Browse Search Popular Register Upload Rules User list Login:
Search:
Bentley Candahag V6 Force Spawn REMAKE

Image:
screenshot of the scene

Author: vaidas369

Group: Default

Filesize: 426.83 kB

Date added: 2017-10-20

Rating: 6.1

Downloads: 5982

Views: 508

Comments: 7

Ratings: 3

Times favored: 0

Made with: Algodoo v2.1.0

Tags:

Scene tag

Bentley Candahag V6 Force Spawn
No this is not the original just boosted a little...
This motorcycle feature new generation Force Spawn engine.
What does that mean? Well, there is almost 0 vibration on even most powerful engines. Extreme stability.
More revolutions per second that convert into what? More and better power output.
This is the kind of engine this motorcycle should have had, but due to original spawn engine limitations, I was not able to deliver what I wanted. But this time, I deliver real one and I would say 3 TIMES MORE POWERFUL ENGINE. And it is so smooth it's insane. I got to say, this is all thanks to eanayayo. He finds that out that using force instead of collision weight force is better, it the hell it is!
Conclusion: this is my first Force Spawn engine I ever posted (there were lots of trial and error trying to figure out how they work, but now we on track!) I could say the complete remake of the motorcycle. Have fun and btw keep in mind that these setting (boost) for this engine is not even tweaked, it's more like a standard ha ha.
Power output
450 Torque @ 2435 RPM (5-6k on dash)
155 HP All this from small V6... Damn right?
Little tweaks since I used linkage script and did not notice there were a torque limiter, no more limits ha ha.
Had to lower power of this beast, V6 is such an overkill ha ha.
Controlzz
Refuel - F hold
Ignition - I toggle
Started - S hold
Accelerator - W
Brake - S
Clutch - D hold to activate
Gears Up/Down - A/Z
(Hold clutch "D" and then press UP/DOWN to shift)
Delete track - V
Antilag (deletes details) - B
Btw give it a little gas when starting, when the engine reaches peak power at around 2-6k RPM on a scale you'll start doing wheely believe me, even on second gear ha ha.
I might be going to add antiwheely script because bike is just too powerful. Enjoy! BTW thanks, linkage!

Tell me guys how you think about these engines?
Comment if you like it or hate it, I want to know :bonk:
Rate this scene too if you want more upcoming:D :tup: :tup: :tup:

Updated engine dramatically/ added performance booster FPS, still might need some ignition/exhaust modification
Added new controls, tell me if you like these more.

Minor Bug fixes
Last edited at 2017/11/02 10:59:48 by vaidas369
Please log in to rate this scene
edit
Similar scenes
Title: Bentley V4 Candahag
Rating: 5.625
Filesize: 415.54 kB
Downloads: 5672
Comments: 8
Ratings: 2
Date added: 2017/07/14 17:34:05
Made with: Algodoo v2.1.0
Rating: rated 5.6
download
Title: classic bentley
Rating: 5
Filesize: 60.73 kB
Downloads: 204
Comments: 0
Ratings: 1
Date added: 2008/09/24 10:31:38
Made with: Phun
Rating: rated 5
download
Title: Spawn Engine 2500 rpm 120 hz
Rating: 6.6364
Filesize: 147.38 kB
Downloads: 2909
Comments: 22
Ratings: 5
Date added: 2017/05/23 12:48:24
Made with: Algodoo v2.1.0
Rating: rated 6.6
download
Title: Super sonic rocket
Rating: 4.875
Filesize: 52.18 kB
Downloads: 911
Comments: 2
Ratings: 2
Date added: 2015/01/30 20:30:45
Made with: Algodoo v2.1.0
Rating: rated 4.9
download
Title: Force Gage II
Rating: 5
Filesize: 20.3 kB
Downloads: 255
Comments: 0
Ratings: 1
Date added: 2014/10/09 02:10:58
Made with: Algodoo v2.1.0
Rating: rated 5
download
Title: Rolls Royce Ghost Crashable
Rating: 7.0714
Filesize: 328.04 kB
Downloads: 39331
Comments: 20
Ratings: 8
Date added: 2012/04/12 15:22:07
Made with: Phun
Rating: rated 7.1
download
I think you're missing the most important part about these engines. While my single piston engine vibrates like heck on light bodies and runs at 240 Hz, what makes it deliver 135 HP while only weighing 33 kg is that there are many cylinder lids and V-shapes stacked on top of each other. this doesn't do anything with normal spawn engines but adhesion actually accelerates the balls when there are many boxes. this is a tradeoff anyways, since too much speed means some thrust is gonna get generated, but still if you use my engine on a 200 kg body there's no problem with it.

I guess you can still make it a little bit better power-wise if you add more thingies there. The maximum self-sustaining engine speed you can achieve at 240 Hz without actually helping the engine yourself is about 4700 RPM (1 turn every 3 steps) (i thought that my engine actually ran at 5000 for some reason lol). if you help it it'll get to 7200 RPM (1 turn every 2 steps) but it'll generate just a little power to stay there, then it'll just return to 4700. With the same logic, you can get at 120 Hz:

n = 1/3 rev/step * 120 step/sec * 60 sec/min = 2400 RPM

So it somehow runs faster than the 1/3 limit. I guess it's because of the staggered pistons?

