11:48 For power output logic, they simply add onto the values, so with two logic blocks set to 1.0 the output will be 2.0, adding a reverse power to that only knocks it down to 1.0.
@@darkeninglight2551 the maximum output to a component will still be 1.00, however you can send a higher signal to “boost” it. SO if you have a continuous input of 0.5 into thrusters it will have half output. Then if i add manual thrust it will go to full output at the value 1.5. If i then add any thing else or remove the continuous output nothing will change. Now i believe that logic gates will just keep sending the value adding it up over and over again that’s why you need to use 0 output. It will still output something into logic gates to work with and gates and stuff and then you just add an output to the logic that connects to function components like thrusters or engines. Example. Attitude outputs 1 into a OR gate. The OR gate now outputs 2 into a AND gate. Then the AND gate with an output of -1 will send a 1 to the connection component. It’s quite confusing tbh and i don’t know if im right but it’s what ive had to deal with. It’s also how you can get a low power if on console. Using 0.1 into another 0.1. I hope that im right and that this helps 😅
@@darkeninglight2551 Any collective input greater than the max 1.0/-1.0 value will not make a single block's output stronger (ex: a propeller does not get stronger when receiving 2.0 worth of signals), but values greater than those thresholds _do_ count towards the total value that needs to be _negated_ by other signal sources before the reverse value can trigger For example, if a propeller is receiving 2.0 worth of signals, then two -1.0 signals (collectively, -2.0) are required to _negate_ it (reset to 0) before _additional_ negative signals will actually be recognized as negative (-2.1 would count as -0.10, -2.2 would count as -0.20, and so on)
Vid idea: Carrier battles between 2 carriers over long range launching planes at eachother, where planes can only reload bombs once they reach back to the carrier Edit: carriers would probably need to either be pretty much floating platforms or be multi part to go with trailmakers build restrictions
Absolutely love this idea, though scale might be really hard considering the sheer size you need for a carrier and the scales Trailmakers operates on. I do think this could still work really well, though, considering the power of Trailmakers creations relative to their size. AA wquld be a necessity and they'd definitely end up with some very non-traditional carriers, though. Could be great!
9:40 Flipping the top wedges at the back upside down would probably help it for when you're going forward. More uplift less downlift. 11:39 Having 2 speed sensors means you were sending +2 while your key-press only sent in -1, must be why it didn't work. Very cool little build btw!
It would be cool to do a battle where everyone starts a fresh campaign and they have an hour to collect as many parts as possible, then you do a battle only using the components you founds.
You could have saved a lot of weight by removing one of the servos that was touching the propellor. No need to have a servo on both the left and right on that. At 17:38 you could have removed this exact servo without issues, instantly saving 5kg.
Interesting note, with the way you made this creation, the fastest way to move horizontally would be to turn diagonally sideways and hold 2 input buttons, achieving maximum propeller angle and minimum lift
Hey Scrapman. The solution to your altitude keeping Problem is: 1. Turn the speed sensor 180° so it faces upwards 2. set the activation speed to something slightly higher then 0KPH 3. make it output a Signal when the activation speed is not reached The activation speed might need some long adjustments to get it done perfectly, but like this it can keep altitude perfectly.
@@MetalHev Most helicopters have a main rotor + a tailprop. The role of propellers is mainly to produce thrust, while rotors produce both lift and thrust.
0:38 Literally every Tailmaker, ever 😂 This prop is so good.... Stronger than large prop too! Only one downside is the sound it makes. Can be annoying when using longer.
Actually i have tested both the large propellor and Tail propellor in a drag race and the large propellor won by a mile so it is not as powerful as the large propellor.
@@darkstar_sierra1588 I tested them using a seat with bot propellers on opposite sides. And Large prop was inferior even with full power. Perhaps tail prop is more powerfull but large prop has better aerodynamics?
to maintain altitude, have a speed sensor facing down, hooked into an XOR gate, with an OR gate with 'ctrl' on the positive input also hooked into the XOR. basically, it keeps it there until you press control
7:40ish... How are ya doin that? I've been wondering how to make stuff like that work for ages, especially for my attempts at Heli Builds... :O End of Vid: It never ceases to amaze me how you and the others can build such epic Creations as this, and I still haven't even been able to manage my first Heli...
Hi scrapman, to improve the exeletation of the prop/rotor use a distance sensor and set the range to zero, invert trigger and set the output to 0.03 and hook it into the rotor. That will pretty much negate the spin up time of the rotor and give you better and faster controll while hovering. Keep on doing what you want👍
Video idea: More propellers you use more blocks you have to use. Ex: 1 proeller has no limit, but 2 you have to use 180 blocks, and then 3 260 blacks, or same thing like that.
