Scrapman made a video about flying in this game. Looked pretty simple, but is resource intensive. You get resources by bringing the "trash cubes" that are lying across the map to a grinder box (located at the main build site).
Out of all the building systems in the vehicle-building adventure game genre, this is looking to be one of the best. Pass-through axles? Internal stress simulation? Gear slip? Physics engine that doesn't explode like a Gmod creation when you have too many rotating parts? Sign me up.
I think you need to put an OR gate between the two XOR gates so you can have a signal running between the two in both directions. The first one was just deactivating the second.
@kAN: 12:07 "There's sensors that detect ground". That's all you really need; just place them on the bottom of your pistons pointing at the ground (or onto your axle pointing outward). Ideally you'll want to set them up so that they switch between detecting and not detecting the ground when the piston is exactly halfway extended, and then you can wire their output signal into a piston with a 90° offset from the piston that the sensor is attached to.
You should have tried putting the additional pistons inline on the shaft instead of side-by-side to the originals. The max and min positions were different on the side-by-side pistons because of the round trip made.
Awesome job with the piston engine build! I know what you mean by taking way too long to actually figure out how to build it right...lol I can't wait to try this type of engine out, with my working differential that I made. Yeah, you need a space between blocks for bearing-like rotation sometimes.
Kan to get the scrap pieces you need to find these cubes in sandbox mode and bring them back to the starting point and then put the cubes in the rubbish bin looking thingy and then u get scrap pieces You can also find some blueprints around the area in sandbox
when you have pistons that can deliver power both when retracting and expanding you should put them 90 degrees apart instead of 180. (just like a steam locomotive) It might be hard to get the timing right though
this needs 3 pistons to operate properly, one expanding, one contracting, and one off. offset them by 120 degrees, have them turn off when they reach/near the vertical plane, then have the other two be pulled/pushed in the direction needed. if you have to build to a grid, then the best option is 4 pistons offset by 90 degrees, have the two on the vertical axis be off and the two on the horizontal be active. either way, this will produce smooth and consistent motion.
Do you mean that the sensor should use ground detection to time the pistons? I can see that working fairly well for gentle and consistent terrain, but as soon as you get into areas that are difficult for the sensor to detect, then it becomes useless. I do like the idea though, and would really like to see it tried.
I think the reason why the double XOR set up didn’t work was because you didn’t connect the second XOR gat to the first. It looks like the connections have a direction so you need to have a connection to and from.
Also, you probably want the input wired only into one of the two XOR's (and if XOR gates with only one input are weird in this game, the other one might need to be an OR gate or AND gate).
Could you try putting a sensor on the bottom of the piston facing the ground to tell when it is at BDC so it knows when to extend and contract, it won't be great if you were to get off the ground but then you wouldn't need the power from the engine anyways.
My thought for a fast clock is to start with switch feeding into an "and" gate that feeds into a "not" gate chain ending with a "not" gate that feeds into the initial "and" block. The logic being the delay from flipping the "not" signals would culminate in the "and" constantly changing whether to power the connected "not" gate and the speed then becomes the sum of delays in what I'd assume are a few game ticks. Even if the game calculates the logic all at once, it'd flip between the "and" gate turning on and off which would mean single tick clocks. Probably too fast and would then require a buffer logic that adds up the pulses and triggers based on that.
your gears slipping is due to trying to turn and not having a differential, then going up the hill not having enough torque to turn the motor against the gravity pushing you down caused it to swap cycle directions, a heavier flywheel, and more pistons would help, offsetting the pistons at an angle could help as well
Could you still just use a sensor to control timing? Just adjust the timing so that it sees the ground at the correct timing position instead of another component.
Unlike when Scrap Mechanic first came out, this isn't exactly "speaking to me" quite yet. I think I'll wait for the main release before considering getting it... assuming that there will be a main release this decade...
This game was meant to be released on Stadia, so even if it ever gets fully released, considering how long it's been in development already, this is as good as the mechanics of the game get.
@@LordDragox412 I don't know anything about its development history, nor did I ever get into Hello Neighbor, but I still think this has some pretty good potential.
I can imagine a 2 speed gearbox, using parallel shafts you could have it slide a driveshaft with both sets of gears on to mesh with whichever it’s moved to on another shaft.
I think you could make it more stable and powerful if you added another piston and made the offset 60° each, if possible. Seeing that you can't make it compact since it would lock blocks together, it would be a long one. Also, scrap cubes around the map give you materials. You just have to bring them to the grinder at the sandbox start.
Maybe if you made a piston engine with 4 pistons offset by 90 degrees? Wouldn't that double the RPMs and also prevent the engine from randomly reversing?
