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so. you've been here what, 2 days?
I mean I guess you could post something like this after 6 or 7 years of using algodoo, but this is downright hilarious :lol:

You're a meme now
I'd pin this if I were you :lol:

btw xray, isn't it about time to get rid of the new admin announcement?
.
Last edited at 2020/01/01 22:12:18 by The Linkage
just a bit of advice, you might have noticed that your cvt slips when under load, you can fix that by keeping their weight high (usually for around 200 hp you'll need 20 kg on each circle).
you can do that by defining both density parameters like this (put the part in brackets directly on the density param):

density = {10 / (math.pi * radius ^ 2)}

that'll keep the weight at exactly 10kg on circles. you can change the 10 if you want other weight

you wanna keep all the weights high too, say, don't go less than 0.5kg especially on the pistons. also try using 120 Hz or at least 100, 60 is just too little and physics are lousy

other than that, if you want to make strong springs you should do:
constant 1e10
damping +inf
forceDirectSolve = true


but the scene is good!
Last edited at 2020/01/10 03:27:15 by The Linkage
Check your spawn code, try this:

(e)=>{
keys.isDown("up") ? {
scene.addCircle({
vel := scene.my.vel;
pos := e.pos;
collideSet := 2;
radius := 0.035;
density := 500;
timeToLive := 0.03;
color := [1, 0.2, 0, 1]
})
} : {
scene.addCircle({
vel := scene.my.vel;
pos := e.pos;
collideSet := 2;
radius := 0.02;
density := 200;
timeToLive := 0.03;
color := [1, 0.2, 0, 1]
})
}
}

as a rule of thumb you do not wanna go higher than 500 density on the spawned balls because you're making a jet engine.

Make the pistons' weight 5kg each, crankshafts a little bit heavier, and you'll have to set the springs like I told you, constant 1e10, damping +inf, forceDirectSolve true, otherwise you lose lots of power there. also with these types of engine you can stagger the pistons at 90ยบ difference from each other, so you get nicer output. You can add a box that collides with the spawned balls but not the piston, but is close to the pistons' top position, so that the ball is expelled downwards and makes more power. also try to make it so that there is only one spawned ball per cycle instead of a lot, it's MUCH better for stability (you can achieve this by making the laser collide with the spawned ball, but remember to keep the lasers' maxRays to 1)

If you do all that you'll notice that the back wheel just slips because of all the power
Last edited at 2020/01/13 22:35:34 by The Linkage
might wanna check your scene, i replied there
i think you don't know what a CVT is?
this scene is very nice - it's usually pretty hard to make engines with good output especially this way. i can give you some tips though:

This engine in particular is doing around 320 HP peak, but it's bigger than most cars lol (6m long). There are lots of ways to be able to improve power even using lower frequency and making it real size:

first and foremost, always use boxes or circles (not polygons) where you need to withstand force. For example, on the pistons you can make a transparent box that is the one that collides, while the piston shaped polygon doesn't collide and is there just for visuals. Polygons have very bad collisions and are very laggy too.

Density is key for good collisions. You need to keep it very high (upwards of 50, up until around 500) to avoid clipping. If you do things real size they won't be too heavy. For example, you can make the pistons weigh around 5kg, and density should be around 500.

Spawning only one, much bigger ball (spanning the entire cylinder) is the best way to get high speed and power, just make it have high density and spawn it with a collision instead of a laser

Thise V shapes upon every chamber are good, but you should try to make them with two boxes, and make them protrude more from the top of the cylinder so that they collide well with the big spawned ball

last but not least, add a killer that only collides with the balls, and adjust its height until the balls get killed at the moment they have to be killed, and you're done
these are called projectors, and this one's nowhere near the first one here
i guess you all know about num lock?

the actual solution to this is just not using the numpad for gears lol, that's why everyone else uses A & Z or at least the topmost row of numbers
Last edited at 2020/02/25 18:06:01 by The Linkage
Now that's nice, it's doing around 35 HP

Some more tips, adding V shapes as boxes will give you around 2x the power easily (can be tuned for more, i just whipped it up from the already started scene)
image

also, it may not be needed to make every cylinder wall that heavy - for some reason Algodoo seems to consider fixated objects as having one mass, so you could get away with making the walls like 0.5kg or maybe a little less. the cylinder lid is fine being heavy though, and you could make it a little thicker (1 grid unit closer to the pistons, and maybe 1 or 2 thicker upwards too) as long as the pistons don't collide with the cylinder lid

one last thing, instead of making small crankshafts with 12kg each, you can make at least one much bigger so it has good inertia. also you can change its inertiaMultiplier to around 10 in its script menu so it has literally 10 times more inertia, so the engine is smoother


you can dyno it with my own dyno if you want, just set _RPMRange to [0, 2000] and hit the axle. it's nice to try stuff and see what happens
the point of it was to have something mechanically interesting, isn't this just a car with an insanely unrealistic flywheel?
Some time ago, I made a plugin system that utilizes writeToFile to write stuff to your algodoo installation, so you could add functionality. one of the uses for it was adding native thyme packs (like a native modulo, and some array tools) so you could use them directly on your scenes - the obvious downside is you need everyone to have that code on their Algodoo installation or it wouldn't work.
Now I'm thinking it'd be possible to make a phunlettable menu that reads plugin files and injects the code on the scene at will - all this would make for a good mechanism where you drop a menu box and you can have premade UIs for, say, gears or chain and sproket generators.