I was accidently listening to dubstep while watching this vid, and I was really into it. Wub wubs and calculating thrust to weight just seem to work well together.
Hi scrapman I've been watching you since I was atleast 6 I'm 14 now I've been subscribed on multiple phones to help you out 😅but I watched even through my journey in the hospital as my appendix had exploded but I love the content thankyou for being an overall amazing companion 😊
Piece of advice: For hover mode, if you're using a speed sensor at 0 Km/h and you loose altitude, try using it pointing up with the mode "trigger bellow" on and a small speed of 0.1 or something to compensate the response time of the height thrust.
Challenge Idea: Trio Prop Fighter Battle, Using the mechanics for the mono prop and also making it use 3 propellers will raise the weight load while also allowing for some interesting battles. Smart guns and machine guns only!
At 11:50 scrapman was talking about 2 speed sensors and I think it’s because the out put is x2 which makes so going up is also x2 so scrapman you should test it out where you put 2 speed sensor facing up and see if it makes it stronger
Hi Scrapman! Did you know about the new island on the rade island map? If not, you should check it out. It would be a great place to do multi-player races!
2:25 Technically, its still one propeller because your trust is in only one spot and the propellers spin in the same direction. So its a bit like you had a big powerful propeller instead of a small weak one. Therefore, its not cheating :)
Day 7 of asking scrapman to do a multiplayer battle with train-planes in trailmakers (a train with wings on all of the cars) My suggestions: (don't read If you want to make up your own rules) - I would suggest using a canard layout for the engine car so it can get off of the ground and no control surfaces or propellers/thrusters on the trailing cars as they will be lost in battle. I think a good complexity limit would be 75 blocks for the engine car and 50 for all trailing cars. Vertical stabilization would be tricky because a traditional rudder would probably only work on the final car but the final car could get shot off so you might have to resort to a gyro for vertical/yaw stabilization in the engine car.
If i'm not completely out of touch with geometry then the two angles of the prop combine to 1.5x the set angles when going diagonal. That's why they loose lift.
These latest drone videos make me want to buy the game just to make a drone, these designs seem overcomplicated. I feel like you'd end up with a much more agile craft if you left the thrust static to the body, and rotated the whole craft instead - negating the need for moving parts. With 4 propellers, pitch/roll control is accomplished just with input configuration, you'd need a gyro to control yaw. With a single prop as here, you need 3 gyros, one for each pitch/roll/yaw. If you need stabilisation, put it on a toggle so the pilot can decide when it's needed.
"I feel like you'd end up with a much more agile craft if you left the thrust static to the body, and rotated the whole craft instead - negating the need for moving parts." I'm pretty sure he knows, and just wants the ride for the driver to be the part that's smooth and not tilting. He generally makes crafts that do have static thrust, sometimes having the thrust move instead is just the fun part.
That sounds more like a difference in goals, tbh. It's very easy to make a flying craft with static thrust that just uses gyros to control pitch, roll, and yaw, but Scrapman specifically wanted this to be controlled through some amount of thrust vectoring (calling it a "drone" probably wasn't the best choice because they do tend to operate more like what you're describing). If anything, I'd say it would be a better challenge to make a craft that's self-stabilizing through fine tuned balance, aerodynamics, and logic rather than relying so heavily on upright gyros to always maintain perfect orientation
update, got the game, made the thing props are annoying to use for drones because of how unresponsive they are - it takes a long time for them to spin up and respond to input, and you need gyros to provide stability anyway so that it doesn't continue spinning endlessly (so you may as well use them for control)
You should have added a AND logic gate, set one of the controls for the gate as the key you want, press toggle then connect the speed sensor, to be able to go up again.
Could you fenangle the speed sensor to trigger a little before falling? Like if your speed approaches 0 to trigger, since as is you have to go down for the hover to work.
You should do a multiplayer Monday. Give everyone that monoprop drone. Do a race. Then after the race give everyone 3 minutes to make adjustments and improvements with the caveat that they cannot add more upwards thrust.. I think it would be interesting to see how and why they do their improvements and what their improvements might be.
12:05 hang on. You were talking about an over drive right.. you just saw that two speed sensors stopped you going down, what would happen if the thruster got multiple signals to go up when you pressed the buttons?
