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!
@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
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.
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.
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.
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
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 )