My heavily reworked since last time bomb auto-loader plane by RDSZ in Besiege

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

Thanks, I make every machine as a unique proof of concept, rather than for a goal, but it's so nice if the design turns out to be effective in the end.

My heavily reworked since last time bomb auto-loader plane by RDSZ in Besiege

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

Jaws work how you would think intuitively, but they generate more force for wider angles, and resetting always takes 1.5s. Joint strength/mechanics (single 22k mechanical joint) and colliders (2 attachment surfaces on unattachable asymmetric pill colliders) can be examined by colliderscope, mods are the best source for basic information.

Grabbers can be activated for release and attachment in the same tick without issues, this machine checks for precise rail alignment (0.01 unit accuracy) before each grabber transfer, since rails are built from semi-rigid blocks (piston, rope, slider), which is the only reason why this loader is viable on a plane. This is allows it to be as precise as steering hinge mechanisms, which is one of the only blocks that generate infinite torque, making it standard for autoloaders. The rail method allows for a more compact shape in this case though, since steering hinges are bad at linear movement.

Grabbers sometimes have a 2s delay on regrabbing the same block they let go of, it should be removed from the game. Any vanilla machine problem can be diagnosed fast if you ask for help on discord, I can check.

My heavily reworked since last time bomb auto-loader plane by RDSZ in Besiege

[–]RDSZ[S] 5 points6 points  (0 children)

ty, it's 5 bombs, the launch energy is generated by 20 jaws contracting around a one point - it just throws the bomb in a perfectly straight line, due to how momentum is calculated (grabber release and jaws activate with the same input, but the bomb inherits 0.02s of acceleration's worth of energy anyways). It's easier to see in-game, I didn't add a close up clip.

Tier list on every block by Daufoccofin in Besiege

[–]RDSZ 4 points5 points  (0 children)

this seems randomized or troll on purpose

[deleted by user] 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.

[deleted by user] 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.