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no beefy V8? kind a disappointed.
Anyway it's good to see some good uploads... You might get a private message soon, so stay up for it.
10
because why not.
like the suspension, really good wight distribution.
That looks and goes so da*n cool!
I don't know If I could push out 130HP out of I3 but on 180Hz is possible.
Well done.
You know, all you have to do to solve shaking crankshaft at high rps is click right click on axle that crankshaft is attached to block and open script menu. In there just change legacymode form 1 to 0.
Ok, let's do this!
how to shift?
s_noonan
Ha ha, guilty.
When I write anything big and quick fix it with Word it sometimes act as auto-correct and changes words ha ha. But yeah some of them I am guilty about.
Looks good.
Try to add some weight on flyweheel so it would be more stable on high rews.
Alsy try to make tomething like Inline 4 and put it in to car. Would love to see what you could do of that
That's a Boxer shape. Inline 4 says in its name it's in line 4 cylinders.

However, 40hp is ok. Better when I started out that's for sure. But back then there were not a lot of people to look up to for spawn engine techniques.
@SuperMax16 You could say its limitation of algodoo. Becasue scenes run at specific Hz rate (default is 60, I use 120 for best performance of the scene and engine ratio) when your flywheel start to spin faster then ignition spawner trigger notices it does not spawn a ball. Making it missfire. Spawn and any other engine you use will have this problem, most of my engines optimal power peaks are ate from 38 - 55 Rads and then torque starts to decline.

Best way to get good enough power for engines, is to use large fire chamber with high but not to high piston swing. Bigger swing, more torque but less RPM's. Smaller swing more RPS but small torque. You can take a look at some of my scenes with a trucks to see how high swing and low swing on sports car migh work and look. For sure there is much more to that to make a propper engine that works. It is a part of engineering.
Hmm, pistoned is my preferece almost all the time.
Simple one is well more simple but it makes car wheels go inwords making it look odd.
And the advanced one is almost no difference from piston.

You should add
Hidrolic
Magnetic
That is a hell of a discovery. Well done.
This fixes almost all of the problems we have with standart engines.
Nice car. And performs quite well too
IL give it 10 for originality ha ha.
eanayayo - ha ha ha. It's ok
For your knowledge this is chopper type motorcycle which do come in shorter first gears
bro, you forgot the neutral gear ha ha
damn
10 all the way haha.
You don't mind I'll borrow some of your scripts for engine haha. Will be remaking me Bentley bike.
eanayayo - how you did that engine so stable? I copied all script, put adhesion up pistons negative but when I press gas on my engine seems to push himself down aggressively while yours just nothing? How that works?
I figured that out, strange way to do it but well, algodoo physics ha ha.
Bro, I love the shapes. Car looks amazing, but you should really try to make a solid body and on top of it put shadows. It would look even better.

Anyway, 9 for sure!
Thanks for heads up linkage,
I updated, now got about 2.5 times more power output without even touching timing. You said there is something wrong with it I dunno what you mean with that, maybe little tweaks would help.
Also, I have a problem with the engine not running upside down. This is because of spawner is based on the angle, and if the angle of it is different even though crankshaft is good it's messing up timing. How can I avoid that?

Also, how does that 5kg mass spawn ball is better than 0.01 as the eanayayo engines? I also notice, when I copied his engines there was very large engine trust issue like we used to have with conventional spawn engines... You know why that is the case? Because your engines never do that, different ignition with exhaust maybe?

Btw thanks for a script, it helped hella lot.
Btw, rating from you would be good even 6/10 because I don't want that this scene would get forgotten in a mass of marble races...:cry:
You explained but I don't get it completely...
I already was about to write a long comment, but then I just tried it and it worked haha.

Anyway, how you've been doing?
What are you up to lately?
Where do you hang out so I could contact you?

I have an Idea making a dyno that would work as if real. You know, car drives onto 2 cycles and turns on gear that is ration 1:1 on the engine so you could measure BHP. Sounds easy, but hard to code,
some problems involve:
circles and wheel size will not match therefor there will be a difference but that's ok you could read touched wheel ratio and compare by your cycle and by calculating a percentage of how the wheel is bigger then cycle gets value something like this 1.234558 blah blah, so you *1.234558 you readable velocity.
So now you got the velocity, that is one of two needed values to calculate HP.
You need velocity and torque.
Now torque is a problem, I tried doing it by applying conventional way we measure HP. You apply brake force of torque on cycle and see a difference in speed. If you apply right value it should work and show correctly. I tried it once and it worked, it showed exactly how much engine had power and it matched my manual so to speak calculations. The problem that needed to be solved in order this to work:
PROBLEM: when applying a variety of amounts of torque the calculations warry, more torque = less power but how to know what HP is if changing torque brake changes engine speed and power decreases. Is it a peak of it, perfect ratio? I guess the only thing you could do it run test by programming axle to increase torque up until engine stops and hive the maximum recorded HP? But would that value is correct? Well, you get it.

so, what do you say? Up for a challenge haha?
Verry well good friend:)
this tractor have 4.2 HP have some respect for elders LOL
Now i can generate 4.2 by farting :lol: :lol:
more like
s_noonan is bored #15234 :lol:
great stuff and this one is usable, but would it be possible to make previous and future terrains in a sink with hight of its finish. You know that you could connect and the finish of that would match the start of the other and etc. Typically just make that start and finish of the terrain would be at the same height relative to the next generated terrain.

By the way, where did you learned to script that good?
realHI - ha ha, eengine bug, but come on 800km/h is not that bad, like an airplane LOL
this crashed my up haha. But sad to see you gone bro
42? i thought its pi... Oh well, its 42 then.
I mean, cool.
Could you make a car that could have burned out?
I know smoke is not easy so if you have free 30min you know ha ha... :lol:
Cool and original haha!
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