If the pistons make power on both expansion and retraction, wouldn't a 90 degree offset be better? They wouldn't be at top dead center and bottom dead center at the same time, like the current 180 degree offset is doing
@@bnewton0 the demo auto-bricks after it runs out, and the play button becomes "purchase" and takes you to the store page, even when the game isn't released Either kan has a special youtuber build, or it's old footage
Scrapman made a video about flying in this game. Looked pretty simple, but is resource intensive. You get resources by bringing the "trash cubes" that are lying across the map to a grinder box (located at the main build site).
Out of all the building systems in the vehicle-building adventure game genre, this is looking to be one of the best. Pass-through axles? Internal stress simulation? Gear slip? Physics engine that doesn't explode like a Gmod creation when you have too many rotating parts? Sign me up.
I think you need to put an OR gate between the two XOR gates so you can have a signal running between the two in both directions. The first one was just deactivating the second.
Maybe you could offset the pistons, that would solve the centering up problem
That's what i was thinking.. Instead of 180, offset them by 90 degrees. Don't know if the logic timing gets screwed up, though.
Might have to do 2 drive shafts that feed one axel to keep it from being excessively long though.
In the words of ZeFrank, that's how a train do.
Even if you make the crank out of phase, you can't get the piston to extend out of phase because of the 1 second minimum timing limit
@@CathodeRayKobold as my mother always said, " a shaft is a shaft!" Wait.. that's not it.
@kAN:
12:07 "There's sensors that detect ground". That's all you really need; just place them on the bottom of your pistons pointing at the ground (or onto your axle pointing outward).
Ideally you'll want to set them up so that they switch between detecting and not detecting the ground when the piston is exactly halfway extended, and then you can wire their output signal into a piston with a 90° offset from the piston that the sensor is attached to.
I love when you make piston engines! Always my favorite videos to see. Maybe you could gear up the flywheel if you make another one?
Nice, your building skills are the main reason I sub your channel.
I think Kan is a little piston engine obsessed he trys to make one in every game he can
You should have tried putting the additional pistons inline on the shaft instead of side-by-side to the originals. The max and min positions were different on the side-by-side pistons because of the round trip made.
Awesome job with the piston engine build! I know what you mean by taking way too long to actually figure out how to build it right...lol I can't wait to try this type of engine out, with my working differential that I made. Yeah, you need a space between blocks for bearing-like rotation sometimes.
Kan to get the scrap pieces you need to find these cubes in sandbox mode and bring them back to the starting point and then put the cubes in the rubbish bin looking thingy and then u get scrap pieces
You can also find some blueprints around the area in sandbox
10:27 to the explosion had me 💀 😂
when you have pistons that can deliver power both when retracting and expanding you should put them 90 degrees apart instead of 180. (just like a steam locomotive) It might be hard to get the timing right though
this needs 3 pistons to operate properly, one expanding, one contracting, and one off.
offset them by 120 degrees, have them turn off when they reach/near the vertical plane, then have the other two be pulled/pushed in the direction needed.
if you have to build to a grid, then the best option is 4 pistons offset by 90 degrees, have the two on the vertical axis be off and the two on the horizontal be active.
either way, this will produce smooth and consistent motion.
This was a pretty cool video to watch. I would expand the piston system to x3, but on different shafts.
Maybe you could put the sensors on the rotating gears to control the timing.
Do you mean that the sensor should use ground detection to time the pistons? I can see that working fairly well for gentle and consistent terrain, but as soon as you get into areas that are difficult for the sensor to detect, then it becomes useless. I do like the idea though, and would really like to see it tried.
@@ShawnF6FHellcat True. Might be nice for a sandbox demo but not useful to tackle the challenges.
@@roccov3614 Indeed
Have you tried chaining multiple logic blocks to attempt to make any sort of delay?
If you did a three pistons engine with a 120 degrees offset, you could drive it in toward and reverse reliably
To get more recources you have to find these trash cubes and bring them to the trash can back at spawn
I think the reason why the double XOR set up didn’t work was because you didn’t connect the second XOR gat to the first. It looks like the connections have a direction so you need to have a connection to and from.
Also, you probably want the input wired only into one of the two XOR's (and if XOR gates with only one input are weird in this game, the other one might need to be an OR gate or AND gate).
Noice! Watched it at 47 minutes after the video was published!
Could you try putting a sensor on the bottom of the piston facing the ground to tell when it is at BDC so it knows when to extend and contract, it won't be great if you were to get off the ground but then you wouldn't need the power from the engine anyways.
My thought for a fast clock is to start with switch feeding into an "and" gate that feeds into a "not" gate chain ending with a "not" gate that feeds into the initial "and" block. The logic being the delay from flipping the "not" signals would culminate in the "and" constantly changing whether to power the connected "not" gate and the speed then becomes the sum of delays in what I'd assume are a few game ticks. Even if the game calculates the logic all at once, it'd flip between the "and" gate turning on and off which would mean single tick clocks. Probably too fast and would then require a buffer logic that adds up the pulses and triggers based on that.
