Its in a delicate balance right now. If it revs any faster than this it falls apart. And if it revs any slower it will stop. Which is why I need someone to make a governor to increase the power with a load, but to slow it down when it is idling.
Grab the gears with the drag tool and try moving them. I got the polygon gear to skip 5 teeth. The circle gear, nothing. The collisions on circles are better because circles can be determined based on the radius. I made a circle collision code in Java. It ended up being only like 10 lines. But I made one for complex polygons with 4 vertices and that was like 50 lines. So just use circles.
Thank you. I hate when people rage at my better scenes saying "this is not pneumatics! its mehanical" when they know that Algodoo does not even have air pressure physics! And this is just a trick I found in another physics simulator.
@lethalsquirrel I will post a scene on how to make them without this machine. Also this machine makes the sides odd. The curves are not perfectly symmetrical although this would actually improve the sealing in a Wankel due to the asymmetrical motion of well-tuned rotors.
Its all due to the way the crank moves that lifts the laser cutter. If you removed the laser bar thing and replaced it with a piston, and then showed the plot for its positions, the motion is not a true sine wave. Instead the wave would have smaller crests. The piston stays at the bottom of the cylinder longer than it does at the top, but only very slightly. Which is why the lever makes the rotors odd.
Views refer to how many people read the description. Downloads show how many people actually played your scene. You can have a view without a download, which means someone read this page but decided not to download it, or someone can just download it without reding this page. Think of the goodness of your scene by downloads, not views.
The thing in the middle is the axle that holds the crankshaft to the housing. The housing itself deleted whatever touches it. So if you remove that axle the rotor gets deleted.
Circle gears are better off having 6 teeth... they can be used to do so many things. In a wankel engine, mesh a 6 with a 8 and you have a reliable eccetric gearing set. 8 tooth circle gears are still reliable. And you could attach a 6 gear to a 12 gear to make the camshaft for a 4 stroke engine, also still very reliable.
Regarding the collision codes for circles and polygons,
To determine the collision box for a circle, all the code needs to do is check if a part of an object is within a radius distance of the center, and then move it back a bit.
To determine the collision of a polygon, the code must be able to find the lines in between the vertices, get the points that fall on the line, determine which side of the line faces inwards into the polygon, and then calculate the angle to push the object back outwards. Alot more code for polygons.
It only works on Box shapes because they have a variable called "size", which is a matrix, such as [1, 2]. The wheel has code in it that subtracts from one of these values and therefore only works on boxes. Polygons cannot be resized because they are saved as a set of points. The wheel doesnt actually remove material, it just resizes the block. I tried it with a texture and it doesnt look right.
It has a sort of "drag" where the advance won't start until the input and output have the same speed. It could be useful for a starter function, just to make the start easier due to the low RPM and the need for late timing.