleve you'd go further up
Or you could make the arms more spread apart. That should work as well.
@@niklashasselkamp1920no because more spread would equal a higher arm angle keeping you at the same height there probably is a sweet spot when it comes to the arm angle and he probably wasn't hitting that sweet spot or the spin things couldn't provide enough torque for optimal power
Actually, once the outside arms rotate past 45 degrees then the vertical range of travel begins to decrease plus mechanically decreasing vertical acceleration past 45 degrees as well.
The inner arms being longer lowering the payload only amplifies this effect.
To maximize the mechanical potential you actually would need to add space between the outer and inner arms. In the designs demonstrated in this video the distance between the inner and outer arms is kept at one pipe (hence one pipe buffer at 3:16).
However I do believe that such would make for a very different design.
However the mechanical 45 degree sweet spot still stands even for the design as is kept the same with only the mass acceleration and conservation in this instance making that sweet spot as a guess a little lower such as 60 or something. But on paper mechanically any thing past 45 degrees is less vertical travel and less acceleration.
I'll be honest the math works out like this the further from the center point the arms are faster they move but the arms at the bottom near him move the same speed and in the end the time it takes for the lines to reach the 90 degree rotation is the same meaning the launch speed won't change unless you somehow make the further area faster than the closer one which is nit possible when connected like this because the speed of the close area will always be directly proportional to each other
it is like measuring time if the distance multiples by 10 and the time multiplies by 10 it will be the same Example: 127d / 21t = 6.04 s 1270d / 210t = 6.04s | d = distance | t = time | s = speed |
RIP Delayed annihilation, you will be missed.
:(
:(
:(
:(
:(
Editor, I wanted to let you know, we love your work, especially the genius extra bonus details, analyses, and help for the viewer and visualisation, and of course those cheeky references as well, it's awesome to see a reference like that this episode, especially to one of my favorite Dr Who episodes/pairs
Oh, just had a crazy idea. Trail Makers Olympics, only in an evolution series.
You need to build your initial vehicles to do say long jump.
You do sat three to five rounds of evolution with the typical 1 minute timee.
At the end, you all take the final version and two or three minutes to evolve it for doing a high jump competition.
Then compete and evolve, before doing another "transformation" to the last round of competition, say shotput (with cannon balls launched upwards).
Actual sports can be anything, the main focus is taking a vehicle built and evolved for one sport, then evolving it for other sports.
For a bonus round, take the final vehicle (same version for everyone) and take it back to the first sport and see how well it performs.
yess
I second this
I third this
i fourth this
Yes
"Kan, explain torque/potential energy to me like I'm five."
I can't help with that topic but it's a good principle to grasp.
1. Change the base’s width
2. Change the rotating servo to two rotating servos stacked on top of each other and make them have half the degree change so it stacks the speed of them to make it move faster
Btw have not tested it this is for you to test
: D
Edit the comment for the chance that scrap won't check the replies
Tested it didnt wori
Work
That sneaky Doctor Who reference. Nice.
it's awesome to find a doctor who references in the wild lol
i missed a doctor who reference? i am ashamed, fill me in?
@@xymaryai8283 1.35 ''who turned out the lights''
"who turned out the lights"@@xymaryai8283
Hey, who turned out the lights?
Thanks for your vids SM! I'm a physics junkie (and electrical, mechanical & software engineer). Mentally picking apart your experiments is quite entertaining. You've got great delivery in your thought process! The reason the drag/tail didn't work... it needs to be further from the center of mass to have more rotational leverage. Also, F = MA (Force = Mass*Acceleration). The larger your boom arms, the more torque was being spent on the rotational force to move the mass but the increased distance (leverage) would translate to more acceleration. So, F would seem near constant in a lot of those tests when other factors weren't interfering.
“So, I’m going to build two big towers.” is a sentence that doesn’t usually end well.