Such a good vid keep up the good work kan
Ngl and with no disrespect but I haven’t watched this channel in awhile. But I’d enjoy watching this. Looks like a cool mix of a few games.
your gears slipping is due to trying to turn and not having a differential, then going up the hill not having enough torque to turn the motor against the gravity pushing you down caused it to swap cycle directions, a heavier flywheel, and more pistons would help, offsetting the pistons at an angle could help as well
-hope this helps!
What if you built some more Pistons to delete the dear points?
Ah revolving piston setup would work too i belive.
But still pretty cool build!
You can use sensor to detect the ground when the piston is at the low position.
Oh man, I really dig all this gear mechanical stuff, hope they update it soon and remove or adjust that parts thing, it's really limiting
Could you still just use a sensor to control timing? Just adjust the timing so that it sees the ground at the correct timing position instead of another component.
You could built 2, or 3 motors side by side, and gear them together. And maybe, build a mobile base, with pistons
Random question, what song is playing at 10:54 ?
Unlike when Scrap Mechanic first came out, this isn't exactly "speaking to me" quite yet. I think I'll wait for the main release before considering getting it... assuming that there will be a main release this decade...
This game was meant to be released on Stadia, so even if it ever gets fully released, considering how long it's been in development already, this is as good as the mechanics of the game get.
@@LordDragox412 I don't know anything about its development history, nor did I ever get into Hello Neighbor, but I still think this has some pretty good potential.
@@ShawnF6FHellcat Yeah, as good of a potential as Hello Neighbor 2 :P
@@LordDragox412 Meh🫤
I can imagine a 2 speed gearbox, using parallel shafts you could have it slide a driveshaft with both sets of gears on to mesh with whichever it’s moved to on another shaft.
maybe use the ground sensors to time the pistons and control forward and reverse as well
I think you could make it more stable and powerful if you added another piston and made the offset 60° each, if possible. Seeing that you can't make it compact since it would lock blocks together, it would be a long one. Also, scrap cubes around the map give you materials. You just have to bring them to the grinder at the sandbox start.
I'm thinking wider, with gears to combine the power of each to the drive-shaft
The physics in this game are either really good or so bad it mimics really good physics, haha.
3:39 So you saying you think it gonna turn your piston engine, into a combustion engine? 🤔
can multiple timer be use at seprt timing
You can resize parts so you can have more than 2 of each gear.
Could you possibly make a differential in reverse and have two different motors. When one stops the other on starts to turn it and vise versa
I've already told Scrapman. Please try volcanoids multi-player!
Can you try building a working transmission with changeable gears?
kan y don't u take the sensor to the bottom of the pistion to detect the ground and use the as timing
Maybe if you made a piston engine with 4 pistons offset by 90 degrees? Wouldn't that double the RPMs and also prevent the engine from randomly reversing?
If the pistons make power on both expansion and retraction, wouldn't a 90 degree offset be better? They wouldn't be at top dead center and bottom dead center at the same time, like the current 180 degree offset is doing
can you make a 3 stroke or a radial engine
I think if you used pistons on every side where your pistons are now that might give it more power and speed and might just stop the stalling.
faster timer would probably not help much unless you can also tell the piston to extend and retract faster
You sure do build stuff
how can you still play the demo?
didn't it end in February?
@@bnewton0 the demo auto-bricks after it runs out, and the play button becomes "purchase" and takes you to the store page, even when the game isn't released
Either kan has a special youtuber build, or it's old footage
Hey kAN there are playny ways to make piston engines in a game called Besiege, ScrapMan played it while it was in alpha. Now there is even multiplayer
You can change the size of the gears
Hey man I havent looked I. The video yet but get the trash cube into the shredder I. The starting area of the video
Well obviously the next thing you could try to make his to see if you can figure out how to make a differential
to stop it going back on itself, you could instead put them 90 degrees out of phase instead of 180
you could also have less weight on the flywheel so it is easier to start going and then extend the weights to increase the inertia
I like how after watching this youtube is trying to sell me engines
Just need to figure out a transmission for it
if you put 3 pistons then you could control forward and reverse
this reminds me of lego technic
Heyyyy
2 cylinders isn't a great idea, 3 would be much much better
Bro made a screw jack engine
we physics builder fans are so starved that this is what we're stuck with, jesus...
I'm guessing this was pre-recorded. Am I right?
@Spawn Number2 The only way it could not be pre-recorded, is to have it done live. Simple logic.
@ducewags710 I meant recorded before the demo ended.
Bruh that was just the pistons firing
Can someone please teach kAN about 90 degree crankshafts.
4 PISTON ENGINE ??
Bread
u need to collect scrap to build things u cant build
13 minutes ago, cool!
1/4 your timing like a steam engine
Y e s
Day 1 asking kan to play besiege
100 comments and 1yr bruh
Lol
First
Bruh
@@erykd.1360 😂
Sus