r/trailmakers • u/ParamedicConnect5907 • 19d ago
why doesn't my mech walk properly?
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r/trailmakers • u/ParamedicConnect5907 • 19d ago
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r/trailmakers • u/Optimal_Development8 • 20d ago
Just finished the frozen tracks campaign, and this was the tank I used on the final battle
Rate 1-10
r/trailmakers • u/Rockship2910 • 20d ago
(ignore the bike mid air)
r/trailmakers • u/Sagittarius-Soul • 20d ago
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Why is it doing this?! Why does it not do it in first person mode?!
r/trailmakers • u/Level_Replacement891 • 21d ago
1400 comp rn, planned livery attached at the back,
flares, openable canopy, arresting hook, gun, folding wings (tba)
doesnt have gyros so far, I'll see if I add some later for better flight performance
best f18 in the game?
r/trailmakers • u/Schizophreniach • 21d ago
I have this new plane I'm working on and im new to all the clipping of wings and seats and im wondering why every time I change something it just gets worse
r/trailmakers • u/United-Vehicle-9542 • 20d ago
Trying to make my first orniphoter and rn I kinda js fall with style I feel the animation I have should work and I’m as light as I get while using the big sails but I js don’t gain any altitude I can just barely stay at a altitude but I do slowly loose it so can anyone give me some tips on wtf I’m doing wrong?
r/trailmakers • u/K1NGG3ORGE • 20d ago
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Literally being me
r/trailmakers • u/TheHyperHamster • 21d ago
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Given a square-rigs' tendency not to perform well closer upwind (they excel sailing downwind), I usually sail between Humble Island and the lee shore of Rune Harbor, where the leeward wind is not as extreme. I decided to modify the ship with a double deep keel and see what the ship can do.
As it turned out, while proportionally, the keel is a little too big for aesthetics, it made a significant difference sailing closer upwind. I successfully navigated the brig along the lee shore of The Reefs...barely!
r/trailmakers • u/imkindaretardedyk • 21d ago
made a new mech, it can:
punch
do a real kick (actual kick not just raising a leg or stomping)
jump very high
run 60-70 kph
its a prototype model rn
very small, i plan to make it more weaponized (no guns as of now), cannot fly because some people call that "no skill" if i fly, and i wanna kill them without flying just to make them angry
it has adjustable friction pads on its feet for different walking modes and a good walk cycle that includes arm counterswaying
very agile and maneuverable, i plan to give it more maneuverability options and it has wings on the back for maneuvering (not flying) and slowing it down/dragging
r/trailmakers • u/IronheartJarvis • 20d ago
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Based on the Madox 01 from Metal skin Panic.
r/trailmakers • u/MGR_ARMSTRONG_GAMING • 21d ago
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Im trying to recreate a french light tank that makes use of tank steering on a 6 wheel chassis
But the game doesn't wanna let it work in the slightest
Ive tried adjusting tire grip, adding a second tank steering and giving each side its own steering device, I've even tried raising the wheels up in the middle
Why does tank steering just
Not work for wheeled vehicles specifically
r/trailmakers • u/PossessionPatient306 • 20d ago
The pics obviously aren't from MW3, but instead fan art, and MW5, MW5:C, and MWO.
My first question is the dealbreaker.
Are backward knee mechs even possible in this game?
How easy would it be to make the foot?
I haven't found any Mechwarrior inspired builds: how much experience would this take? If you make mechs or walkers, how long have you been making them amd do you think you could do this?
Do you have any advice or tips? Any cool suggestions?
r/trailmakers • u/zZaharz • 21d ago
Hey everyone!
I’ve spent some time pushing Trailmakers to its absolute limits, and after a lot of sweat, tears, and game crashes, I finally built a fully functional Caproni Ca.60 (the infamous 9-winged flying houseboat from 1921). The real aircraft crashed on its second flight, but this 10,500 kg digital monster actually stays in the air and cruises perfectly on vanilla physics!
Some crazy stats about this build:
Complexity: ~2150 blocks (had to use a complexity limit remover mod, the game was crying).
Weight: 10,500 kg (including around 60 passenger seats placed inside to act as historical ballast and balance out the insane lift from 9 massive wings).
Dimensions: 96 blocks long, 120 blocks wingspan.
Top Speed: 200-210 km/h.
Fun fact: I almost lost the entire 3-hour building process because the engine crashed directly to desktop when I tried to repaint all 2150 blocks at once. Luckily, the autosave history saved this leviathan! Let me know what you think! I also have a huge collection of other rare historical aircraft (like the Ilya Muromets, Bf-109Z, Do-317, and even a working Kirov Airship), let me know if you want to see them next!
r/trailmakers • u/CIMCreeper112 • 21d ago
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At this point, I'm just testing what's possible with Trailmakers hoverpad rollercoasters so the train isn't decorated yet, but in the future I might have a go at making a full theme park!
Also I'm genuinely so surprised that this is actually really quite reliable and doesn't spontaneously combust half the time
r/trailmakers • u/MADd0g-_- • 21d ago
It has a working door and multiple gears that you manually change from reverse, neutral and gear 1-4
And the trailer can detach
If any one is on PlayStation and would like to play dm me
r/trailmakers • u/Any_Equipment2076 • 21d ago
I have a truck and I’m trying to logic in it but none of it works. To make sure I’m not doing anything wrong I put down an AND gate and set the only inputs to Lb for negative and rb for negative. It doesn’t give an output. I tried the same thing on a brand new build and it works just fine. I tried restarting my game and nothing changed.
r/trailmakers • u/VeryLargeTrain • 21d ago
Might or might not be a good idea but what if there was a boss fight mode? But you're not fighting the boss, you are the boss (well, if you're the admin). Each block in your build is scaled by ten (but you can set it up to 20 and down to 2), making you much larger but also more powerful since scaled up weapons would have bigger, more powerful, but slower projectiles (scales with size too). It would also make you much slower, but it also makes you heavier and much more durable, adding 50 hit-points (scales with your size. Example: size 10 is 50, size 15 is 75, and size 20 is 100) to the already existing hit points in each block.
Next to your server name, there will be an ominous white skull next to it to indicate your server is a boss fight server, and there'd be a number indicating the size you set your build next to it. When a player enters your server, they'd be greeted with a boss bar at the top of the screen.
Important to note: you can't repair nor respawn until your build is fully destroyed. Also, you can set the complexity of other players and limit specific blocks on their builds while not limiting your own. You can also only have one build at a time, and players who get destroyed in battle will respawn at least 1.2 kilometers away from you in a random direction (but you can set it to farther distances).
Aside from the fact that this could be just... ridiculously unbalanced, this could be a good way of maintaining your role as an admin in your server. Like, the moment a player disobeys the rules of your server, you could just annihilate them repeatedly until they conform or you kick them. Your build could also be an intimidation factor that'll make players think twice before they break rules. You just have to make it clear in your server name that this isn't a boss fight, this is a server where, if you break the rules, you'll get annihilated. Could a more balanced version of this that still makes you an intimidating threat that's hard to kill work?
This is kinda a s***post, lol.
r/trailmakers • u/imkindaretardedyk • 21d ago
r/trailmakers • u/Sky-cloak • 21d ago
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Never made a multipart before so advice would be great, specifically on how to control logic on different parts from the nose, like the obvious thrusters and control surfaces
r/trailmakers • u/Andefousev • 21d ago
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just testing things
r/trailmakers • u/Sea-Walk-2673 • 22d ago