When I saw how two speed sensor stacked the output power and made it so u couldn't go down, I was thinking that can't you hook the spacebar (key which u use to go up(I think)) to 2 logic gates with 100 percent output to the tail prop and double it's power and do the same to go down so it's doesn't interfere with going down? 🤔🤔🤔🤔🤔🤔
A question for everyone playing: does the shield collide with the other build like if the shield hit the other block would it damage it? Like a separate build
You should do a fight with your friends where everyone can only use one thing to give them movement and anyone can build air ground or sea vehicles as long as it only has one thing to propel them
15:28 it’s a shame you can’t have multiple angles and blend between them. So when you press in a specific direction it averages between the. So if you press forward it’s as forward it can go without loosing altitude, but if you press UP it angles straight up, but then pressing both it angles half way between both giving you more lift as you press forward.
Day 4 of asking for maze spleef in scrap mechanic, it could maybe even have some special stuff like hidden doors or rotating corners (youve done that before with a normal maze), imagine your chasing someone down and the maze just changes
Why do you need 4 servos to tilt? For symmetry? You have giros Scrapman, you don't need symmetry. Use only 2 servos, 1 for each direction and that way you can shave like 10Kg and could return the steering angle to how it was before to have more speed. Also, you don't need symmetry with the giros either. With only 3 giros is OK.
11:48 For power output logic, they simply add onto the values, so with two logic blocks set to 1.0 the output will be 2.0, adding a reverse power to that only knocks it down to 1.0.
Which block is used to do this, again? I genuinely forget and am building a vehicle that definitely needs the extra output
@@darkeninglight2551 what do you mean ? any logic block connected to it will do that. And the output being 2.0 doesn't make it stronger than 1.0
@@darkeninglight2551 the maximum output to a component will still be 1.00, however you can send a higher signal to “boost” it. SO if you have a continuous input of 0.5 into thrusters it will have half output. Then if i add manual thrust it will go to full output at the value 1.5. If i then add any thing else or remove the continuous output nothing will change.
Now i believe that logic gates will just keep sending the value adding it up over and over again that’s why you need to use 0 output. It will still output something into logic gates to work with and gates and stuff and then you just add an output to the logic that connects to function components like thrusters or engines.
Example. Attitude outputs 1 into a OR gate. The OR gate now outputs 2 into a AND gate. Then the AND gate with an output of -1 will send a 1 to the connection component. It’s quite confusing tbh and i don’t know if im right but it’s what ive had to deal with. It’s also how you can get a low power if on console. Using 0.1 into another 0.1.
I hope that im right and that this helps 😅
@@darkeninglight2551 Any collective input greater than the max 1.0/-1.0 value will not make a single block's output stronger (ex: a propeller does not get stronger when receiving 2.0 worth of signals), but values greater than those thresholds _do_ count towards the total value that needs to be _negated_ by other signal sources before the reverse value can trigger
For example, if a propeller is receiving 2.0 worth of signals, then two -1.0 signals (collectively, -2.0) are required to _negate_ it (reset to 0) before _additional_ negative signals will actually be recognized as negative (-2.1 would count as -0.10, -2.2 would count as -0.20, and so on)
@@Loop_Kat well crap. My build won't work then qwq
Everybody:I need two or more to create a vtol
Scrapman:one is all I need
One propeller is all I need, to make you fly with me🎵
scrapman really sounds like an engineer when shaving weight and then gocing at the 0.6kg he removed
@@zakgrubb7512 Or an advid cyclist with their gear
Vid idea: Carrier battles between 2 carriers over long range launching planes at eachother, where planes can only reload bombs once they reach back to the carrier
Edit: carriers would probably need to either be pretty much floating platforms or be multi part to go with trailmakers build restrictions
Bro that's crazy
this is a good idea 👍
Absolutely love this idea, though scale might be really hard considering the sheer size you need for a carrier and the scales Trailmakers operates on.
I do think this could still work really well, though, considering the power of Trailmakers creations relative to their size. AA wquld be a necessity and they'd definitely end up with some very non-traditional carriers, though.
Could be great!
Sounds simple enough
@@JoshuaZitzelsberger-sk3ek Yeah, I think this would be way harder in pretty much any other game, but in Trailmakers it should work.
9:40 Flipping the top wedges at the back upside down would probably help it for when you're going forward. More uplift less downlift.
11:39 Having 2 speed sensors means you were sending +2 while your key-press only sent in -1, must be why it didn't work.
Very cool little build btw!
So many years in and the videos are still getting better
yeah I've been watching since day 3 three (on a different account) and I can say they have definitely gotten better!
