It blows up at 100. And the way I see it, increasing sim.frequency is fine if your computer can handle it. Most can handle 200 so I think it's fine. But most of my other scenes run at 100-140.
I was also looking at guns which typically run at really high frequencies, but I know nothing bout gun-tech so I may be wrong....
And did you post the scene for your rotary? I wanna see it!!
I'm working on a motorbike powered by a smaller version. Since 3 inches of snow was enough to shut down the school buses for a week it probably won't take very long to get it on Algobox
I have also found the configuration I like the most is 4 or 5 chambers and at least 2 rotors. I learned that because I once built one with 3 chambers, and the rotor was 2-sided; it sucked. However if you have more you would theoretically get smoother power, but in reality it becomes unstable because of insufficient stroke. You get high rpm but it will blow up almost immediately
I'll do a spedometer that switches between kph and mph. (And Mach, cause I felt like being silly.) It'll probably get added next update but I have tons of sh#t to do so that may take a little while.
It explodes if it runs backwards, you need to use the starter. It's kinda like your "ye olde" LCE, which will run really fast backwards... for about 1 second
Now I see. But I don't use high sim.frequency to cheat and get more power. I use it for smoother running. I can build an engine which will produce the same power at 100 or 200+ hz but I like 200 because it tends to run smoother.
This is technically a 4-row "gerotor". In a wankel the rotor is usually triangular (Unless your name happens to be Jimmyfisherman). In this the rotor is circular but does not collide with the housing (sorry newton). It just has 4 points (made using circles) which collide with the housing, and all the things they're attached to do is give the spawned geoms something to hit. So, if this were made in real life, the rotor would be shaped like a gear.
If you found that difficult to understand, I'm probably going to make a scene explaining how it works. But my Algodoo is currently broken at the moment so that may take a while.
I made one which takes torque and rpm into account, does some math and just displays it as a number. It's basically just a very noobish version of s_noonan's torque vs. rad/s machine.
But how did you calculate a torque curve? I gotta figure out how to do that.
I am very sorry. It glitches mine up too and I had to delete my config as well to fix it. In fact, it actually messed my game up so bad it would crash upon startup. I'm going to stop messing with my sph for now.