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Re: Inline 4 Diesel Engine

PostPosted: Mon Jul 11, 2011 3:50 am
by Gent
OK here it is ;)
Once we add the fuel it should realy make some power :thumbup:
We should gear the turbo to the engine and let the spawned ehaust
help too :lol:

Rating: rated 6.1
Filesize: 91.58 kB
Comments: 8
Ratings: 3
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Re: Inline 4 Diesel Engine

PostPosted: Mon Jul 11, 2011 4:27 am
by Dare
So what makes this one a diesel? It's just a regular 4-stroke engine isn't it? How do you plan on making it different?

Re: Inline 4 Diesel Engine

PostPosted: Mon Jul 11, 2011 1:40 pm
by Gent
Its just the basic engine we still need to add the fuel injection equipment to make it a "diesel" :oops:
I accidently uploaded it in the wrong area and didnt realize it for a few hours :oops:

Re: Inline 4 Diesel Engine

PostPosted: Mon Jul 11, 2011 3:48 pm
by Gear97
@Dare. I am also trying to make the fuel ignite itself just by compression, just like a diesel engine in real life, because its well known that diesel ignites it self by the compression, isn't it ?
@Gent. Nice work :) You even added the strokes now ! Very good :clap: . Well it seems that I am going to need to re-download 1.8.5, your engine doesnt runs well, I need to be at sim.frequency = 1000; and do some changes all over the engine to see it barely spin.
Have you got skype ? Or still not downloaded it ?

Re: Inline 4 Diesel Engine

PostPosted: Mon Jul 11, 2011 5:26 pm
by Gent
@ Gear97, yea you will never get this to work in beta :cry: it should work at 100hz
I will try and get Skype this evening ;)

Re: Inline 4 Diesel Engine

PostPosted: Mon Jul 11, 2011 5:47 pm
by Gear97
OK. I already download the beta but I still with the new beta, when we finish this collab I will unninstall the 1.8.5 it is so bad to have "two algodoos" in one computer !
EDIT: If you plan to get skype this evening I won't be online my friend, it is the timezone problem ... Well at least I think.

Re: Inline 4 Diesel Engine

PostPosted: Mon Jul 11, 2011 5:58 pm
by Gent
Ok I would think we would be close to the same time zone if you are in Brazil?
I'm at work right now and its 11;00 am
Nothing I have ever made works in the stupid beta :cry:

Re: Inline 4 Diesel Engine

PostPosted: Mon Jul 11, 2011 7:36 pm
by Gear97
Hmm.., Gent I am at GMT - 3 and I am making this post at 14:36 (in my hours), what's your timezone ?
EDIT: Oh nevermind! I forgot to look at the time when you posted, well you were right, you are only one hour behind me.

Re: Inline 4 Diesel Engine

PostPosted: Mon Jul 11, 2011 9:47 pm
by PooPingDung
ok yeah i got skype and im on. I think i know how to get the fuel to ignite itself

Re: Inline 4 Diesel Engine

PostPosted: Tue Jul 12, 2011 12:27 am
by Gent
I just got skype and I'm trying to find you guys, My skype name is gentharris57
@PooPingDung the name you gave earlier isnt showing up?

Re: Inline 4 Diesel Engine

PostPosted: Tue Jul 12, 2011 12:57 am
by PooPingDung
Gent get on skype you old goop we have a bone to pick with you :evil:
I added you just accept it :thumbup:

Re: Inline 4 Diesel Engine

PostPosted: Tue Jul 12, 2011 12:59 am
by Gear97
Me too ! I added you man ! Aceppt or else your computer will self destruct in 5 seconds ! :D :crazy: :D :D

Re: Inline 4 Diesel Engine

PostPosted: Wed Jul 13, 2011 2:15 am
by Gent
OK guys I have rethought this and will be moving the current lasers out of the cylinder head and a few other things that will free up a bunch of collision layers in the head yet retain the color coding ;)
PS I think the compresion stroke should be multiple colors to simulate the pressure increase :thumbup:
I think I can do that
Edit: updated scene with lasers removed from cam still WIP

Rating: rated 5
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Re: Inline 4 Diesel Engine

PostPosted: Wed Jul 13, 2011 3:56 pm
by Gear97
Nice changes, ther work stays much more easy now. Yeah, I agree the compression stroke needs color changing, but I think that you should start with a sort of medium blue and then go to the purple at the end of the compression stroke.
Something like: [0.15,0.35,1.0,1.0] to [0.45, 0, 0.65, 1.0].

