I can boost it even more! I'm using only 100 kg/m2 of density. And I know the other engine you did, but i couldn't recall it's name or the actual scene where it was. Thanks!
There's not so much rocket science in Algodoo
You can add frequency in the menu to make the explosion stronger, and pray for your computer to handle it
You need to work on the gearbox. Maybe the engine is good, but it doesn't deliver much torque. Also the front brake makes you roll when you're going fast
But good scene! I won't rate until you do that, so I can give you a 10.
Very good scene! The ants look realistic and the code looks very tidy. Why there are 10 unused local variables though? (they look unused to me, but I didn't fully understand the code anyways)
I'm getting 30% sim time, so the scene would be going at 3x normal speed (I noticed the 10x). Couldn't you make the ant faster? 10x is laggy for everyone, and only benefits those with expensive computers
P.S "jaja" is the spanish equivalent for english "literary laugh" (haha)
vaidas, make it simple. Use text = {"" + math.toInt(vel(0) * 3.6)} in a box and it will tell the velocity in km/h.
And for the tachometer you should use vaidas's tutorial
P.S use a harder suspension, or at least make the way longer so that the car doesn't bump with the suspension limit when you accelerate
That engine is quite powerful! Good job on that. but why 4 gears for each cylinder's ignition? you could have used only one and then staggered the others with bendTarget
I'm getting 100% sim time anyways, so don't worry if you don't want to
Also I'm doing a 4 stroke 5 cylinder engine but out of springs. you probably have figured out for what
Hey, the idea was to use only 2 cylinders if you recall that I said that in the mercedes.
And yeah, don't even ask Do whatever you want with my engines, I've got no problem
This is the inverse of what I wanted to do with my tank. I wanted to make an engine that struggled to move the tank up a hill, and a tank that had a lot more traction with less wobbling from the track (if you connect the engine to the plates that should be moving the track in real life, and accelerate, you'll see that the track will skip some teeth until it finally engages). That's why the traction is up
P.S your gearbox is the weirdest thing I've seen by far xD - it shifts up but then shifts down because the engine loses too much angVel, and then up again, and it does that like 15 times until it shifts xD
Try adding more radiuses (or use mine!)
eanayayo, you're not seeing the point. Normal algodoo tracks are heavy, have brakes that make them even harder to move, and (worst of all) they expand at high speed. This one may be a little bit heavy, but it hasn't got too much brake, and it doesn't expand at all at normal-high speed.
It is slow because I wanted to show the low power needed to move the whole 1600 kg chassis.
Your "the fastest tank" weighed like 15000 Kg and your tracks were fluttering around. I believe that these tracks will do the same at so high a speed, but they weigh a lot less!
This scene is awesome. You're the master of chains, by the way
And just because of that I need your help on something. If you ever feel like coming to talk with us (lololoer, homieeee, and sometimes ngphil and Lucas) then go to www.multiplayerpiano.com/algodoo (I need help on some tracks )
Also, it's been a long while since you were here last. welcome back!
I don't see why you say that this wouldn't be possible to make irl. You can make it just like an i4 (2 pistons at bore and 2 at stroke). But whatever
Your calc is completely messed up for sure. You should take s_noonan "Torque vs rad/s" (i think) scene, which is in his 2nd or 3rd page, put this at 100 Hz and try until it gives you the highest measure- but this thing hasn't got more than 15 hp at 100 Hz for sure. I can bet
You can make the same thing with an axle, and it will work faster (less ticks to transfer). Also you can use postStep if you want it faster, at the cost of it only working when the simulation is on