1:33 love the dr who ref
I was literally laughing from this point 3:47 until the Scrapman realised what he has done XD
0:53 "I'm gonna build _two big towers_ "
*Don't take it out of context guys.*
move them apart really fast..
767 sounds
@@thatawkardfeeling9076 explosion sounds
I knew somebody would point this out lmao
One will have a creepy burning eye over it, the other will have some old coot who will make cherry tomatoes and uncomfortable thing look at for years?....Sounds like an adventure.
Having learned the mechanics of linkages, I am very tempted to do the calculations to see the optimal outer arm to inner arm ratio. The actual power given to system is of course limited by the servo motors. Also, need to keep in mind that this is simulated physics with well known bugs and glitches....
I’d be interested in the maths
Maths please. thank!
My guess is that the length of the inner arm should be 50-70% of the length of the outer arm. The goal is to balance speed and length traveled but it all depends on how the game calculates its physics.
@@Ilia-Tkachenko Max change in height is 1/sqrt(2), or about 71%
@@danielmills4525That checks out. I was trying to do the math in my head while driving, so I got around 70 something, but decided round down to 70 would be safest.
1:36 Love the Doctor Who reference
You should try to widen the base so that the outside arms make an A shape before launch and a V shape after launch. You would need to also change the base so the basket hangs below the base but that way you could also try to make the outside arms shorter then the inside arms, by the same distance the resting arms are angled inwards. I think that could improve the speed quite a bit. 👍
I'm not sure that helps since the power actually comes from the servo entirely
@@rltt379 Also good luck making an A shape in build mode
The thing I could think of to make it go further is to double stack the rotation servo (I know that could be glitchy however) as well as allow for the "sling" part of the machine to go past the stopping point of the arms as a separate point of rotation, allowing for even more velocity right before the release of the ball.
scrapman wearing a yellow shirt looks off
I never even noticed that til your comment came up!
Ikrrrr
Yea i knew something felt wrong but i didnt know what it was
The very first thing I noticed
@@DynamiteMan4527 exactly
the color feels weird on him
Scrapman, I haven't watched you in a long time because I haven't played trailmakers for a year or so but I love that you're still doing well and making content for this game. =) I pop back in every now and then and watch more. Keep kicking butt!
1:36
DOCTOR WHO
The monsters that ate the crew and everything else made of meat are called
Vashta Nerada
That episode is 'silence in the library' I think.
I remember it it's a two-parter.
Love your videos Scrapman. 👍
Scariest thing in Doctor Who... a Weeping Angel with two shadows.
@InternetGravedigger DAMN
I calculated it out! 10 to 8; 7; 6 is the perfect ratio since they each give a travel distance of 4 out of 10. in this case 10 is the constant length of the outer arms.
a=outer arm; b=inner arm; h=height; dg=distance from ground; ht=hight traveled
a^2 - b^2 = h^2
a - b = dg
h - dg = ht
So if you set a (outer arm) to any fixed length the most optimal length for (inner arm) will be 60% to 80% of a.
Try it out have fun with it.
(This obviously does not account for the absolute hight of the construction nor the speed of the arms opening!)
4:49 “Oh, whoops.” *Famous last words😔*
Love the Dr Who reference.
15:20 next catarinth cover
This single will be called the Delayed Annihilation
@ nyehehehe
10:52 "its raining" scrapman 2024
The perfect length of the sling is when the arms sit in a 45º angle
Very simple idea for a video but I really enjoyed it. Turned out to be way more in depth than I would have thought.
21:25 I love how the tall launcher does a cute little tap dance after throwing the capsule.
1:36 DOCTOR WHO
Mad respect to the Diving Bell Seat that no matter how high ya got it tossed, when it came back down and impacted, it never one shot died. :)
could add space thrusters to the top of the arms facing outwards to try accelerate them faster
0:52
i freaked out when he said two big towers. i think there’s something insanely wrong with me.
