Unleashing 1100 Horsepower With A Customizable 9-speed MEGA Gearbox | Screw Drivers Gameplay Ep05

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Published 2024-07-13
Screw Drivers : Build cars with combustion or electric engines, or maybe both? You design the powertrain using axles, gears and suspensions to get the power from the engines through the wheels and onto the asphalt. Whether you build rear-wheel-drive, or power all 30 wheels of your speed machine, as long as you engineer a gear transmission, you are guaranteed to go!

Crazy physics and high-speed races! Craft vehicles cleverly by combining building blocks and mechanical parts to create powerful drivetrains. Unlock new parts, race for the gold, and challenge your friends in multiplayer.

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All Comments (21)
  • the reason you are not going fast is because with electric engines they do not provide enough rpms to switch gears, the game switches gears based on rpm, if you use combustion engines you will be able tu make use of all your gears and reach higher speeds. also electric engines do not necessarily improve acceleration they just deliver all power at once, with combustion engines it takes more rpms for more torque/power
  • @dexn22
    That 273 speed transmission goes crazy
  • @maunewty
    2:23 So displacement, velocity, and acceleration are all things a part of calculus. (Theres also jerk, snap, crackle, and pop. It keeps going after that. Sorry its been years since I've done any sort of calc) Basically displacement tells you how far you are away from the origin point. Velocity describes how fast the you are going from displacement over time. (Speed is the absolute value of velocity, as velocity can be negative or positive) Acceleration describes the change in speed over time. Acceleration is the change of distance per second per second. ∆x/∆t² (or dx/dt²) Acceleration is a double derivation of displacement. Take a parabolic function. This could be a displacement. If you derive it once, you get a slanted line. That's your velocity. Derive it again and you get a flat line. This is the acceleration. Physics has the idea of throwing a ball. It follows a parabola. Its this principle. Small caviots in the relationship of origin points but that is the general idea
  • @Jose-Sousa
    Sorry for the block of text below, just trying to help... Just some pointers: m/s² is the SI unit for acceleration, it can be decomposed into (m/s) / s, or in other words, (change of) speed in m/s over time in seconds. In blunt terms, if your car is traveling at 10m/s with a 1 m/s² acceleration it will be traveling at 11m/s in the next second. Since the acceleration is not constant for all the speeds, the game might be doing an average. Some issues with the OZTRON - 9 speed Trans shown at 2:30: It doesn't matter (at least for the game) to exchange torque/speed in the middle of the transmission (there is no free lunch, if you gain torque you lose speed and vice-versa), the ratios of each gear set are multiplied to obtain the final ratio of the gears used, if you put the big gear and then the small one and then the small one followed by the big gear, you are effectively just doing a 1:1 ratio, where one revolution of the input is one revolution of the output. For this reason if you have either neutral (1:1 ratio) or cancelling ratios between the gearboxes you are just wasting space and weight. Although, like you said, you can indeed change the gearboxes connecting gears to change the final drive of the transmission. The change you've done at around 8:49 made the transmission exactly the same as it were at 2:30! The chart scales the axis automatically so pay close attention to them when comparing stuff - at 36:11 the wheel torque the 4th gear changes into 663Nm and that is not enough to accelerate past 150mph with that car. The changes shown at 38:47 mean that the car will barely move as the provided torque to the wheel is really low, it isn't more 'smooth', if you normalize the chart without comparing with the previous they are exactly the same, just stretched and shrink according to the torque/speed of the drive ratio... In your specific gearbox, I did the math (the game considers the small gear to be 8 teeth, the medium 10 teeth and the large 16 teeth, even though that doesn't match the graphics) and out of the 27 possible gear combinations (3x3x3) you only have 10 unique ratios: 1, 1.25, 1.5625, 1.953, 2.3, 2.875, 3.594, 5.29, 6.661 and 12.167. The last one with 12.167 is probably too much for most if not all of the possible input power for the transmission, the required torque is too much. Usually, for something usable, if you divide the biggest ratio by the smallest you want something around 2.5~3 depending of the engine torque profile and number of gears, if going for top speed something around 5 is probably the maximum (assuming you start from a reasonable minimum ratio). You want the torque of the final gear to be just enough to propel the car forward - in electrics is easier since the torque is almost constant, in gas engines you have to account for the torque curve... I have designed 2 very similar transmissions, one with 6 and one with 8 gears, I don't recall the specifics, but they have 2 stages of gearboxes, one is a very simple one with just the medium gear and the small gear swapping ratios (the 8 geared one has an extra 1:1) and the other gearbox is very similar to the ones you shown but I think I put a 1:1 before the planetary gear and 2 gears swaps after the planetary to smooth out the jump of the planetary ratio. I designed these transmissions around the biggest gas engine of the game (50:46). I don't like to mismatch the engines in the game, it