What simulation frequency do you use? Because I play at 60Hz and the speed of the engine sometimes just randomly goes negative for a frame, and then it goes back to normal. Also I was trying to make one with minimal scripting. If I did more scripting it would probably be faster (more magnets, different timing, a self-adjusting timing mechanism). the only scripting I used was on the two red balls to change the attraction of the magnets on the disk.
The whole thing was based off of a single cylinder stirling engine, and the edges are sealed very well using my own sealing methods. First, make the walls and pistons, and set their collision to Layer A and Water. Make another set of walls that are slightly thicker and set their collision to Water, and no other layers. Then position the second set of walls so they extend inwards into the cylinder. Water will now not be able to enter the space between the wall and the piston. The first walls now do not even have to collide with water! they can just be used to guide the piston.
Last edited at 2014/08/19 23:53:26 by Jimmyfisherman
It can go against being dragged by the outside of the rotor fins, but the original purpose was to get high RPMs (so much for that). Although the original idea was to build a rotary four stroke engine.
I built a tiny one (1/2 meter across for the largest part of the housing) and built a pickup truck to carry a non-glued version of the large engine. It had no problem doing a burnout with that huge load
It probably produces far more CO2 to build the prius than it does to build the VW Golf. Theres alot more melting of metal to produce the copper coils in the electric motor. Also the large battery that powers the electric motor has harmful chemicals, and it can be a shock hazard. AND the prius still has another normal battery too
My magnet motor gets 120+ rad/s with only one moving part.... and theres only two objects with script. It goes so fast the seemingly balanced design causes awful vibration.
Use one of my rotary spawn engines theyre really simple and produce tons of power. My first rotary spawn engine can pull a 10^7 brake without even slowing down (but thats at 240 Hz frequency). All of my rotary spawn engines are actually MORE powerful under load, so let them run slow and they will do the job for you
Egh, i would just use friction gears. Saves me the lag and the weight. But circle gears are good too
I never figured out how to make them and im just trying to make high-strength low-slip chaindrives (which turned out pretty good) Look at my scene "very reliable chaindrive"
Im gonna build one with my rotary spawn engines... and im gonna gear a bunch of them together (using rainbow circle gears of course) and have hydraulic suspension (maybe, it might lag too much)
Its alot simpler than any spawn engine, and easier to make. The main bonus is that it doesnt require any scripting! But i do prefer rotary spawn engines over anything, although they do produce a bit of backwards rotation on the housing (the balls push backwards against the housing to move the rotor forwards). Look at my scene "Ugly complicated Offroader contest: my entry" to see what i mean
And my spanw engines never use density to accelerate, usuallly its the ball size or the thickness of the end of the cylinder (to produce more pressing force againt the piston).