True
yeah
It's funny you uploaded this today. I did something akin to this yesterday. The gyros are game-breaking, really. It trivializes making things stable.
I prefer making vtols without gyros. Magic logic based VTOLs are so much more fun and you have way much more freedom of movement
This^
It would be cool to do a battle where everyone starts a fresh campaign and they have an hour to collect as many parts as possible, then you do a battle only using the components you founds.
Would be really cool in Stranded since basically the whole available block catalog is theoretically obtainable within that time.
A single thrust drone battle would be great.
instead of just different weapons per round
its different thrust AND weapons
The panic of your only thrust being SUPER yellow but not quite destroyed.
You could have saved a lot of weight by removing one of the servos that was touching the propellor. No need to have a servo on both the left and right on that. At 17:38 you could have removed this exact servo without issues, instantly saving 5kg.
Thank you Sir Scrapman for this wonderful video. Love all of your series, and am always excited to see what you post next.
Interesting note, with the way you made this creation, the fastest way to move horizontally would be to turn diagonally sideways and hold 2 input buttons, achieving maximum propeller angle and minimum lift
Hey Scrapman. The solution to your altitude keeping Problem is:
1. Turn the speed sensor 180° so it faces upwards
2. set the activation speed to something slightly higher then 0KPH
3. make it output a Signal when the activation speed is not reached
The activation speed might need some long adjustments to get it done perfectly,
but like this it can keep altitude perfectly.
it works perfectly at 1kph for me, it never goes down at all
Scrapman: "I wanna make a drone with a single prop"
Helicopter: "Am I a joke to you?"
is a rotor a propeller?
@@ideallyyours I mean if you paid for it, you can call the spinny blade thingy whatever you want
@@MetalHev Most helicopters have a main rotor + a tailprop. The role of propellers is mainly to produce thrust, while rotors produce both lift and thrust.
@@ideallyyours sir, this isn't real life, we're talking about trailmakers. Helis are just a prop with some gyros.
0:38 Literally every Tailmaker, ever 😂 This prop is so good.... Stronger than large prop too!
Only one downside is the sound it makes. Can be annoying when using longer.
Actually i have tested both the large propellor and Tail propellor in a drag race and the large propellor won by a mile so it is not as powerful as the large propellor.
@@darkstar_sierra1588 I tested them using a seat with bot propellers on opposite sides. And Large prop was inferior even with full power.
Perhaps tail prop is more powerfull but large prop has better aerodynamics?
to maintain altitude, have a speed sensor facing down, hooked into an XOR gate, with an OR gate with 'ctrl' on the positive input also hooked into the XOR. basically, it keeps it there until you press control
7:40ish... How are ya doin that? I've been wondering how to make stuff like that work for ages, especially for my attempts at Heli Builds... :O
End of Vid: It never ceases to amaze me how you and the others can build such epic Creations as this, and I still haven't even been able to manage my first Heli...
16:02 please dont listen to editor, never stop joking scrapman. I love watching you coz of that humor
Hi scrapman, to improve the exeletation of the prop/rotor use a distance sensor and set the range to zero, invert trigger and set the output to 0.03 and hook it into the rotor. That will pretty much negate the spin up time of the rotor and give you better and faster controll while hovering. Keep on doing what you want👍
A monowheel without any Gyroes will be awesome.
An evolution race of these would be cool, or some kind of fight
Video idea: More propellers you use more blocks you have to use.
Ex: 1 proeller has no limit, but 2 you have to use 180 blocks, and then 3 260 blacks, or same thing like that.
14:07 Damn, thisis almost endless. The angles on the servoes stack and cause less lift. I was afraid that we end up with naked seat😂.
I think you should have a Vtol Battle with the propellers
I was accidently listening to dubstep while watching this vid, and I was really into it. Wub wubs and calculating thrust to weight just seem to work well together.
Hi scrapman I've been watching you since I was atleast 6 I'm 14 now I've been subscribed on multiple phones to help you out 😅but I watched even through my journey in the hospital as my appendix had exploded but I love the content thankyou for being an overall amazing companion 😊
You guys could do multiplayer racing but you would defently need more thrust. You could only allow two of them or three on top of each other
Piece of advice: For hover mode, if you're using a speed sensor at 0 Km/h and you loose altitude, try using it pointing up with the mode "trigger bellow" on and a small speed of 0.1 or something to compensate the response time of the height thrust.
this propeller would fit nicely in a sort of F35 like aircraft, it looks similar to the turbine inside of a VTOL capable F35
I'm 12 senconds early to ur comment
Just wanted to say, the final build looks incredibly cool! If it was a bit faster, I think it would be perfect.
