• Prop Engines and E2's
    8 replies, posted
So I build a lot of prop engines and I'm versed well enough in E2 for the mathematical end of things that I need it to use. But I have a dilemma. Here is one of my apply force I6 engines [t]http://images.akamai.steamusercontent.com/ugc/85972156543625421/E47EF5B3BFD583A26C569FA6BB58AB3FD4409433/[/t] I'm trying to make them less buggy when they start to spaz out. Depending on the type of engine I'm using (v's seem to be less stable), eventually they all bug out in the 1500+rpm range. I would like to write an E2 that might quickly detect said "spazzing" right before it happens or when it first starts showing signs of spaz. I think this might be able to be done via change in RPMs. This is what I'd like to put in E2 but don't know how. X=time in seconds y=multiplication variable for throttle if Change in RPM>500 per x then y = 0 (or 0.5 or 0.1) just needs to reduce power to "save" the engine before imminent spaz Currently I just use a multiplication variable to lessen the power incrementally as rpms increase. (my form of a "rev limiter") Something like that is what I've been brainstorming but I'd really like something that would detect instability in the engine and reduce power accordingly (like a IRL knock sensor). Idk how many E2 experts are left around these days or if I'm the last of my kind with physics engine builds but help would be appreciated.
spaz should only happen after around 2000 rpm if it happens earlier you are using weak constraints (sliders, ballsockets). You should only be using axises for the crankshaft and for the pistons (very long lever so their movement is roughly straight.) That also removes the need of adv ballsockets on the pistons. And of course ropes for the cranks. Then you might want to decrease inertia of the crankshaft but only on the rotation axis. Add me on Steam if you wish. Also here is proof that i'm not bullshitting [video=youtube;hL9NbbdpYGw]https://www.youtube.com/watch?v=hL9NbbdpYGw[/video] EDIT: Also there's no notable difference between thrusters and props+applyforce for pistons
[QUOTE=TimeSchocK;52023460]spaz should only happen after around 2000 rpm if it happens earlier you are using weak constraints (sliders, ballsockets). You should only be using axises for the crankshaft and for the pistons (very long lever so their movement is roughly straight.) That also removes the need of adv ballsockets on the pistons. And of course ropes for the cranks. Then you might want to decrease inertia of the crankshaft but only on the rotation axis. Add me on Steam if you wish. Also here is proof that i'm not bullshitting [video=youtube;hL9NbbdpYGw]https://www.youtube.com/watch?v=hL9NbbdpYGw[/video] EDIT: Also there's no notable difference between thrusters and props+applyforce for pistons[/QUOTE] Axis is the only way i build them for sure, and I do apply force engines unless they are V's. My inlines are primarily ApplyForce. As for said spaz it does happen close to the 2k rpm range. When under a load they tend to act up a bit more. I'm just curious if there is a way we can get some sort of "misfire" calculation. How is your engine going 2K+ too? My crankshaft always tries to flip over on itself near those speeds.
2k+ is only possible without any load. So basically useless You can prevent that flipping with the inertia decrease. eg. your crankshaft is a cylinder prop and inertia would look something like this (1,1,0.05) now increasing it to something like (6,6,5) would make it instantly more stable. for cylinders z is the rotation axis since they spawn standign upright those long rectangle that i use rotates around its x axis since it spawns lying down you can modify inertia with the E2 function Entity:propInertia(vec(x,y,z))
[QUOTE=TimeSchocK;52023738]2k+ is only possible without any load. So basically useless You can prevent that flipping with the inertia decrease. eg. your crankshaft is a cylinder prop and inertia would look something like this (1,1,0.05) now increasing it to something like (6,6,5) would make it instantly more stable. for cylinders z is the rotation axis since they spawn standign upright those long rectangle that i use rotates around its x axis since it spawns lying down you can modify inertia with the E2 function Entity:propInertia(vec(x,y,z))[/QUOTE] Thanks, I've never messed with the crankshaft inertia.
Helps a lot with wheels aswell!
[QUOTE=TimeSchocK;52024571]Helps a lot with wheels aswell![/QUOTE] What exactly does it do to the prop? If it's true "inertia" i've just been increasing crankshaft weights all these years to get more stability lmfao
well, inertia is resistance to rotational movement as mass is resistance to translational (or directional) movement. IRL these two are closely linked together but in gmod you can modify them independently. Increasing inertia makes it more difficult to accelerate but you can offset this by just increasing thruster force or applyforce. Increasing mass however has an impact on the whole chassis of a vehicle because it now has to support that extra mass.
[QUOTE=TimeSchocK;52027167]well, inertia is resistance to rotational movement as mass is resistance to translational (or directional) movement. IRL these two are closely linked together but in gmod you can modify them independently. Increasing inertia makes it more difficult to accelerate but you can offset this by just increasing thruster force or applyforce. Increasing mass however has an impact on the whole chassis of a vehicle because it now has to support that extra mass.[/QUOTE] Thanks!
Sorry, you need to Log In to post a reply to this thread.