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Muscle car (R+4)

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screenshot of the scene

Author: UnityDogGaming04

Group: Default

Filesize: 37.37 kB

Date added: 2020-01-10

Rating: 5

Downloads: 634

Views: 134

Comments: 4

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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With down-scaled SE MKII and R+4 speed transmission
(Not very powerful, open to improvements)
*New timing rings to improve performance*
U to start
I for ignition (toggle)
R 1 2 3 4 for gears
UP for gas
D for clutch (toggle)
X for brake (toggle)
Last edited at 2020/01/12 03:44:02 by UnityDogGaming04
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just a bit of advice, you might have noticed that your cvt slips when under load, you can fix that by keeping their weight high (usually for around 200 hp you'll need 20 kg on each circle).
you can do that by defining both density parameters like this (put the part in brackets directly on the density param):

density = {10 / (math.pi * radius ^ 2)}

that'll keep the weight at exactly 10kg on circles. you can change the 10 if you want other weight

you wanna keep all the weights high too, say, don't go less than 0.5kg especially on the pistons. also try using 120 Hz or at least 100, 60 is just too little and physics are lousy

other than that, if you want to make strong springs you should do:
constant 1e10
damping +inf
forceDirectSolve = true


but the scene is good!
Last edited at 2020/01/10 03:27:15 by The Linkage
I applied what I could from your help, and it isnt perfect, but it has SLIGHTLY better accelaration! Thanks for the help!
Check your spawn code, try this:

(e)=>{
keys.isDown("up") ? {
scene.addCircle({
vel := scene.my.vel;
pos := e.pos;
collideSet := 2;
radius := 0.035;
density := 500;
timeToLive := 0.03;
color := [1, 0.2, 0, 1]
})
} : {
scene.addCircle({
vel := scene.my.vel;
pos := e.pos;
collideSet := 2;
radius := 0.02;
density := 200;
timeToLive := 0.03;
color := [1, 0.2, 0, 1]
})
}
}

as a rule of thumb you do not wanna go higher than 500 density on the spawned balls because you're making a jet engine.

Make the pistons' weight 5kg each, crankshafts a little bit heavier, and you'll have to set the springs like I told you, constant 1e10, damping +inf, forceDirectSolve true, otherwise you lose lots of power there. also with these types of engine you can stagger the pistons at 90ยบ difference from each other, so you get nicer output. You can add a box that collides with the spawned balls but not the piston, but is close to the pistons' top position, so that the ball is expelled downwards and makes more power. also try to make it so that there is only one spawned ball per cycle instead of a lot, it's MUCH better for stability (you can achieve this by making the laser collide with the spawned ball, but remember to keep the lasers' maxRays to 1)

If you do all that you'll notice that the back wheel just slips because of all the power
Last edited at 2020/01/13 22:35:34 by The Linkage
Thanks for the tips, but because if confusing problems with collideSet and stuff, im going to design a whole new engine with this stuff in mind