I have to say, it's not bad for a 27 kg engine. But, like almost all negative-damping engines, it loses almost all power if you rev it lower than about 1000 rpm.
-If you drive backwards the meters go away. This doesn't happen in real life, as anyone who's seen Ferris Bueller's Day Off knows
-Tire smoke is a nice touch, but it's a little bit unrealistic. If you make it more blurry I think it would look better, and you should also add the ability to disable it, because it generated a lot of lag on my crappy laptop.
god da... why does this happen all the time? Scenes will work perfectly on my comp but they won't work on others... this is really pissing me off. I'll try to fix it, but if I can't, I might as well delete this and declare it a failed project
I can agree to the fact that it's idling at a very high speed relative to it's full throttle speed. But, I've actually built some rotary spawn engines that idle only like 100rpm slower as fast as they go at full rpm.
I generally like my engines to run really fast, and if I can't do that then I like huge torque instead. most of my engines (my more recent ones) can top out at 120-130 rad/s which is like 1200 rpm in algodoo, but more like 12000 rpm in a real car. But idle speed dont matter much. The real reason you can't have a spawn/collide engine go much faster than the speed I described is because the mechanism itself can withstand higher speed (I generally test my engines unpowered at 1500 rpm, or higher if I need extra presicion), but the force the collision/spawned geom applies onto the piston can cause instability at higher speed. There are some exceptions though... (like this, but you couldn't really call it a "piston" engine )
BTW, your engines aren't actually too bad. Not much power, but most of them are smooth and have hardly any vibration. That's something I've tried to accomplish ever since Phun
Hey. My rotaries have their own unique disadvantages. Such as horrible vibration and the tendency to throw the vehicle they're installed in around everywhere. They also tend to be heavy as well. But they can be small and have good power (because you can stack 8 rotors on top of each other and leave two collidesets for the housing and ignition!)
I agree, rotary collide engines are quite op. But they're quite unrealistic too. In my rotary spawn engines the rotor gets pushed down by a ball, then comes back up, then gets pushed down again, sorta like a piston engine without a piston (oops, I just compared it to piston engine. Perish the thought ). But in a rotary collide engine you just have a ball that gets pushed around without having to have a "compression" stroke.
Did you see any of my boredom-induced scenes? (I build impractical engines when I'm bored too )
Also did a power test (I do it to every engine that gets uploaded here. It's kind of an obsession of mine ) Made 2000NM @ ~1300 rpm, around 360 hp. Really great for a spring engine! But I've found it tends to lose most torque if you rev lower than ~750 rpm. That's why i don't like negative damping-based spring engines, and favor ones that change strength/target length instead. They tend to have better torque!
Oh well. I don't really care bout the scene's actual rating, just what people think of it. (But i still REALLY hate people who say "Nice scene dude 10/10!!!!" but don't rate xD)
But when I don't have time (or my internet is down, or I'm too lazy) I do this - measure torque then pause scene when you get the highest reading, then take the angvel of your engine's flywheel and multiply it times 9.5 (the actual number for the rad/s - rpm conversion is much longer and uglier but 9.5 will give you a fairly accurate estimate. If you want to have a 100% accurate conversion, use this). If you don't want to convert NM to ft-lbs (which you can do here) then take your speed (In RPM) times your torque. If your torque is in NM then divide the resulting number by 7124, if it's in ft-lbs then you can use the calculator at the top, or just divide by 5252. I know that sounds a bit complicated, but I hope that helped anyway
You're not supposed to scale it, because it's a spawn engine, and it'll get messed up! just make the car smaller if the engine seems too small. (here's a similar car. It fits nicely into it, because it's the correct weight/size.)