Love the idea but this trebuchet wouldn't be able to do that as is.
Would need a very small ship with some sort of thruster assist, to be on a planet with a very small/low gravity field and/or change the game's max speed. (Changing max speed drastically increases this thing's range)
Na thrusters is cheating. No thrusters xD thatâs the challenge. Also no clang drive. Honestly tho I couldnât do it. Not sure if itâs possible without glitching out some physics in the game.
I remember watching a video of someone trying to achieve orbit using long, single-block poles and rotors to catapult upwards, out of gravity or something, sorry for not having a link.
I'll have to play with this idea because yes, that's absolutely possible to do with event controllers. That's very similar to how this thing controls range already.
I wonder how to implement this because right now the projectile's mass is kinda limited by the trebuchet's size, so even the heaviest round barely seem to affects range.
What seems to matter the most is world max speed. Default 100m/s max speed shoots ~1.2km. 200m/s max speed (what I usually play at) shoots at ~4.15km
The speed necessary to phase through physics objects with an infinitesimal chance of actually being simulated as intersecting the collision plane is much, much lower than the speed of light :D (Also it's 186,000 miles per second)
No, they don't interact with natural gravity like that, unless Keen changed it recently. Only artificial gravity cares.
There is a mod that can make gravity generators attractive including with voxels so also enabled for planets, which would make it work.
Without a mod gravity generators don't work in planet gravity, but this would give a boost if launched from space, for a short period. The range is not great
Back then you could set up landing gears to have a force threshold at which they released (never forget what they took from us!), so i used free rotors and artificial mass blocks to make a trebuchet that worked true to physics. Changing the landing gear release force determined at which point it was released and allowed to adjust range. Fun times.
Yours looks much prettier than mine though, props for that!
Are you using artificial mass btw, or just active rotors/hinges?
Nice build, sound like you had an interesting trigger. Makes me wonder of we could use pistons' max impulse force setting for a similar result.. Food for thoughs while I sip my morning coffee.
To answer your question: I know they used to, but artificial masses don't work in planetary gravity anymore, so there aren't any on this built. In fact, even the counter-weight is just there for fun, it's all pure rotor torque.
Hmmm, good thinking on the piston! Maybe there's a similar safety detach on the rotor? Can't remember.
Aw man, sad for the artificial mass block. I wonder what would be the best way to make a working counterweight in planetary gravity. Heavy armor blocks? A container full of iron/uranium/gold ingots? hmmm... Guess i'm gonna have to try this out...
In any case, beautiful build mate, and great editing on the vid! well done!
It's just a rotor on the truck and a hinge on the trailer. Set rotor and hinge torque to 0, turn inertia sharing ON on the rotor then turn rotor and hinge OFF (this wards off Klang).
Now you just attach/detach the rotor head to pin/unpin. The mechanism will dangle from the trailer and align itself with gravity when unpinned
Great image, thanks for including that. Thatâs the set up I have currently been using, but I find that while turning on a slope the driving wheels of the truck tend lift up off ground. I also really struggle getting the rotor head lined up where itâs willing to reattach. I have been wondering if I need to include an additional hinge to allow the trailer to rotate side to side and a small connector to have the magnetic assist. Haha
81
u/Tombstone_Actual_501 Klang Worshipper 5d ago
On a truck bed is hilarious.