eventually i abandoned the idea because of the obvious need for absolutely everyone to have it installed or the scene wouldn't work at all, but i'd love to have something like this in a way that stays on your algodoo and has a good version checking with an easy way of opening a scene where you'd upload updates (for more functionality or fixing bugs)
nope, that won't work. If you copied anything of another scene onto yours, the .phn file (inside the .phz) will get an "algoboxID := 123456" (the number is the scene id) and the only way to upload the scene is by opening the .phz with a file manager as a zip (7zip, winrar, winzip) then opening the .phn file inside of it with notepad, and erasing the "; algoboxID := 11111" there, then saving
Damn that's good. Had some issues with the trigger getting stuck pressed but it seems it was more of a one-off

interest you in joining our telegram group?
Ritual sacrifices with a full moon. Don't tell Xray
Last edited at 2020/04/14 04:03:26 by The Linkage
1. not if you want 14000 RPM engines, but yeah.
4. except they are, lol. i didn't have anything to do with the construction of this scene though, i just improved the code
Damn this is a cool scene! You can do a couple of very simple things to improve power and track stiffness, try setting sim frequency to 120 Hz (it'll make the scene twice as hard to process, but it shouldn't lag anyways) and use high density on the things that need to withstand lots of forces, for example, density higher than 100 on the pistons. this way you'll be able to increase the negative damping springs' constant by a lot and get more power.


but this kind of scene is increasingly rare! nice one
Last edited at 2020/04/24 23:34:21 by The Linkage
@s_noonan we have a TRUCKLOAD of discoveries from Kutis96 peeking into algodoo's code like a week ago. Infix operator, God mode (check it out on the console!), etc. there's even a hidden CSG tool and some other goodies.

And between all that, I modified Algodoo's exe to point its browser to a different page (Algoboards) and its Lessons browser to Algobox, and it works well (except for the fact that it won't load any https pages since it's been broken for some time). and i'm thinking about a plugin system just for adding persistent thyme functions. since algodoo is almost abandonware we're trying to breathe some new life into it, starting with some investigation on whether we can redirect (willingly, obviously) uploads elsewhere.

I didn't make it scalable because I thought it'd have some trouble honestly. I have another unfinished scene which uses this method and also is scalable and keeps itself on the corner of the screen, runs fine, but this has axles and multiple bodies. I might make it like so though, probably on v1.6 :P

@faytree it's not like you aren't in all the chats lmao, we were talking constantly about this like 2 weeks ago

@Xray lol, tbh i just wanted to show off the God mode, we've been sluggish on showing all the "new" stuff. The most interesting one is probably FRA's classes although they fill your config with garbage
can you send a screenshot? Nothing of that is abnormal, actually negative torque/hp means that your engine is not producing torque at that RPM and actually braking (in real life, that's engine brake)

btw if it's like your car engine, it's no surprise, it's a 3 meters long engine at 1200 Hz lmao. I dynoed that and it gave me 1000 HP.

Keep air friction on, otherwise the graph will drift off (this is not needed in version 1.5r1 though)
Last edited at 2020/04/29 20:36:02 by The Linkage
no of course, it doesn't matter anyways, it's just how it is. your engine may have like 4000 HP but it's rather meaningless, because the entire car is huge, and it runs at way too high frequency (1200 Hz)

this tool is only to assess the performance of the engine and tune it and the gearbox accordingly

btw you *can* upload screenshots as long as they're on some other page, for example if you use shareX it just uploads them somewhere like puu.sh

Like this one
Last edited at 2020/04/30 23:52:17 by The Linkage
ofc
It's a nice concept! I have no idea why the engine blows up but it did happen to me with the previous version too. i tried looking for directSolver errors in this version and there seem to be none though.

the reason my dyno displays data as it does is because of lag. The previous versions of the dynos (the ones with physical dials and sliders) used the plot's ability to smooth the graph as the only way to display readable data (without smoothing, the graph was a fuzzy mess). the problem there was that 1 point per scene step would be shown, so after seconds of running a dyno test your scene would get laggy, and it'd get worse until it finished (making tests extremely slow and time-consuming). I still haven't found out how exactly Algodoo smooths that well, but my workaround was make individual, fixed-rpm tests averaging out the readings, and then print out the points in rapid succession at the end, which also gives you the benefit of needing a tiny amount of smoothing (which is laggy) to present a nice looking set of curves.

I might make something like your graph widget though, eventually. It lags a llittle on my end, not sure why, but I believe it's just the spawning
just make it a lot smaller and use much higher densities and it'll be way better

say, density 100 and up for the colliding stuff
nice, you might want to set drag strength to 1 * 10^5 though, otherwise you can pull the trigger too much
what the hell, the demo scene was supposed to get to popular lol. the other one even has more rating...
copy the link, paste it in Firefox/Chrome/whatever, login, then rate
btw if you were going to rate this scene i'd rather you rated the other one (the demo scene with a demo engine) since this was just for download, lol
you don't need nearly as much laser rays for this to work, right now it lags because each laser makes 1000 rays, you have to select them all, go to the script menu, then change their maxRays to 10 for example. Also the spawn code on the fuel has something wrong, you set vel to y1000 which doesn't exist, vel is [x, y] so speed in x goes first, then speed in y. if you set it to [0,0] the ball will be spawned stationary, you don't want that. you should use entity.vel so that the ball spawns at the same velocity as the fuel ball; just replace "y1000" to "entity.vel"

Also I'm not sure but I think the lasers collide with the spawned balls, you might want to change there collision layer so that the lasers only collide with the fuel
yeah it works if you set the lasers' collision layer to B but you HAVE to add a box that limits the fuel intake or you'll die of lag
you're literally doing the opposite of what you should do lol, but I guess it's a good exercise. Literally everything under strong forces should be high density (>50)... otherwise your gearboxes will transmit zero power and stuff like that. it'd be ideal if the engine just stalled if you set 3rd gear on a slope, but that gear just slips horribly.

If you use high densities I bet you can make something like this run at less than 100 Hz easily. After that it's not a long way to high speed and high power engines
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