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Boxer shape 4 cylinder engine

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Author: SuperMax16

Group: Default

Filesize: 302.48 kB

Date added: 2017-07-15

Rating: 5.3

Downloads: 1271

Views: 270

Comments: 17

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.0

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Spin flywheel anticlockwise to start, W for throttle. My most powerful engine; outputs 115 hp at 900rpm.
Last edited at 2017/08/05 15:18:31 by SuperMax16
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That's a Boxer shape. Inline 4 says in its name it's in line 4 cylinders.

However, 40hp is ok. Better when I started out that's for sure. But back then there were not a lot of people to look up to for spawn engine techniques.
@vaidas369 I have made an inline 4 cylinder engine on the go kart i made (first time making an engine powered car). I just assumed that this was an inline engine as all movements follow the same horizontal movement.
@Vaidas369 With some minor adjustments, i'm now getting around 60 hp @ 700rpm but have no idea how the horse power is decreasing after 700 rpm? Any ideas?
@SuperMax16 You could say its limitation of algodoo. Becasue scenes run at specific Hz rate (default is 60, I use 120 for best performance of the scene and engine ratio) when your flywheel start to spin faster then ignition spawner trigger notices it does not spawn a ball. Making it missfire. Spawn and any other engine you use will have this problem, most of my engines optimal power peaks are ate from 38 - 55 Rads and then torque starts to decline.

Best way to get good enough power for engines, is to use large fire chamber with high but not to high piston swing. Bigger swing, more torque but less RPM's. Smaller swing more RPS but small torque. You can take a look at some of my scenes with a trucks to see how high swing and low swing on sports car migh work and look. For sure there is much more to that to make a propper engine that works. It is a part of engineering.
It hasn't got 40 HP boi

It has 76 HP @ 400 RPM

Actually the reason why your engine has max power at low RPM is not because of the ignition, it's because you are using adhesion. If you use too much adhesion once the balls are going too fast they will get out of the chamber and you'll get less than 3 effective sim steps where the ball pushed the piston. I'd advise you to scrap the adhesion and use Gun tech. The inverted V stuff
@vaidas I'll disect some of your engines to learn as they work alot better than mine, thanks for the help!
:@The Linkage Yeah, i found that density had a greater affect on torque while adhesion had a greater affect on rpm. I'll just have to find that equal balance.
@The Linkage Gun tech worked like a charm. Now getting a steady increase to 90 hp at 800rpm, thanks. Don't know what horse power it reaches after 800rpm as the dyno i use only goes that high.
@The Linkage With some small tweeks, i'm getting 115 hp at 900rpm
Last edited at 2017/07/16 01:42:13 by The Linkage
@Thanks, i take it that the values on the dial are x10 which would give me around 190 hp at 1800 rpm.
@The Linkage*
Look at the title of the graph, it says Torque * 1000 and HP * 100. I had a small slip-up so the "rad/s" are actually RPM but that's overlookable
Also, I saw your comment at eanayayo's scene. If you use springs instead of an axle for the crankshaft (constant 1e10, damping +inf, forceDirectSolve true) you can have a virtually infinite speed bearing. Or you can use legacyMode 0 on the center axle, but legacyMode 0 axles are weak
@The Linkage Thanks, what does legacyMode mean exactly? I see it used alot but don't know its affect on the physics.
Basically a rollback from the "new" (what, 5 years old) axles to the old hinge solver which used a very different process. The old hinges were MUCH more stable at everything (they didn't glitch out like ropes do, they could spin almost infinitely fast) but they had horrible strength, to the point that people used them for suspensions regularly, like if they were springs
The thing is, you'll probably get reduced torque if you use legacyMode 0
@The Linkage I guess i'll be using the sping hinge from now on then. thanks.