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Oh my god so much work

u.u
feisp0lm

I also thought about that. The design i found actually had springs on the tilting slider thingy but I wasn't sure if i should've added them. this way it looks just like a softwheel
If you want you can select the springs of each leg (48 in total) and delete them, it makes a weird effect
You won't get to 9.1 with this scene (actually, no one will get there unless marble racers also like the scene). Since the (serious) community is 1/100th of what it was before, it's very hard to get to 8 for anyone. Try to find the most recent scene on the rank page. you'll see that most are from 2010 or 2009, and some are from 2012-13.
also that car is awful! you should've modeled it with polygons and stuff
The track is short and ends weirdly (you just crash on a damn house)
The scenery should have parallax effect (a.k.a it should move slower than the car) For this use an image editor like paint.net (link here) and make a long strip of palms with different heights, some of them mirrored, and some smaller, then make the background transparent, and make them move slower with some Thyme (i can help you on that but you should upload the scene with the proper background first)

I'm not sure if you'll get to 8 even with all that done. :lol:
You can invert the engine's rotation if you spin the timing ring thingy (the one that's being hit by the laser, and that is totally not stolen from me btw, Ted <_< )
or if you change the scripts from one another. You could have used cgears for the final gear anyways, but it looks like a good concept!
Nice concept. at least it looks more reasonable than pedrail wheels
That "hopefully 9.1 ratings" made me go off, y'kno
I'd probably not have even commented if you didn't brag about your scene so much
This thing has 3104 hp but keep in mind that it's 29 meters long :/

The strategy to avoid having a stuck engine is NEVER using glue together. Use fixjoints, and then if your engine is glued to the background you can just select all the fixjoints, then move them to front (shift+rotate mouse wheel down) and find the one with the color of the background (you can make the background green if you can't find it,and you'll see it better)
To make a quick dyno in one point you can make this calc:
bHP = Torque[Nm]*RPM / 7121
One RPM is approx. 9.54 rad/s. also remember that algoengines spin at 1/10th the speed of real engines.
Try using 120 Hz too!

bHP is somewhat close to hp. I've got the conversion numbers somewhere on my school stuff but i'm not gonna see that now
Last edited at 2016/04/16 20:04:42 by The Linkage
The problem with making insanely big things is that everything will be in slomo when you make it run. so you should actually care about those things. Try anyways

and, no, it doesn't resemble much of a real engine like that. But most algoengines are built to run only. My engines are only functional
It may seem like that, but no. It's a mechanism that makes the wheel flatten so that it has more traction, and it was used on heavy vehicles as tanks so the wheel couldn't get flat (just like a track: tires can break but tracks are just metal pieces, easily replaceable if something goes wrong)

These things aren't made from rubber in real life, they consist of legs. search in Google Images "pedrail" and you'll see. My approach here has like triple of what a normal pedrail has
Last edited at 2016/04/17 15:51:01 by The Linkage
Good work on the scene. This is more of a pneumatic system because, well, algowater compresses...
But that's not a complaint or anything. I might try to make a hydro circuit on a forklift i'm doing
What faytree said will fix it. but if you ever make that super high sped car just don't upload it to Algobox please, there are way too many of those
Select the whole car, right click, Selection => Select => Axles, then move them to front (with the menu or shift + move the mouse wheel down) and there you have your motor

pointless scene
It doesn't cycle in 80% of the shots
I've done a spawn 4stroke version of this engine, one with cams and one with rods. I'll upload it with credit for the inspiration, but if you don't want it, then i can delete it
Los lasers siempre tuvieron velocidad en Algodoo, tenes que ir al script menu (la última opcion, no se como se llama en español porque lo uso en ingles), y cambiar el valor de velocity del laser
Dice algo asi:

velocity = ∞
Podes arreglarlo con algunos cambios

Primero anda al resorte (con la simulacion en pausa) y pone 1e10 en la primera opcion (constante), deberia salir 1.00000000 * 10^10. ahora pone +inf en la segunda opcion (en ingles me sale como damping, no se) y te deberia salir ∞. despues anda a Script menu (la ultima opcion del menu) y busca forceDirectSolve, y cambia false por true

Despues anda al piston y ponele MASA 10 kg, y ponele masa 15 kg al aro mas externo del cigueñal

Y por ultimo ideate algun mecanismo para que la bola se borre justo cuando el piston esta lo mas abajo posible. Yo uso un un killer que gira y elimina a la bola apenas antes de que piston este abajo. si lo dejas como esta ahora la bola se elimina un milisegundo despues de que aparece y no le transmite nada de energia al piston e.e
SecondLogic, I've seen your comment on my pedrail, and, you know, I've already made 2 Tesla cars. they're buried but they use magnetic engines though overpowered. I can make those engines easily so i might do another car of those, but so you know, i already did some
Si copias el link de la escena y lo pones en un browser comun ta va a aparecer la opcion para puntuar pero tenes que iniciar sesion
En realidad te conviene que el movimiento del piston sea menos, porque mientras el piston esté mas apretado por la bola mas fuerza va a hacer, y eso es lo que hace que ande. si haces que el piston se mueva mas, si pones la velocidad de simulacion a 0.1x vas a ver que la bola se separa del piston mucho y no le da casi nada de fuerza
Ahora está mucho mejor. lo que podes hacer si queres que pueda mover un vehiculo es ir al script menu de los 4 spawners (podes hacerle triple click a uno de los spawners y algodoo te selecciona los 4), vas adonde dice onCollide y cambias:

