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I4 Ecospawn (Escalade Engine)

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screenshot of the scene

Author: The Linkage

Group: Default

Filesize: 111.18 kB

Date added: 2013-08-22

Rating: 6.6

Downloads: 3266

Views: 589

Comments: 12

Ratings: 7

Times favored: 0

Made with: Algodoo v2.0.2 Edu

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Scene tag

It's really fast and is economy-adjustable. It gets to 118 rad/s at 100Hz.
The only problem I find on this engine is that it uses all the collideSets. ALL OF THEM.

Anyways, copy-free! Use it if you want.
Controls:
S start
UP accelerate

You don't need to give me credit, but whatever, do what ya want...
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P.S someone can make a dynamometer test please?
Peak power 40 hp @ 400-500RPM(600-700Nm) Peak torque 850 Nm @ 220RPM

Here's a chart i made(i was bored) http://sdrv.ms/1f6KXt0

The Ecospawn has very smooth power production, It delivers 38 hp @ 550RPM(500Nm) and 37 hp @ 350RPM (750 nm). So essentially it produces ~40 hp from 350 to 550 rpm:D

This is just some quick numbers I got but it should be accurate enough:) I tested whitout the fuel pump and fed it manually to have full fuel lines.

its hard getting power out of bse engines:/ But its an great engine nonetheless!
Last edited at 2013/08/23 12:06:01 by Christer
who did rate 1? reason at least?
GREAT nice to see you keep improving it:tup:
Sorry havnt been on here much lately comp probs:'(
PS you can double the available collision groups by
using no self collide and collides with water ;)
Last edited at 2013/08/24 00:42:07 by Gent
Yes, but it's a lot of trouble because balls have coll. B with self collision, the boxes that prevent the fuel to go down are B too but with no sc and the wheel of my Cadillac was B with no sc, and if it didn't collide with the boxes it collided with the balls (getting them off the engine).
And I'm formatting my comp right now XD so forget improvements for a day or two (im in my cellphone)
I really like what you did. I see your'e scene rate is kind a low... So i try to make it high. 10/10 You deserved it.
It gets more rad/s when i change simulation Hz to 200 and 500, But when i give more Hz its starts lagg and engine not event works normally. My Hz max is 1200.
Thanks vaidas! There's a troll that rated 1, that's why it's low I guess.
And sure that if you give it more frequency it will go better because the balls collide more frames with the piston. (more accuracy)
I have one question about a string engine.
When you do like piston 10 kg, dense rod 20 kg,
and how you counting a weight of flywheel?
I know that a perfect weight give more power, and speed.
I dunno exactly because of the piston oscillation ratio of your engine, but a good way to figure that out is by making a plot with time and angVel, and slowly increasing weight until you see that the variation is 5 rad/s or a little less. That's 30 kg on an engine as yours.
Like Algodoo's planes, the art is adjusting. Just try!
The Linkage, what script do you use to use fuel ball more that one time?
When an object has density or inertiaMultiplier 0, it dissapears, but it has to be exactly 0 (i mean, if it is -1 the object will still be there)
So I made a script that quitted a certain amount of inertiaMultiplier to the fuel ball, until it was lower than 0, and putted an if clause that says that if inertiaMultiplier < 0 then inertiaMultiplier = 0.
The balls had high inertiaMultiplier (1000) and the spawner quitted 1000/refractiveIndex, that's why the balls duration was adjustable.
The if clause was there because there's a bug or idk what that does that when you do an easy operation like 1000/200 it could give you 5.00000000001, then making the balls inertiaMultiplier going negative and so making them infinite duration.