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Spawn Engine 5.0; 16 cylinders

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screenshot of the scene

Author: FruitMonger

Group: Default

Filesize: 51.94 kB

Date added: 2010-09-30

Rating: 6.1

Downloads: 557

Views: 1106

Comments: 11

Ratings: 3

Times favored: 1

Made with: Algodoo before v1.8.5

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Basicly a newer better version of my 4.0 engine, but it's actually made from scratch, instead of editing the last one with the newer stuff. As with my last engine, Gent's advice has been implemented. I changed the spawner circles so that they're hinged instead of fixated, and I made the green pistons and the red pistons pinned to the crank at different positions, so that the engine is balanced better.

I forgot to make the fixates invisible, but that part is easily changed by y'all who want it. I also added a fly-wheel, just for...just for looks, I guess. I don't know what a fly-wheel is used for. If you make the fly-wheel more dense, it'll make the engine have more trouble going, but then when it gets going it'll run more smoothly. If you lower its density, the engine won't run quite as smoothly, but it'll start up more easily.

Have fun, and go ahead and put it in a car if you want, as long as I get credit for it ;) .

Scene changes: Turned the brake off, so you don't have to dig through everything to turn it off. To turn it on, tap Down.
Last edited at 2010/10/01 01:19:37 by FruitMonger
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The brake is on when the scene starts. Had to dig to find it :lol: you need to fix that! You can edit the scene and replace the file with a new one if you didn't know.
The function of a flywheel is to smooth out the power pulses and most real engines have one. You are right, the higher the density of the flywheel the smoother the engine will run but the slower it will accellerate.
Good things in this build: much more reasonable size and not stuck to the background:tup:
A few things that will help you further:
1: select the whole engine and go to the script menue and set the air friction to 0
2: to help prevent the pistons from turning sideways or flipping over move the
"wrist pin" , this is the hinge that connects the piston to the connecting rod, up to closer to the center of the piston vs down at the bottom;)
3: this is the tough one devise a mechanism that will ensure that the circles spawn
ATDC = after top dead center. This will make the engine only "want" to run one direction but it will be more powerfull and reliable;)
Great work so far but I know you are going to do even better:tup:
PS 10/10 for improving
Thank you so much for all of your advice and support, Gent. Thanks to you, I've actually been able to make a respectable engine, and that's something I couldn't say a week ago :) . With you at my side, I hope I'll be able to make an engine that everybody on the Algodoo website knows about, and that'd just be fantastical. :tup:
No problem man, I truly love engines and helping people learn about them!
Please search "gent" and look at and take apart some of my stuff, rate if you want:lol:
Algodoo is fundamentaly made for education and any day I dont learn something is wasted:cool:
Man, even better! :lol:
Nice desing,and it runs smoother, like gent said!
Looks like it has great potential!
And again, 10/10!
Thanks dood, but I hope you really really like this one, because I don't think I'm making another for a little while. I'm kinda trying to figure out how I'd make the balls spawn after the piston gets to the top of its stroke...So by the time I get that figured out, we'll all be about uh-kajillion years old. :lol:
Aw its not that hard:) Here is one way to do it:
http://www.algodoo.com/algobox/details.php?id=34698

PS your engine runs very well now but can still be improved.
You have a lot of stuff thats more complex than this:tup:
Last edited at 2010/10/02 16:48:27 by Gent
Well, i have an Idea how to make it another way...
How about adding a little Time delay in the Oncollide script?
So it hits, waits some mSeconds and spawns a ball.

To change the RPM of the engine, set the Delay high for low RPM and shorter for Higher RPM.

Just an idea, may be total crap. :|

Edit:
I Re-Downloaded this one, turned the Sim.Frequency to 600 hz and
ran the simulation on .10 speed.
I GOT 95.7 RAD/S! man thats Totally Awesome! :bonk:
Last edited at 2010/10/02 16:55:05 by Lenny95
Check out the throttle mechanisim in this scene:
http://www.algodoo.com/algobox/details.php?id=32457

Its totaly mechanical and varies both the timing and the number of balls that get spawned, I believe its the most throttleable spawn engine in Algodoo:cool:

I'm not trying to hijack your thread Fruitmonger just give you some ideas!
Last edited at 2010/10/02 17:55:53 by Gent
I'll be sure to check that out, Gent, and Lenny, I don't really know how to do timing scripting, and even if I timed the spawns, I'd have to make the engine run pretty fast right away, or it'd spawn the ball at the wrong time.
I wait for the 32 cylinders versions !!! :x :x
Oh, there is a really easy way to make it have 32 cylinders. Well, it's two of the same engine stuck together so they both feed power, soit's not actually a 32 cylinder engine. I'll upload it if you guys want.