10:15 into the video, I am wondering if you can offset the drop in altitude by adding a little front facing aerodynamic lift.
You should make mono mini thruster drone
Challenge Idea: Trio Prop Fighter Battle, Using the mechanics for the mono prop and also making it use 3 propellers will raise the weight load while also allowing for some interesting battles. Smart guns and machine guns only!
ive always wanted to make vehicles like this, but never knew how to do the logic, could you make a short or something on the logic behind it
5:00 scrapman casually discovering a new stable thrust force like the quantum drive. *totally ignores it*
Sadly I think it's just a tilting force. If you used pistons however...
Your builds are looking a lot better
You should have a drone fight with only 1-3 tail propellers
You should(if you own trailmakers to see if it works)
@@grahamhughes5271 He might not have the DLC
@@grahamhughes5271 well if it works with one I don't see why it wouldn't with two or three
@@Yellowrubble_YT oh yea good point
@@alexling4347 also good point
He’s getting axolotl vibes from it
Great video man
No way you watched the vid
Epic video keep it up man
At 11:50 scrapman was talking about 2 speed sensors and I think it’s because the out put is x2 which makes so going up is also x2 so scrapman you should test it out where you put 2 speed sensor facing up and see if it makes it stronger
Day 5 of asking scrapman WHERE IS WORKSHOP HUNTERS
the build looks like a scorpion, nice
8:29 Changins speed sensor setting would helpm if it could trigger the prop sooner.
Hi Scrapman! Did you know about the new island on the rade island map? If not, you should check it out. It would be a great place to do multi-player races!
2:12 haven’t seen the end of the video. Are two rotors per axis needed in trailmakers?
2:25 Technically, its still one propeller because your trust is in only one spot and the propellers spin in the same direction. So its a bit like you had a big powerful propeller instead of a small weak one. Therefore, its not cheating :)
Under one hour. Also love your vids keep up the work
I want to see you battle in mono-thruster in some tight spaces!
Day 7 of asking scrapman to do a multiplayer battle with train-planes in trailmakers (a train with wings on all of the cars) My suggestions: (don't read If you want to make up your own rules) - I would suggest using a canard layout for the engine car so it can get off of the ground and no control surfaces or propellers/thrusters on the trailing cars as they will be lost in battle. I think a good complexity limit would be 75 blocks for the engine car and 50 for all trailing cars. Vertical stabilization would be tricky because a traditional rudder would probably only work on the final car but the final car could get shot off so you might have to resort to a gyro for vertical/yaw stabilization in the engine car.
This video just gave me a new multi player Monday idea for you! Just add guns and make it faster if possible.
If i'm not completely out of touch with geometry then the two angles of the prop combine to 1.5x the set angles when going diagonal. That's why they loose lift.
Use one singular gimbal jet
That would be much harder, gimbal jets only thrust up.
0:40 You could also use it as a propeller in the F-35A
These latest drone videos make me want to buy the game just to make a drone, these designs seem overcomplicated.
I feel like you'd end up with a much more agile craft if you left the thrust static to the body, and rotated the whole craft instead - negating the need for moving parts.
With 4 propellers, pitch/roll control is accomplished just with input configuration, you'd need a gyro to control yaw.
With a single prop as here, you need 3 gyros, one for each pitch/roll/yaw.
If you need stabilisation, put it on a toggle so the pilot can decide when it's needed.
"I feel like you'd end up with a much more agile craft if you left the thrust static to the body, and rotated the whole craft instead - negating the need for moving parts." I'm pretty sure he knows, and just wants the ride for the driver to be the part that's smooth and not tilting. He generally makes crafts that do have static thrust, sometimes having the thrust move instead is just the fun part.
That sounds more like a difference in goals, tbh. It's very easy to make a flying craft with static thrust that just uses gyros to control pitch, roll, and yaw, but Scrapman specifically wanted this to be controlled through some amount of thrust vectoring (calling it a "drone" probably wasn't the best choice because they do tend to operate more like what you're describing). If anything, I'd say it would be a better challenge to make a craft that's self-stabilizing through fine tuned balance, aerodynamics, and logic rather than relying so heavily on upright gyros to always maintain perfect orientation
update, got the game, made the thing
props are annoying to use for drones because of how unresponsive they are - it takes a long time for them to spin up and respond to input, and you need gyros to provide stability anyway so that it doesn't continue spinning endlessly (so you may as well use them for control)
You should have added a AND logic gate, set one of the controls for the gate as the key you want, press toggle then connect the speed sensor, to be able to go up again.
