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V8-style V2 spawner- yes,again

Image:
screenshot of the scene

Author: hiltropper

Group: Default

Filesize: 2.67 MB

Date added: 2016-04-06

Rating: 5.6

Downloads: 2963

Views: 378

Comments: 8

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.0

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Scene tag

It is no makeover of my older engine, it's build completely new.
I wanted to give it a little bit the look of an old V8.

Other than in my older V2 scene, this one has another ignition order, and the "gasoline/fireball" is not static, but grows to a throttle dependent limit. You can watch it in slowmo at wide open throttle.
This creates a smooth run, even with this harder firing order.

Left - accelerate (is slowed down because of "knocking").

Down - holds throttle valve in current position (does not make sense when idling).

1 - start engine.

Sometimes, the engine "knocks" and therfore stops. just rev again and watch, if the red timing marks still fit together(hope this problem is gone with the slow acceleration).

To adjust idle speed, mildly adjust the idle spring length ( very very sensitve!).

If the fan bothers you, put it in the background or just delete it.

tested at 360Hz with 100% realtime.
Last edited at 2016/04/09 00:18:16 by hiltropper
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add smoke on the exaust
keep making these, perfect :tup:
Man is like my father 's car and that engine is very great
thank you!:*)
I can't complain on these types of scenes, but still, there are some things i'd like to tell you

First, if you use constant radius on the balls and
timetolive := 1.0 / (scene.my.rad ^ 0.75)
instead of 0.7 on the power part, then you can get 60 rad/s constant without any knocking or whatever else

Another thing is that you've got a really big typo on the green spawner circle:

poststep := (e)=>{
radius > scene.my.radius ? {
radius = sce(ne.my.radius);
poststep = (e)=>{}
} : {
radius = radius + 0.005
}
};

That radius = sce(ne.my.radius) obvoiusly won't do anything. You should use this script in onSpawn instead of postStep:

radius= {scene.my.radius}

And nothing more, as the scrpit is executed only once

Still the engine is nice
It seems i always have to explain, that i don't want it to rev up to max RPM:lol: goal was to have it with growing fireballs, because i like to watch this in slowmo. Thank you for telling me about the typo, anyways. seems like the ball does not reach scene.my.radius with my timetolive setting at all, so you won't recognize it. i have made another configuration of this engine with constant radius and 180 deg firing order, clearly this one revs up to 65 rad/s without any problems and knocking. i like to watch my engines rumble, but i think now i will post the "performance" engine as people seem to like high revs.
Last edited at 2016/04/08 23:57:59 by hiltropper
http://www.algodoo.com/algobox/details.php?id=129607
other version
corrected this version
Last edited at 2016/04/09 00:23:22 by hiltropper
Amazing Over Head Value Engine! Kinda reminds me of a 383 Chevy.