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6 rotor engine

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screenshot of the scene

Author: pnvv

Group: Default

Filesize: 62.9 kB

Date added: 2015-02-16

Rating: 5

Downloads: 604

Views: 297

Comments: 11

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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You may remember the StarEngine which I made a while ago. It only had 1 rotor, and produced about 40 hp. This has 6, and produces 30,000+ calculated hp. However, I think my math is quite flawed, and I expect the true output is much, muuuuuuuuch lower.

And if you can find a use for this, use it. Cause I couldn't find a car to put it in that wouldn't just do backflips everywhere when you touched the throttle :lol:
Last edited at 2015/02/16 18:16:31 by pnvv
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The first engine couldn't produce more than 5 HP surely. vaidas told me that one of his engines had like 50 HP, and when I calculated it with s_noonan's torque calculator it didn't give more than 5 at 500 RPM. You should use his scene for that matter.

P.S I've also made an engine like yours, with 2 rotors and 6 strokes per turn. it's absolutely AWESOME :lol:
But most low torque engines can move big things in Algodoo. I'm sure that the horsepower of an engine is not so important here
P.S also this runs at 200 HZ! for spawn engines, that's cheating, at least for me. can you try at 100?
It blows up at 100. And the way I see it, increasing sim.frequency is fine if your computer can handle it. Most can handle 200 so I think it's fine. But most of my other scenes run at 100-140.

I was also looking at guns which typically run at really high frequencies, but I know nothing bout gun-tech so I may be wrong....

And did you post the scene for your rotary? I wanna see it!!
Last edited at 2015/02/17 15:43:42 by pnvv
No, not yet. anyways it's the simplified version.
Everyone thinks different about the freq issue. If you make a gun, you need precision to make everything work, especially if it's not fixed to the background, so more frequency is okay. but when you're doing a (spawn or collision) engine, where collisions are involved, then you'd be squeezing like double the power that engine gives by putting higher frequencies. Honestly, if that's the case then it would be the same to use a motored axle!

I think I'm gonna upload the rotary anyways. but I need to make it prettier :lol:
I'm working on a motorbike powered by a smaller version. Since 3 inches of snow was enough to shut down the school buses for a week it probably won't take very long to get it on Algobox :D

I have also found the configuration I like the most is 4 or 5 chambers and at least 2 rotors. I learned that because I once built one with 3 chambers, and the rotor was 2-sided; it sucked. However if you have more you would theoretically get smoother power, but in reality it becomes unstable because of insufficient stroke. You get high rpm but it will blow up almost immediately :lol:
Last edited at 2015/02/18 18:16:49 by pnvv
This Engine sure has 30k+ hp(65 * 9,55 * 370000 / 7124=32239). This engine is insane! My dyno cant even handle it so i cant use it to calculate a Power/tourqe curve:P

Torque doesnt matter since you can just gear whatever Engine down enough so it can move anything, hp is what matters. It determines how fast anything can go and how much it can accelerate! Torque is nothing whitout rotation and torque with rotation is hp/kw/Power. people are mislead to belive torque means something, its really only a way to say an Engine has more or less Power(hp) at lower rpms ie more grunt in the low end to get moving. Torque only matters at a standstill when the Wheels are at 0 rpm, then you need some amount of torque to the Wheels to get moving. That torque is from what torque the whole drivetrains gearing produces not the Engines torque. I mean it would be really hard to get moving if you were to couple the Engine directly to the Wheels;)

A 150 hp 1 lite i4 coupled to a cvt would go as fast and accelerate as much as an 150 hp 6.2 litre diesel v8 also coupled to a cvt, assuming both Engines and cars weigh the same. It's all about gearing!

Wow sorry for rambling:P
Last edited at 2015/02/21 14:36:27 by Christer
You made a dyno? Sweeeet!

I made one which takes torque and rpm into account, does some math and just displays it as a number. It's basically just a very noobish version of s_noonan's torque vs. rad/s machine.

But how did you calculate a torque curve? I gotta figure out how to do that.
I have a machine that i set what rpm i want it to brake the Engine down to.
Then it tries to hold that rpm by adjusting the torque on the brake and then it just does the math and smooths it out a Little and shows some nubers. its really crude and not very user frendly so i havent uploaded it. i almost Always need to adjust it for different testing engines.

To get a curve i use this machine and start at like 100 rpm and write down that number and then i go to 200 and so on until i have a list of torque and/or hp at different rpms. then i just put those numbers in some online graph maker thingy and voila. So its kinda time consuming.

A machine wich could do it all for me would be Amazing but i dont know how to do that:/
I made one just like that once.

But you said that it overloaded your graph producer :lol:
No i said that my dyno cant handle it because it is to powerful.

The only thing my dyno reguraly does is show me calculated hp an torque at a specific rpm, no curves/graphs in algodoo just numbers.

Sure i could still make a graph by manually figuring out the numbers but im to lazy for that.
Last edited at 2015/02/22 16:26:15 by Christer
Wait, it overloaded your dyno? How did it do that? Mine handles it fine. (Mine's also a piece of crap.)