I'm asking this because I'm starting to blow engines whenever I pass the 800-900RPM mark, so is the there any way to make piston engines spin faster without glitching them out? I already broke my first transmission prototype when it hit 800RPM(rotators glitched out and got out of place due to inertia).
help pls. as reference, I'm using this engine as testbench
@marcox43 you sure can build good engine
Your v and inline engine was my inspiration to build better engine
I was amazed by how well it work back then, and even now
@Johnnyynf That's really awesome! I'm sadly not well versed in FT and very out of date, but I can build engines well tho.
we have funky tree now my man
So the piston don't have to start at either at top or bottom dead center now
The cycle function can be write using a sin wave, with top dead center be sin(90) and halfway at sin(0/180). And this is how I do this engine.
And even better we can have rotator output it's current position to the piston so it will never jam the engine ever again like this set of engines.
And lately I found out we could use control base instead of piston to push, and improves power per weight a lot.
So basically I have done some developing on the art of piston engine and above are my trade secret.
@Johnnyynf wait a moment, how on earth did you make a triple side crankshaft work?!
All I've managed is a flatplane or semi-crossplane at most.
@marcox43 glad to see you on this old post
This is my latest piston engine. I think in this I have the wobble reasonably taken care of.
Cool idea maybe I should do one just to try one with shorter stroke.
I do found out shorter connecting rod (in proportion) do reduce max RPM
@Johnnyynf given this RPM limitation, maybe we should focus on high stroke-low bore engines, such as marine Diesels. I did a couple back then, but they has such humongous torque that they tilted the whole ship, so a dual contra-rotating setup is recommended for proper use.
@Johnnyynf I think it has to do with Unity's wobbly physics, same reason for the "Kraken" in KSP. Game engie limitation it seems...
even till now despite all the improvement to my engine
all of my engine can push 800 something RPM but not more.
Not sure which part of construction or game engine reason that limit it, as just attach an engine to free spinning rotator can easily do above 1000
@ZHUAREVONI well, I calculated how much time it took to give a spin at 1x multiplier, then multiply that value for the input multiplier (4.25 as the case, as 4.3-4.4 blew the engine and the transmission too...)
bro, how do you calculate the rpm?
@randomusername like in the conrods or as engine mounts? I'm a bit lost on what part of the engine are you referring u.u
@randomusername what do you mean for support?
@BACconcordepilot I'll try that, maybe a 90°V8 should work properly.