Surprised I was freaking out too
Have you experienced the event on September 11 2001 in Manhattan, New York? You may be traumatized. Speak to a therapist about this issue and come back when ready.
Cursed yellow Scrap Man stole all of Pikachu's life energy.
It's a geometry problem. You need to spread the arms apart at the base, elevate them above the lowest level of the swinging basket, and then rapidly pull them to a straight line. For max efficiency, the arms should end at 180* rotation parallel to the ground. Arm speeds being equal, the longer it takes to to complete the movement, the greater the velocity imparted to the object - (eg. 3 m/s * 2 seconds > 3 m/s * 1).
The secret ingredient is distance traveled by the object before release.
The “who turned out the lights” brought me back to that doctor who episode. Man it freaked me out. A dead person talking in confusion why they cannot see.
Now use it to launch gliders for glider dogfights
I love how he changed the speed to see the problem, and ended up slingshotting himself in the process, but then continued and refused to accept it without doing it how he wanted it to work all with no indication of this whatsoever.
6:10 bro became the A-Train
bro electronics read our minds i was thinking of a slingshot in trailmaker last night
why electronics? It's ScrapMan that's reading your mind. Electronics didn't make this video
@@wertugavw god damn it your right
I mean this very earnestly, Its very cool to see someone discover some of the nuances of levers in real time in a fun way
Here's an idea: Launching a pod as high as possible with a scissor lift.
The only question is whether Trailmakers physics can simulate it properly.
I think something like this would make for a fun glider "battle." Like, who can stay in the air longest, but you have to design a launch mechanism from which your glider detaches.
I know that hinges on hinges makes Trailmakers upset, but I think if you added an intermediate link on the basket side of the thing, you might be able to get a little more distance. It's the whole whip mechanism, but just play around with the ratio height of where the second "bend" in the inner arms it's at. You really want it to snap as much as you can and you know how whips work, so if you get one segment taut, the next one has to speed up to match the energy being imparted. I wouldn't go too crazy with the hinges on hinges, but I think it's worth experimenting around with to see if it does anything. You could also play around the outer arm distance from the bucket arms and height of those. Ideally you want longer launch arms than tauting arms, but you never know if Trailmakers janks a bit and some how launches you faster without reaching max acceleration on the bucket.
Also, your aerodynamics didn't work because you're creating a zero drag glitch. If I understand it correctly, then whenever something is disconnected, drag ceases to be a thing for the that creation. The problem becomes if it's the part with the seat, the bigger part, the part with the most complex logic, or whatever the game decides should lose the drag (I'm sure someone has a better understanding of this glitch than I do.) Regardless, because you disconnected from the creation, your drag got all weird, meaning the nose cone and fins basically weren't ever going to do anything. However that also brings up an important point that the heights you got to were the "absolute" peaks possible. You had no drag and got up to an altitude of 500+ from a general starting altitude of 300+. So without further glitching or propulsion assist, any other height is purely refining the ratios.
Rather then a slingshot, what you are describing at the beginning is how a bow 🏹 works
Shame there are no deployable parachutes
4:50 DELAYED ANILATION!
I wanna see the editor's "Scrapman Nyooms" folder
I derived a formula for the launch velocity and it suggests that tha velocity is maximum when ratio of lengths of both arms is 1 i.e. they are equal.
You should have checked the distance between final height and tha launch position(height of carriage when it makes a singular perfect triangle) instead of final height only
For some people formula is,
v = √(2((t asin(a/b)/m)-g((b(√(1-a^2/b^2)-1)+a)))
, a= length of inner arm
b= length of driver arm
t= torque of engine
m= mass of carriage
v= velocity
Your character looks like he remembers when “they first invented chocolate. Sweet sweet chocolate.”
some cool addition ideas to your short catapult would be:
1. to make the capsule into a chuck able folding wing plane that gets thrown to an altitude it can fly.
2. for the long catap[ult, make the capsule into a chuckable rocket pod that gets thrown mid air and can launch as a second stage higher.
