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Last edited at 2017/07/16 01:42:13 by The Linkage
Forgot to add, this is PHUNLET-SAFE. This means that you should be able to save it as a Phunlet and throw it anywhere to use it
It might look like it, but the number indicates the RPMs of the RED lines, not the gray ones. I know it is a bad design though.
I'm thinking on deleting the whole meter altogether, or maybe making the scale smaller, but it is not essential, you can simply delete the laser and the lines and the thing won't work worse
Look at the title of the graph, it says Torque * 1000 and HP * 100. I had a small slip-up so the "rad/s" are actually RPM but that's overlookable
I see, are you testing it with a motor axle? That's just the good old exploding legacyMode 1 bug. If you attached the previous version of the dyno to an engine with very high torque at low RPMs, the force that a legacyMode 0 axle is not enough and the wheel will speen faster, giving inaccurate results (it would measure the torque of the engine at 300 RPM and display it as if it was the 100 RPM measurement). As a workaround I made it so that the axle switched to legacyMode 0 after 800 RPM, where most engines don't have that much torque.

If you used the dyno with an engine it will most probably not do that bouncy needle thing, this is just an Algodoo problem with a stretched axle with two axle motors on the ends
Nice tutorial! The chain generator you made way back looks better though

Is there any way to make a scripted 2:1 transmission without much variation in its angle? I just remembered a scene I have lying around on my scenes folder just because the timing gears slip after some time. With that, we may be able to reach 4 stroke, 7000 RPM engines now.
Also, I saw your comment at eanayayo's scene. If you use springs instead of an axle for the crankshaft (constant 1e10, damping +inf, forceDirectSolve true) you can have a virtually infinite speed bearing. Or you can use legacyMode 0 on the center axle, but legacyMode 0 axles are weak
You have to attach it directly to the crankshaft, no other axles in between, or Algodoo freaks out. It's just the damn "direct solver solution was non-finite" error.
I have connected it directly to the crankshaft and could carry out a reading just fine:
https://puu.sh/wLqek/181be2283d.png

The irregular part at the start of the curve is because this is a 4-stroke engine running at 10 times less speed than it would in real life, so the balls will get killed way before BDC. I've observed that the measurement of the dyno is much more irregular on any 4 stroke engine, for example my V6 engine has such huge peaks at low RPMs that the scale of the graph gets compressed to like 1/10th of the actual window size (even though smoothing 50 eliminates those peaks). But it does a nice curve on 3+ cylinder, 2 strokes
gotta add, I was looking at the RPM meter all the time and it never jumped
Basically a rollback from the "new" (what, 5 years old) axles to the old hinge solver which used a very different process. The old hinges were MUCH more stable at everything (they didn't glitch out like ropes do, they could spin almost infinitely fast) but they had horrible strength, to the point that people used them for suspensions regularly, like if they were springs
The thing is, you'll probably get reduced torque if you use legacyMode 0
I hate the array thing too... Had to rewrite the whole array every time I needed to change a value on my priority shooter thingy.
There are a bunch of things that could get fixed easily, for example on my platform every time I open the integrated browser and the Featured page is just about to load Algodoo freezes completely for 10 seconds at best (worst time was 2 minutes)

This is far from done, I just figured out I'll need to add a logarithmic scale for much higher RPMs... Hope I don't break anything else
You might have used too much force on the wheel axle, a real life cyclist can't do more than 100 Nm (you used 9000 lol). maybe 400 would be okay because of the scale and weight. I just want to see the engine do more work

But the scene is very good! Good job on there
No more than 2700 RPM, since more than that would not generate any force (or would actually make the piston push the ball, so it would brake itself)
Take this engine and, while holding W, get the frequency down to 120 - it will run at 280 rad/s at best
You may be able to make it faster by adding inverted Vs and a bunch of boxes at the top of the cylinder - mine gets to 6000 RPM with some effort, so yours should get there nicely too
Last edited at 2017/07/18 16:45:37 by The Linkage
Alright I hadn't seen the -55000 adhesion :lol: You should apply some power correction below 1000 RPM (just make adhesion linear until it reaches a maximum at 1000 RPM, something like clamp( - yourRAD/Svariable * 550, -55000, 0))
2.4 ticks per revolution seems to be the bare minimum. If you tap W (make an RPM spike) then hold it when it gets to 6000 RPM, it will stay there, generating very little torque. Below 6000 RPM there seems to be an area where there is zero torque generated, and above 6000 RPM you essentially get a brake.

