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I found these engines really hate revving at high RPMs. But that brought me to discover an unusual advantage - almost total immunity to catastrophic failure. When you have a piston engine your piston will exit your cylinder if your spawned geom is too heavy, but in this the rotor sort of just vibrates around inside a casing, so it's very hard to get it to fail.

I think this would work nicely in a big, heavy vehicle. I put it in a tank but I had to detune it a lot because the tracks would glitch out with full power.

BTW I can't see those images. It just redirects me :(

But I really think you should post your dyno, I want to see it!
Last edited at 2015/04/02 20:51:27 by pnvv
Nice! (Thanks s_noonan :) )

But could you do a torque curve for my 10000 nm engine? I'd like to see one for that cause it'll only rev to like 600 rpm...
I'm not sure if sound files are included in a scene. I haven't played with it very much.

By the way, are you French? Cause that's what I thought :)
Last edited at 2015/04/03 01:19:46 by pnvv
Ah, what the heck. I'll take Gold.
I am sorry, did you say "overkill"? I'm sorry, but my vocabulary does not contain that word :lol: I think this would be a good, compact truck engine.

And I guess I could try at 60 hz, even though I think it's useless for pretty much anything.

Also I just noticed this somehow is in popular after less than 10 downloads!!! That must be a new record...
Last edited at 2015/04/04 03:47:37 by pnvv
Interesting piece of technology. I like it. But sometimes, the grabber thing will break.

But you did good :)
GT-pack by Kilinich. Here's the thread -

http://www.algodoo.com/fo … ack#p42641
I was thinking a train.
@s_noonan, squirrel - Thanks!

@InsertNameHere - The thing is, this tank is already running faster than what I considered a stable speed. If you delete the course and just let it run straight, the tracks will flutter around everywhere. And putting in a more powerful engine simply would not work, because this engine is already running at only 1/8 of it's standard density. If you restore its density back to it's original 8000, the tracks will behave very unpredictably. And Christer said this engine only has about 110 hp at full power! If I were to put in my larger engine, it would completely destroy it.

Sorry for being harsh :( But if you wish, you can drop in your own engine and post it. I'm fine with that. Just be sure to declare a variable based on engine angvel called scene.my.rpm for the transmission
Da Vinci would be proud.
The automatic zoom is extremely annoying. You should get rid of it...

Otherwise, very cool! :tup:
The track density is already over 1000, I don't think they need to be any heavier xD

I don't like springs, mostly because if they get pushed too far they will turn round completely, and your suspension will collapse. But I could just increase the bendConstant on the axles at the center, that should help it.
OH MAI GAWD this has a lot of power...

BTW, check out my rotary engines! You ought to build one.

And p.s. Sometimes the pistons turn upside down in their cylinders. If you add a axle with brake, inf power and very low hinge constant they won't rotate any more.
Last edited at 2015/04/07 22:40:26 by pnvv
Gold please, assuming the density stays the same.
The original turtle had 2850 hp, why has this only got 2600?

It's awesome anyway. :tup:
Very much so. I'm gonna try to build a 3000hp rotary that occupies roughly the same area.
I've built a 100,000hp rotary :devil:

(But it runs at 200hz)
I know doing a horsepower test would be kind of pointless because this is just an experiment, but I did anyway. Coupled to s-noonan's torque machine, I got a max of 12.5 nm at 286 rpm. This engine has less than 0.5 horsepower...

But everyone has to start somewhere. My first (spawn, I used springs since the days of Phun) engine produced about the same power but was much uglier xD

I'll tweak it a bit and post it, if that's fine with you.
Last edited at 2015/04/09 00:19:20 by pnvv
but no one builds rotaries like me :) (except maybe Jimmyfisherman. He is the master of all rotaries ever created)
Last edited at 2015/04/09 17:31:22 by pnvv
I gave you some help in the thread you posted on the forum ;)

I would like to put my own engine in this! May I?
Yeah, I helped him out in the thread he posted on the forum.
This was just an experiment, i never expected it to have any practical usage anyway. :lol:

But I'll try the firing order thing that vaidas said.
I initially couldn't understand why inertiamultiplier = 0 caused geoms to glitch out. Then I thought, techically because your geom has no inertia, an infinetly small amount of force will cause it to spin infinitely quickly, breaking the laws of physics.

I might add my own gearbox too, mabye even 4wd with a cool little planetary diff i've been working on ;)
*head explodes due to awesomeness*

500,000/10 :lol:
I wanna see your version when it's done :D
Last edited at 2015/04/10 19:57:11 by pnvv
these actually exist in real life! (on ships of course :lol: )

I got a max of 300 nm at 391 rpm. I would say 16 horsepower is a little surprising, especially since it weighs about 500 kg.

But I can only give you net power. If you ask nicely Christer might make you a nice torque curve :)
Last edited at 2015/04/11 01:19:15 by pnvv
Oh! well then I guess I'll give the credit to him instead )|(

You're not that bad at bodywork by the way. Unless you only make the drivetrain and get the bodies somewhere else. I did that for a while xD

The reason it's so slow, is I will admit, it's a little bit underpowered. But I also wanted to demonstrate how little power is needed to move this thing. (and how a good gearbox will help a ton ;) )
Last edited at 2015/04/11 14:04:01 by pnvv
Does that "turbo"-looking thing do anything? It's better than my wankel though. Mine had about the same power but needed 200hz )|(
lol I'll try that.
:D I just noticed this. Very good!

You even used my flywheel script. :tup:
Last edited at 2015/04/11 21:55:26 by pnvv
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