4:58😂😂
I feel this creation could use a quantum rudder or two. Not sure how heavy those are, but it would make handling easier for sure
Could you fenangle the speed sensor to trigger a little before falling? Like if your speed approaches 0 to trigger, since as is you have to go down for the hover to work.
13:40 question.. do you even NEED the tail? I feel like if you’re using a gyro for stabilisation, where the engine is, only matters to weight.
For single direction stabilization, i found out how to do it with 2. I dont remember what i did, but i believe it was just a speed censor and XOR gate
I wanna see a air boat especially on the intense waves!
You should do a multiplayer Monday. Give everyone that monoprop drone. Do a race. Then after the race give everyone 3 minutes to make adjustments and improvements with the caveat that they cannot add more upwards thrust.. I think it would be interesting to see how and why they do their improvements and what their improvements might be.
12:05 hang on. You were talking about an over drive right.. you just saw that two speed sensors stopped you going down, what would happen if the thruster got multiple signals to go up when you pressed the buttons?
Now you need to fight with it
Is it possible that wind resistance is preventing ascent in the diagonal?
You should do a paramotor dogfight with those fans!
When I saw how two speed sensor stacked the output power and made it so u couldn't go down, I was thinking that can't you hook the spacebar (key which u use to go up(I think)) to 2 logic gates with 100 percent output to the tail prop and double it's power and do the same to go down so it's doesn't interfere with going down? 🤔🤔🤔🤔🤔🤔
I'd have loved to see this with 2 props to see the difference in performance.
Anybody wanna talk about how savage Scrap's editor is? I think whoever the editor is is getting fed up with the horrible dad jokes Scrap keeps making.
A drone dogfight with these might be interesting
Try Stormworks. It is more complicated, but quite cool.
A question for everyone playing: does the shield collide with the other build like if the shield hit the other block would it damage it? Like a separate build
a challenge you might could do; build a flying machine that exists only in a 2 by 2 block with (must be fully fuctional)
You should do a fight with your friends where everyone can only use one thing to give them movement and anyone can build air ground or sea vehicles as long as it only has one thing to propel them
hope you guys do stuff on the Stranded in Space map now that it's available in sandbox
12:45 WAIT FOR IT…. Hover bike Akita slide. Boom.
15:28 it’s a shame you can’t have multiple angles and blend between them. So when you press in a specific direction it averages between the. So if you press forward it’s as forward it can go without loosing altitude, but if you press UP it angles straight up, but then pressing both it angles half way between both giving you more lift as you press forward.
you should revisit the "crazy planes from history" series
i did something similar with a helicopter, i put the stabilizers on servos, which tilt the heli to move it.
great vid
When you were having problems maintaining altitude while moving I kept thinking it was the wedges pushing you down a little.
You should do a dogfight where the only controls are thrust, but you can't use servos/hinges.
For workshop hunters can you search for reuseable?
i was hoping you'd paint it into a axlotl, and call it a AXL or sum (cus fun)
So far these guys have yet to use the tail prop for their intended purpose😂
when you use gyros you almost can forget about symmetry and that allows to cut more weight. that second pitch rotor for example
17:14 It actually looks like dunsparce, the best pokemon
Day 4 of asking for maze spleef in scrap mechanic, it could maybe even have some special stuff like hidden doors or rotating corners (youve done that before with a normal maze), imagine your chasing someone down and the maze just changes
Love the videos
How do you make things hover
I am in the first few seconds but isn’t this just a helicopter.
Close, it’s a monocopter, helicopters would have 2 rotors(one on top for lift, one on the tail for turning)
I'm surprised he even knows what a Dunsparce is...
You could also go real stubby, attach everything that needs to not tilt to the seat and do away with the tail entirely.
Yall should race with these
"monoprop" refers to monopropellant which is the fuel used for rcs thrusters used on rockets
Front and back maybe need two, but does forward and backwards?
More tail propeller content!
Why do you need 4 servos to tilt? For symmetry? You have giros Scrapman, you don't need symmetry. Use only 2 servos, 1 for each direction and that way you can shave like 10Kg and could return the steering angle to how it was before to have more speed. Also, you don't need symmetry with the giros either. With only 3 giros is OK.
Looks like a mini gunship from half life 2 rlly cool
oh yeah it does
You should attach 3 of these together to make a pod racer