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cool!
@the specimen

lol
very cool
@The Linkage
I designed the shifting script to emulate real ones. This means that if you don't use full throttle, it will shift earlier to reduce rpm overall. Make sure you're using 100% throttle. If you're using a joystick make sure that you push it only straight forward, any x axis adds the side force, which isn't detected by the sensor.

@Kilinich
Here's my equation...
scene.my.torque = (10000 + (scene.my.rpm - ((scene.my.rpm - 300) / 350) ^ 3)) / 79
(calculates roughly in ft-lb)

Here's a link to a graph of the equation
http://www.onlinefunctiongrapher.com/?f=(10000%2B(x-((x-300)%2F350)%5E3))%2F79&xMin=-809.2285639125354&xMax=10351.356347246248&yMin=-5612.538163458742&yMax=5548.046747700039

I removed the horsepower variable, since I couldn't find a use for it. (although it's probably still there in console)

About your second comment:
Since the rpm meters detect absolute value of rpm, this makes reverse difficult. Most car simulation engines use negative rpm if the car is moving backwards. I simply invert the direction of force if the transmission is in reverse.
So what happens when the car is rolling backwards? The script assumes the car is moving forwards (or backwards if in reverse,) so engine-wheel synchronization matches for absolute value of the speed of the wheels, even though forces work correctly (most times.) It's all a bit buggy <_<

I thought about restricting shifting between R and 1 at speeds of less than 5 mph, but I figured it's how most people would shift anyways, so I left the option in. (also because I'm lazy:P)
@Kilinich

Very true. I think if I measure x movement of the car, and if the reading is negative then I'd negate rpm, but I'm not sure how to do it otherwise, unless I make an rpm reader of my own :x
Good design, but this shape is an I4. V means that the pistons make a V shape, and I stands for inline (like this engine.)
@Xray

I've updated the scene file with better instructions.
@MuntyBurnz

The fuel system is very basic. When the car "runs out of fuel," I think the ignition shuts itself off and the car will not start. This simulates no fuel accurately because the starter will still crank but the engine doesn't sustain itself by burning gas. If you want to unofficially "spawn" more fuel, all you need to do is type in console: "scene.my.fuel=15.0" and enter it. This should fill the tank to 15 gallons again, or you can enter a lower value to reduce the amount of fuel in the car. I do hope you like my little orange fuel warning light. I was afraid nobody would get to see it :lol:

The reason I limited the top speed of the car to 80 is the instability of Algodoo's hinges. This is also a major reason I turned up "sim.frequency". The higher it is, the faster hinged polygons can spin without breaking from centrifugal forces. Without the speed limiter, the car's wheels will fly around and glitch the program at around 82 mph. I don't recommend taking out the speed limiting code (if you can understand what the lines do.. :P ) This is also the reason that the max rpm you can achieve in the different gears (outside of the car's drag limitation) is lower than 6000. The point of having those gears is really just for overdrive purposes- where an engine runs at lower rpm to save fuel while you're cruising along. But this is an intended effect...
This is just caused by centrifugal force- where there's more than the hinges can handle. I have to limit the speeds of my cars all the time to make sure the wheels to don't do this.
@MuntyBurnz

scene.my.fuel = 15
@Gulhany

Love you too buddy
@s_noonan Thank you, your scenes are incredible!
@The Linkage

Yes, as soon as I saw the planets flying away it became a sad day. The Niva was kick a$$! I had a Nissan Xterra a long time ago that was similar with locking diffs and all kinds of neat stuff. That save file is deleted for some reason though.

I do have a tractor project with a "puppet" animated four-stroke I4. It is currently having cam misalignment issues above 2400 rpm at 300 sim Hz, but I will fine a good setting sooner or later. The tractor will hopefully have some kind of low speed automatic planetary transmission. I was thinking heavy pulling could be fun like irl tractor pulls.
How is the mechanism triggered? I don't see much code at all.
@s_noonan

Thanks! I can't believe it works as well as it does at only 100 Hz. These days I'm pushing 300 standard.
Yes, springs are so much more stable. The onCollide scripts are from the "imported" rotation sensors, I think Killinich made them before angvel was easily readable. Thanks about the code, and yes, there's a very fractalline pattern to the torque curves of collide engines because the collider only harnesses power on the tick.
Fun little car! Built bulletproof :)
@TheLinkage

I remember seeing your phunlet one a while back, just tried it now. It is scary and exploded when I tried it with an axle :bonk:

I actually developed this thing for my own engine designing as a proof of concept. I have a few radical engine projects that will be out sometime soon.

@s_noonan
Thanks! I hate it when code is completely unreadable. Of course I have no formal training on the matter :lol:
Cool
I didn't realize anyone was using old versions of Algodoo.

And there is nothing fake in my scenes. I have a 600 Hz version too that doubles the power and runs a 3.6 second quarter mile:)
I have been studying engines my whole life.
cool
TEA SMASH ORANGE SMASH TABLE SMASH
Cool demo
Wow I got all 20 [while not exactly sober on 100% legal things] and listening to music on my second try
Best flying whale simulator I've played in a while
awesome.
I had a red one with a turbo. Terrible car. Still miss it
As tested by Top Gear GT, the realism is extremely accurate. Will not survive 500 foot drop.
@Faytree

THANK YOU!!! I really wish there was a better info source for scripting. Seems ok so far without Hz boost. I will do some further testing.

@The Linkage

Thanks! I worked very hard on the whole thing for months. It is a lot more stable by focing direct solve for crankshaft and trans gear spring bearings, as well as +inf damping.

I've updated the scene with your improvements:lol:
@Xray

Sure. The throttle is no longer set to 0. But! it will load the engine if throttle is not at 0 because it will rev from idle to 1500+ rpm in like 5 frames.

Also, cylinder wall springs are forceDirectSolve now.

Edit: You can also press the down arrow key @ 0% throttle to return to idle.
Last edited at 2022/01/30 22:17:49 by Ky13harbor9
Xray, I actually just learned about the function from The Linkage the other day. He (or she :) ) suggested it would improve my "spring bearing" stability (holding a circular gear in place with springs instead of hinges) under high loads. It did! It also improved the piston lateral wandering in this high stress design.

From my current understanding, the springs will be solved instantaneously and at a single point in the physics code instead of iteratively through the simulation process/algorithm. I have no idea how it actually works though, just my first uneducated guess.
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