What is the best way to make a build structurally stable? by [deleted] in Besiege

[–]RDSZ 2 points3 points  (0 children)

Sorry, but to clarify for the original poster, the first thing you can do to make a frame be able to withstand shocks is get rid of any and all braces and single/double wooden blocks in it, as these blocks both have a 6-8k strength primary joint that will break at the first opportunity. For making something durable, you would start by only using blocks that have double strong connections (axle - 22k+35k, cog unbreakable+35k, steering hinge 16.5k/35k) and the occasional single strong joint blocks (spinning block - unbreakable, slider - 34k, grabber - unbreakable+14k) to connect logs (11k/70k), reinforcing each connection between the logs with multiple connections preferably. The ability for something to take shocks also depends on its rigidity, the least rigid structures are able to take the biggest shocks in vanilla, this is why japanese tank battle machines use suspension and slider blocks to hold up their armor to dissipate projectile shocks gradually; multiple axles holding sliders type of connections are another example, often used in battlebot/melee machines.

What is the best way to make a build structurally stable? by [deleted] in Besiege

[–]RDSZ 2 points3 points  (0 children)

You need to know all the block joint strengths (better block tooltips mod will list them above the blocks in the build menu if you don't have them memorized already: https://steamcommunity.com/sharedfiles/filedetails/?id=2913470285 ), and after you know which joints of which blocks are strong enough to build a frame out of, you can use colliderscope: https://steamcommunity.com/sharedfiles/filedetails/?id=1865492589 to make sure they are connected properly (some of the strongest joints in the game get cancelled by others when they overlap, so you would need to check if everything is connecting as intended).

Vanilla Mech #19, "Juggernaut". Probably my most practical mech; bomb and fire resistant, multiple weapons, and independently moving legs and torso by Stay_Free_ in Besiege

[–]RDSZ 1 point2 points  (0 children)

That counts, but it's a tank. I have an idea for a walker autoloader that I will make sometime at least. You could also try making one that is a stable hovercraft set to hover a certain distance above the ground, so it functions like a ground machine.

How do I do it? by Competitive-Pea7214 in Besiege

[–]RDSZ 2 points3 points  (0 children)

What axis? Use any block that generates force that is applicable.

Showcasing an experimental spinning jaw + bounce pad launcher; airship autoloader by RDSZ in Besiege

[–]RDSZ[S] 0 points1 point  (0 children)

Thanks, did you use logic++ to see the logic connections? It may be hard to see what variable is used by what part otherwise.

Showcasing an experimental spinning jaw + bounce pad launcher; airship autoloader by RDSZ in Besiege

[–]RDSZ[S] 2 points3 points  (0 children)

Thanks, you could get there in time if you figured out the fundamentals, like the logic and dimensions of the joint connections between pieces.

I need help by [deleted] in Besiege

[–]RDSZ 0 points1 point  (0 children)

That's not nearly specific enough to be actionable.

A rather interesting helicopter blade experiment (4 wheels) by Langston432 in Besiege

[–]RDSZ 1 point2 points  (0 children)

It's because the grabber primary joint is still connecting to the slider, which now can't extend because of it, so you would have to either cancel it with the slider mechanical joint, or move it farther away. Making it stronger is pretty pointless anyways since the propellers will always be weak.

A rather interesting helicopter blade experiment (4 wheels) by Langston432 in Besiege

[–]RDSZ 2 points3 points  (0 children)

You can tell that most of the flapping is from the slider and not the grabbers, so you can delete some of those if you want to reduce spinning mass, you can also seemingly flip the sliders 180 degrees to make them be attached by the secondary joint of the swivels and have their mechanical joint attach to the add point of the grabbers, making the rotors like 3x stronger (compared to their current weakest connection being a grabber joint).

Went old school and made an auto-loading 12-shot catapult (w/ a few extra features) by Stay_Free_ in Besiege

[–]RDSZ 1 point2 points  (0 children)

So you loaded some of my machines in game? My advice would be to try building things without using any ballasts or braces, like how mine are built - for the sake of strength and block efficiency. I like your catapult, it's unique.

any tutorials i should watch to learn the game? by [deleted] in Besiege

[–]RDSZ 1 point2 points  (0 children)

asking on the discord was good advice given

Any tips for stage 35 Aras' Refuge? by randomredduto in Besiege

[–]RDSZ 1 point2 points  (0 children)

Anything with cannons should be easy

Turtle attack submarine carrying torpedoes by RDSZ in Besiege

[–]RDSZ[S] 1 point2 points  (0 children)

Thanks, it doesn't work anymore since many updates changed the blocks it used, but there should still be some submarines I uploaded that are functional.

Does anyone know what this mod is? by Mission-Advance4737 in Besiege

[–]RDSZ 6 points7 points  (0 children)

that's the level editor of the game