• AUTODYNO - Engine Performance Test
    46 replies, posted
This is a dynamometer that will test any engine to find it's performance. It can be used to; Help make engines: Determine what increases performance and what doesn't Compare engines: See who's engine has the best performance Help make transmissions/powertrains: See what is efficient and what isn't ...And obviously, make vehicles. Ball-socket your engine to it and press "test" - it's as simple as that. All calibration is done automatically. HDR users: Press the middle of the screen to darken it. See the video for a demonstration: [media]http://www.youtube.com/watch?v=b1JRxzCrFwA[/media] [URL=http://img5.imageshack.us/i/autodynor124cylinderbox.jpg/][IMG]http://img5.imageshack.us/img5/5172/autodynor124cylinderbox.jpg[/IMG][/URL] [IMG]http://img834.imageshack.us/img834/8880/prerelease1v16.jpg[/IMG] [IMG]http://img96.imageshack.us/img96/871/prerelease4inline8withp.jpg[/IMG] See here for a more technical explanation: [url]http://www.wiremod.com/forum/finished-contraptions/24735-autodyno-engine-performance-test.html#post227202[/url] Download latest version: [url=http://www.garrysmod.org/downloads/?a=view&id=118710][img]http://www.garrysmod.org/img/?t=dll&id=118710[/img][/url] Old versions: [url=http://www.garrysmod.org/downloads/?a=view&id=118113][img]http://www.garrysmod.org/img/?t=dll&id=118113[/img][/url] [url=http://www.garrysmod.org/downloads/?a=view&id=117619][img]http://www.garrysmod.org/img/?t=dll&id=117619[/img][/url] If you are having testing issues accompanied by error hints, please post the error message dump printed to console upon test completion/termination and I will do my best to solve the problem. Thanks to the inhabitants of Spaceindavers, Nodex and Unsmarts for providing engines to test!
Nice, it's always good to have diagnostic tools at hand.
Looks nice, lots of features. . .but doesn't really work with "any" engine. Works on some of my weak ones, but just spews errors if I try it with a hydraulic engine.
That's really cool. I need to learn how to make engines. I want to try to power a fin prop plane with the same engine as in my trainer cessna, a tiny ass four cylinder opposing
[QUOTE=unrezt;27896714]Looks nice, lots of features. . .but doesn't really work with "any" engine. Works on some of my weak ones, but just spews errors if I try it with a hydraulic engine.[/QUOTE] Mind posting the errors it makes? It prints them all to the console once it gives up or finishes a test. If it doesn't tell you it has terminated the test, let it keep running, it may well calibrate itself to work. It should be able to test anything up to the limit of applytorque, which is 1e11 gfu.glu. That is E:applyTorque(vec(0, 0, 100000000000) / 66.567) which is a pretty big number...
Looks handy
well, tried out a forcer motor with it, managed to get 1074 ft.lbs at 325 RPM, and 84 HP at 417, max RPM was around 525 and no crankshaft MoI, so I'm quite happy :D
Heh, I should really make it say "less than testable" rather than 0 MoI. You must have had a damn lightweight crankshaft, I'm surprised it didn't spazz...
does it require removal of drag
Nope, drag and rotor inertia are both compensated for by the e2.
awesome
[QUOTE=Amplar;27950000]awesome[/QUOTE] Lol, 1776 posts. Fourth of July! Anyway, on topic, thats a really sweet machine. Very impressive. Nice to have something to judge our engines against. Now I just need to get around to [i]making[/i] one
Fixed a few bugs, updated op with version 1.1 release.