For the formula of how many ticks per rev I used 60freq/RPM
Maybe the transmission hinge is what I wanted. I tried doing the other idea before but it didn't work properly. I have a couple of ideas using the new engine's angle spawner though
I've just finished a 3 cylinder (pistons stacked) version and it delivers 370 HP and 1400 Nm. Extremely stable power outpot too!
I'll see if I can dyno it tomorrow and do a little knocking correction (think the pistons are knocking on the top of the cylinder)
That variable doesn't bother, it's just a number somewhere. Chances are that you forgot to delete a part of that dyno.

Also, I see that you've been using bendConstant = +inf but no bend nor bendTarget. Doesn't it go bad after some time? The normal thing is bend=true, bendConstant = +inf and bendTarget = 0 or pi/x
You could make them fire actually
I don't know if it unsynces or not, but I assume it does since it is probably using something like autoBend. Just a thought. Try to use bend=true and bendTarget=0 (or 1.5707, 3.1416, negatives) anyways
(e)=>{
scene.my.attraction = scene.my.attraction = 7000
}

What were you trying to accomplish here?

Think about it the mathematical way. You're saying that x = x = 700. We know that x = x, right? Then it would be enough by saying x = 700.

In short, use this:
(e)=>{
scene.my.attraction = 7000
}
On the circle too.

Also, you could make the engine a lot better by at least making the attraction last 45º instead of those roughly 10º
The script barely works by chance. It is not correct lol
You can try using 120 Hz (Settings - Simulation - crank the slider up to 120) which will give you much more accuracy. Also try 45º and put scene.my.attraction = -7000 on the circle (leave the space between the = and the - or you will get an error) and scene.my.attraction = 7000 and it may have much more torque
What is the point of making the internals the same color as the background? I can't see anything unless I modify the color
The design is good though! There's a better way of making the barrel attached to the bolt, it involves allowing it to tilt. There's a Russian guy who makes paid, incredibly detailed animations of guns, and he uploaded a video of this mechanism (i think it's his son lol)

https://www.youtube.com/w … tAKZsXkEc0

I have a bunch of feedback though:
-Make the internals darker or of another color please
-Use very high densities on everything. More than 500 is fine. The critical parts (parts that do much force, like bolt face, sliders, the bullet shells) need to have 1 kg or more mass. You can make this gun work at 3 times the speed at 120 Hz, I'm sure of it!
-Avoid polygons wherever you can: use boxes. Box-shaped polygons won't work! Only boxes (if you right click it it should say Box)

I have more to say, but you're really good at guns if you managed to make one work with the stock density!
Last edited at 2017/07/30 20:34:07 by The Linkage
That's the IRIS engine by the NASA. I think I mdae one like 3 or 4 years ago, it's on my account lol

You can make it much less complicated if you use cranks to change the angle of the boxes, but it looks really cool this way!
you should avoid using chains, if you do the rope manually you can make it work with legacyMode 1 and it will be leagues better
I read 102 HP @ 400 RPM and brake after 450 RPM, how did you measure 530 HP??
It seemed weird that the engine braked above 450 RPM so I made a manual reading and got 85 HP @ 600 RPM. Try manually / use my dyno

The scene is good though.

Also, you can make the scripts much simpler and less laggy by using keys.isDown("key"). For example, if you want to make the throttle work with the "up" key, you can use keys.isDown to detect that you are pressing the key, and e.other.angVel to detect the velocity of the ignition circle (which has the same speed as the crankshaft). so go to the spawn script and write

density := (keys.isDown("up") ? 1000:(e.other.angVel < -10? 0:1))

And you're done. Zero scene.my variables used in the throttle
what has this got to do with spawn engines? We use spawn engines because they are more realistic than stuff like this, not because we can vary the speed. A scripted axle does this job 100 times better with a scripted power curve and all
Why do you think this is a game glitch though?
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