messes up the gear changes (as you also experienced at 20:29 - but might have been due to a loose engine - I never got hundreds of gears) as the torque curve gets 'steps' as the electrics run out of power making the driving inconsistent, adds complexity and you are chugging along with that dead weight when driving at high speed, if the initial gas torque is insufficient, make a first gear with a lower ratio, make the gear ratios closer and/or lower the overall final ratio of the transmission. My cars are about half the size of yours and the engines are near the car 'floor', having so much weight so high up will not help with the stability and drive-ability of the car. Also, there are aerodynamics modeled in the game, a larger car will have worse aero... 49:27 "How do we get to the to of that rock?" - I made an helicopter :D Hope it helps .... have fun!
  • @Hlebuw3k
    I noticed that wind resistance and weight play a big role, whenever I try to build a big car with a lot of power, it ends up really slow, but a small one with just 2 electric engines and a good gearbox can go way faster
  • @1nicube
    4:48 at the beginning... you dont need to go from small to big and big to small. It does nothing. Just use the medium gear. If the car have problem to shift, go in manual mode and shift yourself.
  • m/s^2 is meters per second squared which is the unit for acceleration. Squared because acceleration is exponential in comparison to speed. Speed is meters per second
  • @thesunnynationg
    The center of mass is really important. try putting the gearbox way back and line up all the engines in front. Kudos for that gearbox though, great built.
  • The easy way to line up the electric motor would be to have them face each other with an axel of length 5, 1 inside each pair of engine, 1 spacer on each side and 1 gear in the middle to connect them all... Also normally you make the transmission after having decided the engine / motor you want to use, it make it easier to adjust the power curve for the purpose of the car... If you want a big top speed do a 1 speed transmission with like 10 planetary gears in line going to the back axel, for a strait line you will go fast just not accelerate The loading speed is impacted by the amount of transmission change you have, the game struggles to determine the correct order when you go above 6 making the loading time longer
  • When adding in your static aero it's important to balance it with the air resistance stat as the aero components can affect the air resistance depending on BOTH where and HOW they're placed, sometimes you can flip a wing upside down for better wind resistance, filling in large gaps in the "frame" also helps
  • @martinak4532
    I would recommend using the short 2 unit long wooden connector in order to connect all of your engines together as the game always calculated the axles as a hinge point which could also cause some issues with power delivery or the weird torque graphs you had In my experience, even just a 200hp car can flex and handle terribly because of this effect the axles have when used on transmission/engine mounting Use the 2-by wooden connector and connect the engines between each other and it should be fine All the parts connected by an actual connector the game will calculate as a single object decreasing lag and similar issues (as I have mentioned) Besides that, great stuff!
  • @spacewalk3046
    20:10 The reason it creates so many gears is because if you use multiple engine types and a transmission with switching gears, the game has problems calculating gears. So it can create a lot of phantom gears. In future updates this will probably get fixed.
  • @DanyF02
    7:50 You can click undo at the bottom right to stop wasting funds like that! lol 8:57 Of course it's the exact same, you basically went form +1-1 to -1+1. 11:12 At a glance, you currently have the 3 sections on 3 different height level. You could have the 1st and 3rd sections on the same level to make it more compact. 16:12 My 1st thought to help with acceleration would've been to incorporate a planet gear in your driveshaft just to lower your ridiculous top speed. 18:55 Sometimes the game seems get stuck while analyzing cars, just swap back and forth to another car to make it refresh. Usually fixes it. 37:04 Again I'd be curious to see what a backward planet gear on the drive shaft would do with this setup.
  • @struanroberts
    I believe it loads faster when you have already loaded the graphs in the build part. Also I was able to complete the long jumps much easier by using upside down aero which acted as wings. This was also useful for getting stubborn chests that are in hard to reach places. Great gearbox, I attempted a 6 speed today and it ended up being slower than my current 3 speed so think I need to try again with a different approach.
  • @VioletSaathoff
    Aero is pretty important for top speed, it's def possible to break the sound barrier though. Highest speed I've hit so far is over 800 mph (1300+ kph)
  • @21.57 it looks like a tractor 😅 love the content mate you should definitely make another coppy of this vehicle and make it look like a john deer tractor 😂
  • @Gabriel_O.
    Oh yeah also, a tip for getting insane funds super quick: Go to any 'A to B' race and right after 'Go' press your reset key. There's a glitch where it resets you to the finish and you can get like a 0.050 second time so it works if you just keep clicking retry to get funds extra quick. Use before patched.
  • @JoMaABC
    15:47 The torque curve graph happily swaps between km/h and mph on the same axis...
  • @thesunnynationg
    28:41 upside down Wings/aero pieces provide lift 💡 uhh... maybe you could try building a plane of sorts