pos:= e.pos por pos:=pos
density:=100.0 por density:=500

Lo de pos := pos es porque si lo dejas como esta, hay un problema que hace que la bola aparezca en donde el motor debia estar unos milisegundos antes, entonces cuando se mueve lento o no se mueve no se va a notar, pero cuando se mueve rapido los circulos van a salir volando y no van a darle nada de fuerza al motor

Y lo de density := 500 es para que tenga mas potencia. no va a girar mas rapido en este caso pero vas a notar que tiene mas fuerza

Si queres te puedo hacer un script que acelere el motor cuando apretes una tecla, decime que tecla queres que sea y que color queres que tengan las bolas y te lo hago
Pone esto en todos los spawners

(e)=>{
scene.addCircle({
radius := 0.1;
density := (keys.isDown("up") ? 500 : 1);
restitution := 0.0;
friction := 0.0;
pos := pos;
collideSet := 33;
drawborder := false;
drawcake := false;
edgeBlur := 0.1;
color := [1, 0.3, 0.3, 0.5]
})
}
It's kinda difficult for your situation
first of all press F10 (or the ~ key) and a black screen should appear (the CONSOLE). Now write

scene.my.sus = false

and press enter/return (however it is called on your keyboard)

Now go to the laser and write

scene.my.sus = true

instead of that my.sus.

Then go to the axles and write on the motor= part:

motor= {scene.my.sus}

That will make the system to activate, but not to deactivate. so now you have to go to any shape (for example the car body) and paste this in the postStep part:

postStep= (e)=>{
controllerAcc = controllerAcc + 1;
controllerAcc > 50 ? {
scene.my.sus = false
} : {}
}

Try that. If you can't do something i might try to make it by myself and send it to you
I'd drop marbles and stick figures. especially BFDI figures
That's BS... This is just overpowered and has no sense at all, I'd use an axle over something like this. We used to joke a lot about this thing like 2 or 3 years ago just because it's the opposite of what we call an algoengine, but it's really nonsense. besides, you can make one with 25x torque and less parts in minutes
I've found some errors
First, you've copied wrong the script of the body of the car. put this:

(e)=>{
controllerAcc = controllerAcc + 1;
controllerAcc > 100 ? {
scene.my.sus = true;
controllerAcc = 0
} : {}
}

it's got a slight modification too. If you want you can copy the link of this scene, paste it on a web browser, and you'll be able to copy that script and paste it on your car.

Now you have to go to the LEFT GREEN AXLE and put this

motor=true

and in the ccw= part, put this

ccw={scene.my.sus}



Okay, now on the RIGHT GREEN AXLE you have to put motor=true like in the other one, but in ccw= you have to put:

ccw={! scene.my.sus}

Note the "!" symbol there, it's very important.
After you do that the system will turn on when the laser is hitting something, and it will turn off when it stops hitting something. you can make it deactivate after a certain time by replacing the number 100 on the
"controllerAcc > 100 ?"
part for a much bigger number like 10000. try numbers
I'm not totally sure, but I think this kind of engine actually had rotating pistons for better cooling

BTW what language do you speak natively?
Oh, it seems that this model didn't revolve. but the whole toroid did
este motor no puede ir mas rapido a menos que le agregues una v invertida arriba, como hago con mis motores. Lo unico que podes hacer para probar de hacerlo más rápido es hacer que los pistones se muevan menos distancia, pero hace que la tapa del cilindro quede muy cerca del piston (pero que nunca toque)

Ademas te conviene que los pistones esten girados a 90º en vez de 180 porque esto es un motor de 2 tiempos, entonces si haces que 2 pistones disparen a la misma vez y le aplicas un freno al motor lo mas probable es que se frene a 90º de la explosion, mientras que si los pistones estan girados para que cuando dispare uno siga el otro, va a haber potencia mas uniforme y va a andar mejor
I might try to improve these someday, but not now. i've got like 5 unfinished projects. Also the engines are unstable mainly because the cam one relies on collisions to transmit energy to the "crankshaft" (or however you'd call that :lol: ), and the rod one only has 2 rods, and the left and right pistons push the upper and lower pistons to transmit the power to the crankshaft, so you have 4 axles acting only as a way to transmit forces. (you can lower the simulation speed and you'll see that the upper and lower pistons are pushed to the sides when the side ones ignite)

If s_noonan's perfect rail thingy actually worked with less lag and could use axles without them stretching, this would be solved. but i even asked about something like that in the forum a lot of time ago (Pistons that wouldn't stretch) and even if 3/4 of the people wanted those, no one even bothered at doing that. And that was on the 1.9.xb times <_<

Thanks Eduardo!
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