How to balance wheels?
8 posts • Page 1 of 1
How to balance wheels?
I was working on my car, and stuck with a problem.
I have very cool looking and accurate rims for it,but it's a bit unbalanced...
I mean, i made them on top of a blueprint...
So,the real car has 293 NM torque and it goes to 250 km/h(which is ~70 m/s).
And my prototype is going to 25m/s(1000 rpm on wheels) and then wheels are starting to bounce weirdly, even with restitution set to 0)
Also,i've got no suspension on it(i thought about it, but is there an easier way to solve this problem?), the wheels are connected straight to the car body.
I've tried to balance it just by holding it by a hinge and placing small weights on top of it(just like the real wheel balancing is done),but it isn't precise enough.
Is there a way to place a hinge precisely into the center of mass of a group of polygons?
Sadly, i can't script on thyme(yet), so i can't make a script for that(but i'm sure that this is possible,because the drag tool have this function)
Oh, and by the way, the car's weight is 833 kg(half of the real,because it's two-wheeled) and it's real-sized.Maybe this is the problem?
Because ~500 RPM is enough for some cars to speed up to 65 m/s, but they aren't real-sized and real-weighted...
P.S.
I'm new to forums(but not in phun, i was here since 4.x.x,but read-only), so this thread may be posted in a wrong part of forum.
Also, english is not my native language, so don't punish me for some grammar errors.
I have very cool looking and accurate rims for it,but it's a bit unbalanced...
I mean, i made them on top of a blueprint...
So,the real car has 293 NM torque and it goes to 250 km/h(which is ~70 m/s).
And my prototype is going to 25m/s(1000 rpm on wheels) and then wheels are starting to bounce weirdly, even with restitution set to 0)
Also,i've got no suspension on it(i thought about it, but is there an easier way to solve this problem?), the wheels are connected straight to the car body.
I've tried to balance it just by holding it by a hinge and placing small weights on top of it(just like the real wheel balancing is done),but it isn't precise enough.
Is there a way to place a hinge precisely into the center of mass of a group of polygons?
Sadly, i can't script on thyme(yet), so i can't make a script for that(but i'm sure that this is possible,because the drag tool have this function)
Oh, and by the way, the car's weight is 833 kg(half of the real,because it's two-wheeled) and it's real-sized.Maybe this is the problem?
Because ~500 RPM is enough for some cars to speed up to 65 m/s, but they aren't real-sized and real-weighted...
P.S.
I'm new to forums(but not in phun, i was here since 4.x.x,but read-only), so this thread may be posted in a wrong part of forum.
Also, english is not my native language, so don't punish me for some grammar errors.
- BlackCore
- Posts: 2
- Joined: Wed Nov 30, 2011 9:20 pm
- Location: RU
Re: How to balance wheels?
First of all,
>What version are you using?
If it's algodoo 1.97+, try messing with the legacy mode of the hinge.
>What version are you using?
If it's algodoo 1.97+, try messing with the legacy mode of the hinge.
-
TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: How to balance wheels?
Using Algodoo 2.0.0
Messing with legacy-mode helped a bit.Now it can go up to 157rad/s(~1500 RPM).Then it just stops speeding up with any forces.(due to software limitations,i guess)
Also, after some testing, even the box that is 1,25m X 4.25m with two wheels, i couldn't speed up more than 55 m/s@1100RPM.
I've heard somewhere near kilinich that algodoo can't handle large angular velocities like 110rad/s.
How to speed it up more and keep it real-sized then?D:
But the question of balancing wheels is still on.
Messing with legacy-mode helped a bit.Now it can go up to 157rad/s(~1500 RPM).Then it just stops speeding up with any forces.(due to software limitations,i guess)
Also, after some testing, even the box that is 1,25m X 4.25m with two wheels, i couldn't speed up more than 55 m/s@1100RPM.
I've heard somewhere near kilinich that algodoo can't handle large angular velocities like 110rad/s.
How to speed it up more and keep it real-sized then?D:
But the question of balancing wheels is still on.
- BlackCore
- Posts: 2
- Joined: Wed Nov 30, 2011 9:20 pm
- Location: RU
Re: How to balance wheels?
Make sure you place a hidden or fully transparent circle of the same size over the wheels and make your rims and everything else low density and no-collision. Algodoo can get buggy if polygons are used at high speed.
-
Nxdt - Posts: 1019
- Joined: Mon Aug 31, 2009 6:32 pm
- Location: Scotland!
Re: How to balance wheels?
so, anybody find a solution? up to 1100rpm my wheel is bouncing...
and another thing, in the real life, a car have 630nm torque and 950kg. why in algodoo, a car with 950kg and 630nm torque, don't have the same acceleration? to make the same 0-60mph, it needs more than 2500nm. someone know how to "repair" this?
and another thing, in the real life, a car have 630nm torque and 950kg. why in algodoo, a car with 950kg and 630nm torque, don't have the same acceleration? to make the same 0-60mph, it needs more than 2500nm. someone know how to "repair" this?
- Renato7000
- Posts: 9
- Joined: Sat Oct 10, 2009 12:09 am
Re: How to balance wheels?
simple. all physics in Algodoo updates 100 times a second, if you have a wheel rotating at 1500 RPM, the wheel is rotating 90 degrees every update.
another reason is Algodoo is non-deterministic, and hinges are not intrinsically hard
Spoiler: show
another reason is Algodoo is non-deterministic, and hinges are not intrinsically hard
- jon_joy_1999
- Posts: 233
- Joined: Fri Dec 09, 2011 12:51 am
Re: How to balance wheels?
so it is impossible to repair it?
- Renato7000
- Posts: 9
- Joined: Sat Oct 10, 2009 12:09 am
8 posts • Page 1 of 1
Who is online
Users browsing this forum: No registered users and 2 guests