3. to make a row of short arms building up acceleration as they fall with gravity. ,
each set of arms pulling apart the next set of arms and acting like two rows of dominos
until they reach to the main arms so spring the launch :)
10:50 the way you said "it's raining"😂
this gives me a challenge idea: build planes with anchor blocks on the front to catch the underwater seat from that slingshot
The fact that scrap man stands while he plays is insane
i cant believe ive been watching him for 4 years and wittnessed him getting 400k subs in that time, i hope youre doing great ScrapMan! (and everyone else aswell)
I have a theory that the launching arm segment operates on a similar principle to a whip. The segments being pulled from the top need to be the stiffest, and increase in flexibility as they approach the launch basket. This should allow the launch to "whip" the cockpit away - and therefore produce the highest altitude
Hey Scrap, I have a suggestion for trying again
1) make your seat a missile shape (best aerodynamics) and have it attached to the sling using a detachable block and using an altitude sensor detach the seat the moment it passes the taught point. This should give you the best launch speed while minimizing drag
2) when viewing the seat altitude sensor use the fixed cam so it is easier to track
3) when using the max length, you should have weights on the top tips so gravity can give you the biggest assist when it comes to transferring potential energy into kinetic energy
It’s the weight of the arms, along with the distance the seat is travelling while in contact with the pouch. When the inner arms are the length of the outer arms the pouch only goes a fraction of the height of the arms, but when you had the pouch closer to a third of the way up, the travel distance increased significantly.
Edit: I think the optimal length of the arms would be between where the sum of the two inner arms is just less than or equal to the length of one outer arm, so around half way up from the bottom, and around a third of the way up from the bottom.
Bring this for a multiplayer Monday. Just “multiplayed Monday but i secretly cheat!” Use your first one as a concept for how it works, then use your different iterations as the different evolutions.
"he has no idea what he's doing.. thats why he's dead" 😂
Kitty 2itty😊
Are you okay
No hehe kitty
Am not a dude I am am a they
16:19 the reason the cone was trailing behind instead of staying in front of the seat is because the shape of water drops are more aerodynamic then wedges. they get naturally shaped by the air while falling and so water drops are the most aerodynamic shapes
0:52 Im not gonna make this joke
It seems to go highest when the after fire rest state is closest to an equilateral triangle.
good observation, my intuition was a right-angle triangle, but i think yours makes more sense
Soy español pero igual me gustan estos videos porque no lo se, se siente lejante y interesante verlos aunque no entienda mucho
You could be reaching a sort of “terminal velocity” with the wind resistance causing it to end up at a similar point, this can obviously be affected in this by changing the launch speed. What I’m trying to say is that the launcher could be getting diminishing returns due to the wind resistance.
This reminds me of the concept for the world's highest jumping robot. That would also be a cool challenge to replicate in Trailmakers.
You could try angling the slingshot a bit so its more of a horizontal launch instead of straight up
0:49 NEOOOOOOOOOOOM
When scrapman said "let's detach the seat" I just instantly went "uuuuuh.... Dude" 😂
yall should do physics-breaking-type challenges. its wicked-funny to see you break the game.
Bring it to space and try to get into orbit using the slingshot without any power 🚀👽
So on builds like these that are super technical, I would get Kan in on the building. By no means am I saying you aren’t smart, but I know Kan loves these physics puzzles. I’d love to see yall do more collab stuff together like the sound barrier test yall did a while back.
If the arms support it you could go for the full 180 by having the servos at the top, also using 2 or 3 servos might exponentially increase distance. I also share the view that having the inner arms be longer than the outer one's might help your design
wtf happened to pikachu 0:37
The rope was not regular rope💀
Depressed pikachu
The opps got him.
I don't exactly have a formula or calculation for this, but I have the gut-feeling, that a 90° angle at the bottom and 45° at the sides (making it an equilateral right angle triangle) has the best results. And from the looks of it, this is emperically confirmed in the video.