I also hooked it to my 10K dyno and found out that:
-you left my torque limiter script there unchanged (which actually limits torque up to 2K, so you should just get rid of it entirely. just write "adhesion := -7000" instead)
-there are some points where the ignition might have some trouble spawning. namely: 1200 to 1400 RPM, 1920 to 2100 RPM, a point at 2800 RPM. this is not that important but you might be able to tune your ignition/make it spawn before
-the peak power without the torque limiter is actually 450 Nm at 1500 RPM and peak power is around 120 HP at 2000 RPM



Good scene tho!
Thanks for heads up linkage,
I updated, now got about 2.5 times more power output without even touching timing. You said there is something wrong with it I dunno what you mean with that, maybe little tweaks would help.
Also, I have a problem with the engine not running upside down. This is because of spawner is based on the angle, and if the angle of it is different even though crankshaft is good it's messing up timing. How can I avoid that?

Also, how does that 5kg mass spawn ball is better than 0.01 as the eanayayo engines? I also notice, when I copied his engines there was very large engine trust issue like we used to have with conventional spawn engines... You know why that is the case? Because your engines never do that, different ignition with exhaust maybe?

Btw thanks for a script, it helped hella lot.
Btw, rating from you would be good even 6/10 because I don't want that this scene would get forgotten in a mass of marble races...:cry:
Alrighty:

You need to rotate the ignition depending on the angle. the best way to do this is with a scene.my.angle or whatever name you wanna put it. On my engine I added a circle connected by a hinge with bend to the flywheel, so that the circle rotated with the flywheel but I could change angle. If the engine is completely stopped (with the flywheel fixed) and you turn it around you should see that the circle doesn't change its angle.
Then I added another circle upon it but which was connected to the flywheel, so that nobody fixated anything to the circle that is below. If you delete it you'll find the one with bend below. just look at the way it works.

I meant density 5, not mass 5. Density 5 is pretty low (I got to use 3000 on my older Lambda linkage spawn engines lol) but i never tested if it was really better or worse than eanayayo's. The only thing I tested was if the engine ran better if I used higher density (20, 50, 100) but it didn't run better at all.

and i have no idea why your engines have thrust, maybe you could try using lower density?
You explained but I don't get it completely...
I already was about to write a long comment, but then I just tried it and it worked haha.

Anyway, how you've been doing?
What are you up to lately?
Where do you hang out so I could contact you?

I have an Idea making a dyno that would work as if real. You know, car drives onto 2 cycles and turns on gear that is ration 1:1 on the engine so you could measure BHP. Sounds easy, but hard to code,
some problems involve:
circles and wheel size will not match therefor there will be a difference but that's ok you could read touched wheel ratio and compare by your cycle and by calculating a percentage of how the wheel is bigger then cycle gets value something like this 1.234558 blah blah, so you *1.234558 you readable velocity.
So now you got the velocity, that is one of two needed values to calculate HP.
You need velocity and torque.
Now torque is a problem, I tried doing it by applying conventional way we measure HP. You apply brake force of torque on cycle and see a difference in speed. If you apply right value it should work and show correctly. I tried it once and it worked, it showed exactly how much engine had power and it matched my manual so to speak calculations. The problem that needed to be solved in order this to work:
PROBLEM: when applying a variety of amounts of torque the calculations warry, more torque = less power but how to know what HP is if changing torque brake changes engine speed and power decreases. Is it a peak of it, perfect ratio? I guess the only thing you could do it run test by programming axle to increase torque up until engine stops and hive the maximum recorded HP? But would that value is correct? Well, you get it.

so, what do you say? Up for a challenge haha?
I kind of already did that, since it's the same thing that my dyno uses lol. It has an infinite torque motor, and the axle has something called totImp3, which outputs the forces that are acting on it, but divided by sim.frequency for some reason. The layout is:
totImp3 = [x,y,m]
where x is the total force in the X direction, y is the total force but in Y, and m is the total torque it is generating.
For example, if it outputs [0.0, 0.0, 8.0], this means that it is making (8 * frequency) Nm of torque. At 120 Hz that's 960 Nm. If the motor is spinning at 200 RPM, and the totImp3(2) is 8, this means that the engine generates 960 Nm at 200 RPM.

The problem with this is that the measurement is incredibly noisy. Especially on 4 stroke engines (take my V6 for example). So if the engine is doing 960 Nm at 200 RPM, the dyno will output 100 Nm, then 600 Nm, then 1900 Nm, then 1200 Nm... This roughly averages 960 Nm. If you plot this on a graph and use smoothing 50, you'll see 960 Nm.
Try it yourself: Hook my 10k dyno up to any 2 stroke engine. Put the speed limits on the dyno, and start the test. When the graph appears, put smoothing to 0

If we make a realistic dyno we have to make a script that averages the values that the dyno outputs. so, we put the dyno speed at 100 RPM for 1 second, then 150 RPM, then 200, and do the average every time. I tried doing that and it failed most of the times. I'll try but I don't know if that will work...
Btw we're hanging out, well, on Hangouts. That's the only place where we talk about algodoo anymore. If you want we can add you to the group, or maybe we could dm through there?
Algoboards has very little activity, because nobody uploads stuff there. The idea of it was to:
-upload a scene to Algobox really fast (with a very simple description and through the integrated browser)
-take the scene number from the URL (in this case it's 172478)
-go to Algoboards and create a post, then use the

[scene]172478[/scene]

tag to create a download box, and make your description there. This way we just talk about the scenes in algoboards, not here, and there's no broken "Featured" or "Popular" pages. (although we could make our own featured scenes page)

And HP = torque (Nm) * RPM / 7121, so it isn't hard to calculate it if you use a constant RPM (either by braking the engine, or by using an axle to make it spin at that speed)