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5000 RPM 1cyl engine, 1 collision layer!

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Author: The Linkage

Group: Default

Filesize: 67.43 kB

Date added: 2017-07-17

Rating: 6.1

Downloads: 4325

Views: 679

Comments: 10

Ratings: 3

Times favored: 0

Made with: Algodoo v2.1.0

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Now that we have negative adhesion and a working 10K dyno, I guess it's time to start making the fastest engines we can, because:
-Imagine two algodoo engines with the same peak HP. One gets to 1000 RPM max and the other one, 10000 RPM. The engine with more RPMs will produce much less torque (10 times less) but with the proper gearbox we can make it perform as nicely as the 1000 RPM one.
-1000 RPM engines (on Algodoo) are made to idle at 100 RPM or maybe 200. This makes them easily stallable. This one idles at 800 RPM!
-High RPMs means much less vibrations if the engine is done right. You can see that when idling my engine bounces like heck, but after accelerating it gets to run nicely
-Realisticness


Latest update fixed knocking on the cylinder head, now this can go up to 503 rad/s which is somewhere near 5000 RPM. Also got 10 HP more!
Next step is variable throttle or at least a stepped one

If you wanna attach something to the crankshaft, attach it to the slightly blue circle on top of everything. Below that is a piece of the timing that you shouldn't attach anything to - just sayin'
Last edited at 2018/03/01 03:10:58 by The Linkage
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3500 RPM? That's insanely fast! With negative adhesion, the engine's RPMs have the potential to become more realistic to regular car values. What do you think is the maximum possible RPM value in the 100s Hz range?
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
I guess this is now the most realistic engine in algodoo now HP, size and RPM wise; Especially for a diesel engine as they usually max at 6000RPM.
Nice work. 4500 RPM at 240 Hz works out to 3.2 ticks per revolution. I'm not sure what the minimum ticks per rev is, but once you hit that, then the only way to higher revs is to increase the sim.frequency.
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
Since you are using 1 out of three clicks, you may be able to make a 3 cylinder, 4500 RPM, 240 Hz engine with 3X the horsepower.
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)
I want to see how this new motors will be used
Perfect :tup: 10
Any chance of a tutorial on how to make these new types of engines?