You should revisit this, but use pistons pushing the large arms out to pull up on the basket. Then as arm length increases, it should actually make a difference in the travel distance.
Not sure if anyone else has reccomended it yet but taking a look at how crossbows function may help you get more out of it
This is less of a slingshot and more like a bow amazing vid though!
STEVEN USE SLINGSHOT! *It failed* Steven: "Wuh?" 9:35
I love these videos! I would’ve added two more poles on the front/back to alleviate the maximum and also getting more speed/power. I’m surprised it worked to begin with 😂
the reason switching the pipes for flat connecters made it shooot higher is A) because they're lighter, but also, B) the flat connectors have no aerodynamic drag.
what if you made the pillars move closer when the bucket reaches the 'top', allowing the pillars to then push the bucket even higher, thus allowing for more accelaration
to make it go up more, you would have to make a proportion between the arms have a greater difference, because when keeping it the same there will be no change, the inner arm has to be smaller so that it reaches the limit faster and the outer one bigger so that the tips move faster, thus gaining acceleration in both
Replace the outside support with pipes and leave the way down the thinner connectors so they react like rope but are still stiffer than the power couplings or the speed of the arms might be better with the bottom being fastened to a second rotation both set at 45° instead of one set to 90°, hopefully these ideas might be of use, love the videos and the interesting challenges, especially the evolution ones
Maybe not feasible - but I would love to see this kind of experimentation done in multiplayer with multiple people trying to prototype a solution to the same problem and see what different solutions everyone comes up with.
What's interesting abt this is it's a problem related to dynamics and I could actually calculate the ratio that would give you the highest speed (potentially)
One thing to take into account is the attachments of the launching arms to the basket and te base arms, the 90° pipes limit how much the basket can travel, as tall as the base arms when they are down, meaning you loose potential energy
The game doesnt help, using 2 hinges one on top of the other might be glitchy, but in theory would give you more travel before release
I did the math and plotted inner arm to outer arm ratio vs seat travel distance (x-1+sqrt(1-x²)). The best ratio would be 1/sqrt(2), so about 0.7. For example building 10 blocks up and 7 blocks down.
AHHH DOCTOR WHO REFERENCE DR WHO REFERENCE DR WHO REFERENCE 1:37
Scrapman, this might work... but I don't want to copy your whole build to try it: Lock them together at the top with a detachable block, have small arms outward at a 90° angle (horizontally) with weights on them. 0.1 seconds before the rotation, unlock the top and the weights will aid in bringing the outer arms down.
It'd be slightly better upside-down, I think. Since the arms are swinging downwards, they're releasing the ball at a lower position than where they started. If they swung upward instead, they'd be moving slightly in the same direction as the projectile during the launch procedure, adding some speed.
1:26 Cradle by Will Wight mentioned 😮!!
U were LITERALLY T-POSING!!!!
With this design the point from which you pull the rope move downwards, decreasing upwards momentum. You can visualize it with your yellow rope.
1:35 Dr who jumpscare with 2 frames of sonic screw driver sounds
You now have to break the sound barrier
bro 2minute is straight up crazy btw good video
x
The idea of decreasing the distance from the starting point is good, but it fails, because no matter the Sp, you will always have a variation X of Momentum making you go to the same height, but subtracting by the Sp number.
You could use this for a multiplayer video. You'd have to make a contraption which catches it and perhaps instead of taking turns, you go at the same time and it's a fight for the ball. You only get a point if you catch the ball and neither the ball nor you have touched the ground.
It would be interesting to see if you can build the Launch Ness Monster, a punkin' chunkin' launcher that uses a kinda wild setup to turn slow movement into very, VERY rapid movement by having the machine fold in on itself. You might need to find a video of it to see how it works, and reconstruct it as best as trailmakers allows with reference pictures. it's a novel trebuchet design.