Browse Search Popular Register Upload Rules User list Login:
Search:
Advanced 750+HP 392cc Collider Twin (Dyno)

Image:
screenshot of the scene

Author: Ky13harbor9

Group: Default

Filesize: 72.14 kB

Date added: 2022-01-29

Rating: 5.6

Downloads: 1428

Views: 325

Comments: 7

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.3

Tags:

Scene tag

I had an idea in engines class a few months ago. What if we followed the piston with its collider and matched the force on the piston to its leverage on the crankshaft?

Well, it worked surprisingly well after some mildly complicated math and a few weeks of development.


This is the most powerful engine I have ever created of any sort. I really thought a spring engine would take this title, but it's pushing 750-900 Horsepower and 7,000+ Ft.Lbs. at 250 Hz, weights less than 11 kg, and displaces under 400 real-life equivalent CC. :o

The best part is that power scales with frequency, so even at 100 Hz, it will still produce 2000 Ft Lbs and 200 HP (then it blows up.)

But by doubling the frequency to 500 Hz, we see power outputs more than double to over 2,000 HP and it produces the torque out to match that figure- about 15,000 peak foot pounds.

Controls:
0: 0% Throttle
1: 25% Throttle
2: 50% Throttle
3: 75% Throttle
4: 100% Throttle
Last edited at 2022/01/30 22:16:44 by Ky13harbor9
Please log in to rate this scene
edit
Similar scenes
Title: Dyno Test
Rating: 7.125
Filesize: 329.05 kB
Downloads: 899
Comments: 2
Ratings: 8
Date added: 2008/07/10 22:10:37
Made with: Phun
Rating: rated 7.1
download
Title: V TWin
Rating: 5
Filesize: 48.18 kB
Downloads: 452
Comments: 1
Ratings: 1
Date added: 2011/02/09 00:10:07
Made with: Phun
Rating: rated 5
download
Title: Optimised W4 w/ Dyno
Rating: 5
Filesize: 82.45 kB
Downloads: 315
Comments: 1
Ratings: 1
Date added: 2024/10/09 12:28:50
Made with: Algodoo v2.1.0
Rating: rated 5
download
Title: Marble Camp S3 Challenge 1 Race to the bowl
Rating: 5
Filesize: 89.34 kB
Downloads: 515
Comments: 7
Ratings: 1
Date added: 2016/09/14 22:17:02
Made with: Algodoo before v1.8.5
Rating: rated 5
download
Title: V twin
Rating: 5
Filesize: 490.03 kB
Downloads: 484
Comments: 0
Ratings: 1
Date added: 2016/07/25 08:45:43
Made with: Algodoo v2.1.0
Rating: rated 5
download
Title: V-Twin Car
Rating: 7.5
Filesize: 65.64 kB
Downloads: 184
Comments: 1
Ratings: 6
Date added: 2008/06/19 22:08:50
Made with: Phun
no image found for this scene
Rating: rated 7.5
download
Responses to this scene
show list
Title: 1000 HP from 10 kg Collider
Rating: 5
Filesize: 380.39 kB
Downloads: 1133
Comments: 0
Ratings: 1
Date added: 2022/02/13 19:08:20
Made with: Algodoo v2.1.3
Rating: rated 5
download
Overall, very nice work on the scene! :tup: It looks good and it seems to function quite well with just one exception:

When I press any of the throttle increase keys (1 ~ 4) some other part of the scene continuously forces scene.my.throttle = 0. That makes the throttle somewhat erratic. Maybe add a line of script that holds off setting scene.my.throttle to zero as long as keys 1 through 4 are being pressed? That should eliminate the erratic throttle action. Just a suggestion.
OR, maybe just eliminate the script that automatically sets the throttle to zero? Just let the user set it to zero with the zero key if he/she wants to.
@Xray

Sure. The throttle is no longer set to 0. But! it will load the engine if throttle is not at 0 because it will rev from idle to 1500+ rpm in like 5 frames.

Also, cylinder wall springs are forceDirectSolve now.

Edit: You can also press the down arrow key @ 0% throttle to return to idle.
Last edited at 2022/01/30 22:17:49 by Ky13harbor9
I'm familiar with the forceDirectSolve parameter but I never learned what it does for how the scene operates. Could you please explain it?
Xray, I actually just learned about the function from The Linkage the other day. He (or she :) ) suggested it would improve my "spring bearing" stability (holding a circular gear in place with springs instead of hinges) under high loads. It did! It also improved the piston lateral wandering in this high stress design.

From my current understanding, the springs will be solved instantaneously and at a single point in the physics code instead of iteratively through the simulation process/algorithm. I have no idea how it actually works though, just my first uneducated guess.
I did a basic test where the simulation does not have enough frames to accurately solve the movement of a sprung mass (spazzing some circles out on a spring with low damping and high constant)

I then compared acceleration graphs of the two circles flying around at 1000+ m/s and bouncing into the ground.


It seems that the sprung mass with foceDirectSolve == True is MORE stable and reduces its speed, which is correct since both springs have slight damping.

The other sprung mass with forceDirectSolve == False is UNSTABLE. Its velocity is still increasing even though its damping is a positive value to over 3x the velocity of the other in the same frame.

We're talking extreme cases but on a micro level it adds up because the process is the same. Hopefully I didn't waste our time figuring this out. I have long been familiar with the pitfalls of forceDirectSolve == False springs with high constants and/or damping, so I know exactly where to look.
Wow, Ky13harbor9, you are very smart! Thank you for that excellent explanation! _o_