Alex123booom- if you see this window then you un the right track. Do you see download button on the right side, below scene description? Good, now look right and you will see blue bar? That is scale from 1 to 10. Full bar is 10 and 1 bar is 1. If you want to wote just press on one of the bars, deside how much scene worth and just press it. You can only wote ones per scene and you cant change your wote. Good luck!
eanayayo - thanks for critical view.
Body - yeah its not perfect it misses lots of details.
Engine - you completely right about it.
Gearbox - 1st gear does not slips in gearbox, its a wheel spin. Think logically this engine produces 820 HP @ 720RPM, there got to be some wheel spin.
If you don't believe me just add more friction to the wheels (its the invisible circle behind the wheels that collides to ground not black tire)
Automatic mode - yeah you right about that one too, im using linkages automatic transition that shifts up on high rpm and shifts down on low but it does not work as it should.
Clutch - Good idea i'll try this out!
Brakes - ABS great idea but don't know how they work, just now.
Dashboard - thanks! But it is not perfect as well.
I might make scene reboot. New model and everything you said. Its starts to be interesting because i finally have a challenge.
You clearly missed some "basic engine working principles" when looking at how engines work. Imagine that you build the engine that would fire and open the exhaust valve almost a moment explosion happens. What that means? Your engine does not have any torque power, only momentum that just enough to keep it going.
Some of you ignition on cylinders missfire, that's a massive power loss.
Other than that, not bad. You starting to learn quicker that the others well done.
Pnvv - were you speeding and doing what instructor said? If you would you probably would be able to read all boxes because there are BOXES that wheel touches and then box shows up... If you missed box that turns off all text boxes then yeah, it could turn on 2 at the same time. I'll move boxes more so you would not miss them.
And I might could update the clutch mouse reader... that might help...
Hmmm "Do not copy ANY part from this scene without asking.", well in that case you don't even asked of mentioned my track... I don't mind you know use it, but credit always does the job done.
Without that nice car, good performance etc... You should make that if car revs are to low like 5 rad/s that engine would stall. Also try to make dashboards man, it's not as hard as it looks.
I'll give you 9 this time (because of stall think). Anyway well done, also spot an interior as well
I really like it, but you need to make it less sensitive because it's barely controllable.
And it would really need some steering assistance, because real helicopters have it.
Not bad at all... But there is what do do to improve engine up to 1600Nm just by moving two parts of the engine.
Move killer box lover, about one cube line (you can see it when you turn on your grid)higher then pistons down death point.
Move spawning parts (timing ball and the box) that they would spawn balls just where piston reaches a top. That way you get more collision and more power.
Transition is good, but you might would want to use all 7 Gears, and make them shorter. Because trucks use short gears. And you should make vehicle in his real weight. That kind of truck would weight about 5 - 6 tons. So 1600Nm engine is not going to move it. I'll be making new engine tutorial on new tricks how to get over 900HP out of inline 5 spawn engine. Like my truck that I have made 15 000 Torque @ 45rad/s, 917HP. So that would be useful for you. You at least need 300HP engine.
But that was well done.
"I just run engine on full gas and brake it until it go as slow as possible without stopping (=1400Nm)"
What you need to do is brake your engine as you did here but brake it until engine runs in between 40-50 rad/s. When you do that write down two thinks,
1. How many rad/s that was when brake was on. (For example lets take 45 rad/s)
2. Nm that was on that engine at that rad/s. (1300 for example)
Now when you have these two count like this (these numbers are from example numbers i made)
(RAD/S * NM) / 736 = HP
So,
(45 * 1300) / 736 = 58,500 / 736 = 79.4 Horse Powers.
Also if you want that that gear would not start shaking at high revolutions just open axle script menu and change legacyMode from 1 to 0.
Engines flywheel have to low velocity for building torque, also ignited ball must only be killed when just before piston reaches its lowest dead point. Analyze my engines and you'll get it what I'm saying.
Overall Great job,
very liked details.
10.
Don't be happy to soon you need some work to be done, I'm just kind this time
Spawn engines and other scenes that requires high collision physics to be able to work run them at least 100Hz. 110 Is normal in my scenes and 120 if you need extra collision like for higher Revolutions per second.