Re: Inline 4 Diesel Engine

PostPosted: Wed Jul 13, 2011 4:24 pm
by Gent
Kind of what I have in mind

Re: Inline 4 Diesel Engine

PostPosted: Fri Jul 15, 2011 6:50 am
by Gent
Ok the engine is majorly updated to free up the collision layers in the head ;)
Runs better than the previous version 8-)
Still working on the color thing for the compression stroke :roll:

Rating: rated 6.1
Filesize: 91.58 kB
Comments: 8
Ratings: 3
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Re: Inline 4 Diesel Engine

PostPosted: Fri Jul 15, 2011 3:52 pm
by Gear97
Great engine, glad to have more free colision layers :thumbup: . Want help to the color changing on the stroke ? If yes, I see you on the skype. ;)

Re: Inline 4 Diesel Engine

PostPosted: Fri Jul 15, 2011 4:18 pm
by Gent
I'm at work right now see you on skype later ;)

Re: Inline 4 Diesel Engine

PostPosted: Fri Jul 15, 2011 5:53 pm
by Gear97
OK ;) I will wait.

Re: Inline 4 Diesel Engine

PostPosted: Sun Jul 17, 2011 3:03 am
by Someone Else
Okay, this is the smoke-spawn code I came up with, huge credit to Gear97. It uses his trick to place dynamic values in spawning so that they stay there. This allows lots of circles to be spawned, fade out, and delete without colliding.
Code: Select all
    (scene.addCircle({
        texture := "radial-white-transp.png";
        drawBorder := false;
        drawCake := false;
        textureMatrix := [0.50000000000000000, 0.00000000000000000, 0.50000000000000000, 0.00000000000000000, 0.50000000000000000, 0.50000000000000000, 0.00000000000000000, 0.00000000000000000, 1.0000000000000000];
        heteroCollide := true;
        controllerAcc := sim.time;
        pos := e.pos;
        vel := [(((scene.addCircle({
            collideSet := 0;
            airFrictionMult := -inf;
            pos := [+inf, +inf]
        })).color(0)) - 0.50000000000000000) * 3, (((scene.addCircle({
            collideSet := 0;
            airFrictionMult := -inf;
            pos := [+inf, +inf]
        })).color(0)) - 0.50000000000000000) * 1]
    })) -> {
        color = {[0.20000000000000001, 0.20000000000000001, 0.20000000000000001, 0.50000000000000000 - (((sim.time - controllerAcc) * 1) / 6)]};
        collideSet = {{sim.time <= controllerAcc + 3.0099999999999998} ? {32} : {0}};
        airFrictionMult = {{sim.time <= controllerAcc + 3.0099999999999998} ? {0.10000000000000001} : {-inf}};
        density = {0.0010000000000100003 + (((sim.time - controllerAcc) / 20) / 3)}
    }

The circles do collide on E until auto-deletion. I actually don't really know why I did this.

The code is divided into two parts. The first contains things that are not intended to change over time or after a certain amount of time. These include things like pos, vel, and texture.
The second part contains things that are intended to change over or after a certain amount of time. These include things like color and density.

I like to increase density, not airFrictionMult, over time to slow the circles. This is actually more realistic, because smoke actually does get more dense over time, as it cools.

Re: Inline 4 Diesel Engine

PostPosted: Tue Jul 19, 2011 9:12 pm
by PooPingDung
look at the smoke that this thing produces
Rating: rated 5
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Re: Inline 4 Diesel Engine

PostPosted: Tue Jul 19, 2011 9:53 pm
by Gear97
I dont think its any special thing :| and I said that I could modify my smoke the way you want, just tell me the properties and then I will do it. ;)

Re: Inline 4 Diesel Engine

PostPosted: Wed Aug 10, 2011 12:46 am
by Gent
Did you guys die or what?

Re: Inline 4 Diesel Engine

PostPosted: Wed Aug 10, 2011 7:20 am
by Dare
Yes.

Re: Inline 4 Diesel Engine

PostPosted: Wed Aug 10, 2011 6:51 pm
by Gear97
No. I am taking a break ! :|
And.. I don't rly had any ideas with our fuel concept and I haven't seen you at skype sorry, I am a bit busy with a new game, but no worries I am conscient that we still having work to do.
About PooPingDung.. well I don't know about him.