Change your spawn scripts to have density:=50 and pos:=pos, and you'll get a ton more power. Density is what generates a ton of torque, you can actually use up to ~500 but it might start to try to fly like a rocket engine. and using pos:= e.pos will make balls spawn in the position of the previous step, so it'll bug out at decent speeds, that's why you should use pos := pos.
with that you might be able to make the engine generate some serious power, and make it actually realistically sized (right now it's like 3.5 meters long lol)
you can try my latest dyno if you want to test the power, but remember to set the dyno's top speed correctly (400 or 500 rpm?)
Also try setting the gears' restitution to 0, and you might want to make the transmission springs much stronger:
constant = 1e10
damping = +inf
forceDirectSolve = true (just change the false to true on the script menu)
these springs will be extremely strong but you'll need to have the lengths perfectly or you could have some trouble
other than that it's a 10, you have no idea how many peeps just ignored the feedback
it's definitely much better. The 2nd cylinder still has the messed up density though so power delivery is still rather uneven, but that's easy to fix. also another thing you might want to modify is the pistons and cylinders, they should be boxes if possible, with restitution 0. polygons are much worse in collisions, so you'll see that the spawning pistons bug out all the time
I have no time right now but I'll have to look at it more, I believe it's just the link between the dyno system (largely equal to the previous version) and the new screen
i mean it's not a wankel, but at least it does have an engine...
One thing i noticed is that you're using default densities for crucial parts, keep in mind that they'll have awful collisions... try using density 50 or more if you actually plan on making a real-size version
honestly we tried everything we could, and there's no going around centrifugal forces... it's a pity. Kilinich's Niva is awesome because of its use of a differential, but it's limited to a rather low speed
The scene is very nice... maybe you could make some low speed vehicle with it?
it's pretty cool, the only thing i had trouble with was the tachometer, it seems like it's broken on both this scene and the x-terra. Can happen if you're using pre-2.0 coding (right now you just need to define a scene.my.rpm in the console, then go to the crankshaft and put scene.my.rpm = andVel * 9.54 in postStep, then put some function of scene.my.rpm in bendTarget). but i missed this kind of slow engines lol, they have different response to the 7k ones
That's actually really well designed! You could try something to teleport the water back to the top or maybe delete it and spawn new water so the engine runs for longer. also, if you could try lowering frequency to something more normal like 120 Hz (and increasing density by a lot, because low density means horrible collisions), it'd lag a lot less and you could try using more water
this doesn't work. If you fix the explodey ropes (set the hinges' legacyMode to 0) you'll see that it doesn't keep the structure rigid if you rotate clockwise
it works, but there's no need for 10000 Hz... try lower spring forces and higher densities. If you lower it to around 600 Hz you may be able to reach 100% sim.time
Btw 10000 Hz doesn't really mean much, because under extreme lag Algodoo skips steps. that's why the scene lags about half as much at 1200 Hz than at 12000 Hz
Algobox being different in the inbuilt browser has always caused a lot of confusion, tbh. maybe modifying the algodoo exe to display another browser ID would fix this, but I don't think algoryx would be happy about that. we already made an algodoo exe that points to another website as home website, in case algobox goes belly up
I'm not saying Algoryx should, i'm saying I did. I modified an Algodoo executable to point to another page (algoboards, our algobox replacement that never panned out) so that we could use that without having to use an external browser if algobox was ever shut down. we never really uploaded it anywhere because distributing a modified executable of algodoo is a pretty gray area
Really good! it's very hard to make such a light vehicle. Something that may help you get a bit more stability on the transmission is making the spring bearings have forceDirectSolve=true and infinite damping, and if possible constant 1e10. but that's probably going to make them unstable, since it needs higher densities on the gears and back housing
I know what you mean with "this", and it's probably not named - it's just a scotch yoke connected to a cycloid (not the mechanism itself - the trace that one point on the periphery of a rolling circle does is called a cycloid). so i don't know what kind of application it could have.
The cycloid is okay though. The problem with it is harnessing the power from the middle gear, which in most real life cases is flexible iirc.
this is really cool, and it looks like it works rather well, but i don't think it's the best way to show off what a differential does. I assume you've seen Kilinich's Niva scene where he uses slopes with ice to make one wheel lose traction and spin uncontrollably, I think something like that would be a bit more visible.
But it's really nice though, I've always tried to make mechanical differentials and always ended up trying to make the car too fast etc. so they never worked very well