@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
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.
@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
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
@GrandPrix no
The wheel base is too short to drift properly, and it snaps back way too fast or just entering uncontrollable spin.
Because the rear wheel is rigid, it can't retain much rolling/side inertia and spins out due to a wheel leaving the ground
I'm not too sure what to test for but here's my thought
If not under acceleration100-200 km is pretty balanced, a bit on the oversteer side but controllable.
Over 200 it's pretty understeery, and under 100 it pretty norovirus
The Ackerman angle was not working properly, I have add a display to show how much steering angle each wheel have and it's not doing it properly See this one
I'm suspecting it's due to the steering linkage cannot articulate properly thus causing some funky steering.
By using control base as a ball joint to solve this problem like this
The steering system collapsing is another problem, just limit the steering angle or redesign the steering system
@GrandPrix overall really nervous
Major problem there's 0 articulation of the rear axle, so when the car roll one of the wheel would be lift up lose grip abruptly
from my test the rear left wheel would levitate and wouldn't touch ground without load.
I would believe it's wheel or one of the block stock on each other's collision model.
Another problem is the structure the rear left upper trailing arm attached to is wrongly attached to the lower arm. This should have the problem solved
@XEPOH
My opinion is that we shouldn't have to use custom prop to have all this. Because as you stated it would be too demanding and I totally agree. I just think there could be a option to have all the stuff integrated into the prop part
chill, I just find it really cool somebody else also did the details of the car.
I also like model car with details, and couple of my build also have engine internal.
Also moving drive shaft, nice detail and I too have some build with that.
I would like to imagine I have some influence in this build, mainly the engine, but also some other small thing.
If not still congraz for this beautiful build
@MVC I was trying something with controlbase but I guess this would do
@lizi13399a such a pity we couldn't have you in SVT
T
how to make custom prop be rotatable yet stayed on instead of flying away due to centrifugal force?
+1T
how this 404 part plane are so heavy on the system.
+2This lag my device where normally a 900 part craft wouldn't
the instability is really cool, but this thing really need fly by wire and flight computer
we need single craft multiplayer for this
could I put working pistons and post this in the future?
@marcox43 you sure can build good engine
+1Your v and inline engine was my inspiration to build better engine
I was amazed by how well it work back then, and even now
we have funky tree now my man
+1So 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.
@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
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
@MrShenanigansSP
So i did eventually did this on the Bush plane
Take a look if you want
I'll also redo this with a V12, as I finally have a powerful enough engine at proper size of the plane
bro waited almost 6 yeas for this one
@GrandPrix no
The wheel base is too short to drift properly, and it snaps back way too fast or just entering uncontrollable spin.
Because the rear wheel is rigid, it can't retain much rolling/side inertia and spins out due to a wheel leaving the ground
I'm not too sure what to test for but here's my thought
If not under acceleration100-200 km is pretty balanced, a bit on the oversteer side but controllable.
Over 200 it's pretty understeery, and under 100 it pretty norovirus
The Ackerman angle was not working properly, I have add a display to show how much steering angle each wheel have and it's not doing it properly See this one
I'm suspecting it's due to the steering linkage cannot articulate properly thus causing some funky steering.
By using control base as a ball joint to solve this problem like this
The steering system collapsing is another problem, just limit the steering angle or redesign the steering system
@GrandPrix overall really nervous
Major problem there's 0 articulation of the rear axle, so when the car roll one of the wheel would be lift up lose grip abruptly
@GrandPrix yes why?
from my test the rear left wheel would levitate and wouldn't touch ground without load.
I would believe it's wheel or one of the block stock on each other's collision model.
Another problem is the structure the rear left upper trailing arm attached to is wrongly attached to the lower arm.
This should have the problem solved
@YarisSedan yoo chill
+1plane game and tower
humm
cappie best girl
+1@ShinyGemsBro pray for the people of Jundrooverse
+1@jamesPLANESii same
+2Still remember lerning to build helicopter blade, then 1.8 landed
Omg i love french car
+1lol the text radio is really cool
+1I whish we would have more advanced implementation of airflow/drag simulation in 0:40 in SP2. Looks really cool
+2welcome back legend
+1@XEPOH
+1My opinion is that we shouldn't have to use custom prop to have all this. Because as you stated it would be too demanding and I totally agree. I just think there could be a option to have all the stuff integrated into the prop part
U are our hero
+2absolute cinima
+1big honkus
"Can't have stuff in Detroit" moment
+2chill, I just find it really cool somebody else also did the details of the car.
I also like model car with details, and couple of my build also have engine internal.
Also moving drive shaft, nice detail and I too have some build with that.
I would like to imagine I have some influence in this build, mainly the engine, but also some other small thing.
If not still congraz for this beautiful build
No bumps?
a sub 200 part plane need a long table of contents
Truly advance
@AddictiveSPboy this looks like old school build from 2014
+1cool conversion
+1the best vehicle to play hide and seek with
@SPMistatop sure
looks german
good to see someone join the piston engine rabbit hole
+1why is the wear wheel steering
+1cute
I wonder what people will do to this building in a plane game
+4@MVC controlbase is just weird in general, it isn't instantly obvious it's uses as a mechanical part
+2@MVC I was thinking the exactly same thing on controlbases, using it with FT to have an adjustable suspension.
I guess you beat me to it