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The Linkages IRIS Engine Tuned

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Author: Christer

Group: Default

Filesize: 80.89 kB

Date added: 2012-10-23

Rating: 5.5

Downloads: 1269

Views: 543

Comments: 8

Ratings: 2

Times favored: 0

Made with: Algodoo v2.0.2 Edu

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Changes from The Linkages original design:

*Changed the stretched hinges for the arms so they use bendhinge tech now so they dont get unsynced.

*Added scripted deletion of "power" circles to allow throttleability(is this even a word?).

*Added some basic Throttle.

Update: Changed starter direction since it seems to be faster going backwards

It now goes up to 85+ rad/s on full throttle and doesent get out of sync

It delivers ca 650 hp @580 rpm/6000nm but keep in mind it is over 6 meters in diameter! Maybe make an smaller one The linkage?;)

All creds to The Linkage for this great build! Hope you dont mind me uploading this? =)
Last edited at 2012/10/24 00:14:59 by Christer
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Title: IRIS Engine
Rating: 6.4
Filesize: 53.36 kB
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Date added: 2012/10/23 00:38:07
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Wow, now it's faster!
But at max speed balls get fired out of the engine. Maybe with a killer ring out of it!
Anyways, I shouldn't worry about that. It works very well!
Strange, for me the cicles doesnt fly out! But thats an good idea! Things can always be made better i think!;)

Just realised it goes faster in reverse btw! The deletion timing isn't perfect:P

Another problem right now is that the ball is centered by changing the spawn, pos := e.pos + [-0.01, 0.125]) so if the engine is rotated it will not spawn the circles in the right position.

This makes it unable to be used on any vehicle other than one that just goes straight forward:/ but that can be fixed by repositioning the spawner:)
Last edited at 2012/10/24 00:06:03 by Christer
Ok, tried pos:= e.this.pos and worked. Now let's try with 2 strokes per turn.
The polygons make the engine to go fast, an I couldn't find much more torque by converting them into boxes.
Cool improvements :tup: :tup:
Its nice to see people work together on our creations
we all learn from each other :cool:
Indeed we do Gent!=) I tried using the engine on an car but even with velocity scripts det circles doesent spawn in the right place when it gets up to speed:/ I will try making it an collision engine later instead to see how that works.

Two strokes as in adding more cylinders or arms or whatever to call them? If so i think that would look awesome! I would like to make sure everything is centered and the balls spawn in center. I have noticed the "whiparms" arent centered over the spawner:p
I was saying to make two strokes per crankshaft turn, alternating 3 arms for each stroke.
It's hard, because we don't know what angle the arms are in bore, but let's try!
Oh, and I know that of the center, just that grid with 3 axes hasn't got an exact center of the arms. It works ok, anyways.
Yea I hate it that they limited the axis to 3 that realy sux I used 18 to build my 9 cylinder radials :'( :bonk: