You could try something like that 3 cylinder engine I made. But that was a script-based turbo. If you want one that uses actual geoms than you could try something like ngphil did.
My truck actually has about the same power (like 110hp max) But this weighs 3.2 tons loaded, mine is more like 5.5 tons. I bet if this were the same weight as yours and ran at 120hz I bet they would go about the same speed.
I do suggest one thing, try making the exhaust more realistic. It just looks like a bunch of blurred circles, not really smoke.
@INH - I am not really sure. I originally thought it was Vaidas' body, but he said it was not, and some user named victor made it. However a search of algobox brought up no such user. So the origin of this body is unknown.
@Kilinich - Mabye I could slip in a ratchet to stop it working backwards.
@vaidas - The laser tachometers lagged me a little but my sim time stayed at 100. And about the engine, I think it needs no power boost. If I wanted it to go faster, I could just make the truck lighter (it's 5.6 tons loaded at the moment ).
I actually figured out why it does this, because I use two angled boxes to push the geoms against the cylinder to achieve higher power. But, rocket engines are basically the same thing, they push geoms away to go in the opposite direction. Basically I have 8 little rocket engines here, and that's why it flies. I usually just counteract it with a thruster cause I'm lazy
Thanks s_noonan. I also changed the gears around a bit. I think it drives better now. (But we Americans were relatively low-tech carbuilders back then. We just concentrated on going in a straight line as fast as possible. Turning... is another matter)
It uses thrusters. Towards the front there's a box that assigns its angle to a variable, then it controls the force of those thrusters based on the angle of the box. So if it starts to lean backward, the thruster at the front (They're flipped upside down, so they push down, not up. I found if I had them facing up it created some interesting physics when airborne) is activated, then cuts out again once the thing gets stabilized. It's also proportional, so if it leans more, it will apply more force.
I originally wanted to do a PID-style system like s_noonan did, but I couldn't get it to work very well
I'm thinking about building a mechanical drawer thing that uses disks with sections with different collideSets and some kind of arm that reads it. I know it won't draw anywhere as nice as this, but it'll still be cool (If I ever get round to making it! )