I have some problems spawning it... [code]AdvDupeERROR: CreateEntity failed to make "gmod_wire_egp", Error: weapons\gmod_tool\stools/wire_egp.lua:39: attempt to index global 'EGP' (a nil value) AdvDupe: Sending this ErrorMsg to Player [1][Exorian] AdvDupe-ERROR: "Failed to make "gmod_wire_egp"" AdvDupeERROR:Created Entity Bad! Class: gmod_wire_egp Ent: 121 AdvDupeERROR: CreateEntity failed to make "gmod_wire_expression2", Error: autorun/server/wirelib.lua:408: attempt to index field '?' (a nil value) AdvDupe: Sending this ErrorMsg to Player [1][Exorian] AdvDupe-ERROR: "Failed to make "gmod_wire_expression2"" AdvDupeERROR:Created Entity Bad! Class: gmod_wire_expression2 Ent: 116 AdvDupeERROR: AfterPasteApply, Error: entities/gmod_wire_expression2/init.lua:211: attempt to index field 'inports' (a nil value) AdvDupeERROR: Problem with = Weld Constraint. Could not find Ent: 121 AdvDupeERROR:Could not make constraint type: Weld AdvDupeERROR: Problem with = Weld Constraint. Could not find Ent: 116 AdvDupeERROR:Could not make constraint type: Weld AdvDupeERROR: Problem with = NoCollide Constraint. Could not find Ent: 121 AdvDupeERROR:Could not make constraint type: NoCollide[/code]
Get the SVN version of Adv. Dupe and Wiremod. Not that garrysmod.org crap. [editline]22nd February 2011[/editline] If you already have the SVN version, update them.
When i update wire through SVN i got more errors..
You're doing it wrong, wipe your addons folder and reinstall everything or just reinstall GMod (<- do that).
I have the SVN and such, and the EGP screen is dataless. Just shows no graph. I tried resetting the chips, nothing worked. :frown: [editline]27th February 2011[/editline] sorry to bump thread, but I wondered if there was a solution anyone knew of.
You mean its a black screen or just that the background, title and unit tabs are the only thing showing up?
Woo! Now I've finally managed to make an engine. It's a four cylinder opposing, the same engine in the Cessna 172 Skyhawk, and I did manage toget it to power a lethargic plane
[QUOTE=Tolyzor;28326036]You mean its a black screen or just that the background, title and unit tabs are the only thing showing up?[/QUOTE] the background, title and unit tabs are the only thing showing up Updated svs, tried to reload the chips, tried reloading lua entities and then respawning, no avail. I'd appreciate any help.
Lol, watch the video. It can't display data before it has tested the engine! (ball-socket engine to it, unfreeze rotor, turn engine on, press "test", wait)
[QUOTE=Tolyzor;28364561]Lol, watch the video. It can't display data before it has tested the engine! (ball-socket engine to it, unfreeze rotor, turn engine on, press "test", wait)[/QUOTE] I did that.
Is it producing any errors as hints? Mind posting a screenshot? It works for me (and everyone else) with the latest revision of wiremod...
nope, no errors. It seems to be an error related to just one map now that I reinstalled wire. idk why it hates that map, but TB's Dupe does the same thing. Who knows.
Dyno worked great for me for low power engines.. I'm just curious though, is the torque limit able to be changed as I really want to find my engines torque but the dyno states that it is over torqued, trys to up its limit, then hits "Dynometer Overtorqued... terminating test." pictures [IMG]http://i41.photobucket.com/albums/e277/SocomSoldierElite/gm_crystalbuild_v4_map20009.jpg[/IMG][IMG]http://i41.photobucket.com/albums/e277/SocomSoldierElite/gm_crystalbuild_v4_map20008.jpg[/IMG][IMG]http://i41.photobucket.com/albums/e277/SocomSoldierElite/gm_crystalbuild_v4_map20007.jpg[/IMG][IMG]http://i41.photobucket.com/albums/e277/SocomSoldierElite/gm_crystalbuild_v4_map20011.jpg[/IMG][IMG]http://i41.photobucket.com/albums/e277/SocomSoldierElite/gm_crystalbuild_v4_map20010.jpg[/IMG]
I don't think it likes hydraulic engines.
Well I realized I had the hydro power set to 9 e27... That kinda differs from my assumption that it was at 50,000 :P
[QUOTE=BadZzch;28391846]Dyno worked great for me for low power engines.. I'm just curious though, is the torque limit able to be changed as I really want to find my engines torque but the dyno states that it is over torqued, trys to up its limit, then hits "Dynometer Overtorqued... terminating test." [/QUOTE] Ah, cheers for the screenshots. I have identified the bug. The dyno can set its PID constants in two different ways. The first is during a dedicated test it runs at the start, and is all that's needed for most engines. The second is via those warnings on the fly, and that part was broken... The fix will be in version 1.2 ill release soon, I'm just gonna see if I can update anything else while I'm at it.
Thanks for the info, I'll be looking forward to it.
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