• AUTODYNO - Engine Performance Test
    46 replies, posted
Version 1.2 released, op updated. R1.2 fixes 1. On-the-fly PID gain scheduling fixed (Fixes overtorque error spam/termination issue with some high torque engines) 2. Test Speed optimisations 3. Error reporting improvements 4. Test increment default raised to 50, max raised to 83, and input/actual increments are now displayed on screen 5. World axis constraint removed; you now have the option of unfreezing the dyno and aligning it with your engine rather than the other way around R1.1 fixes 1. Drag compensation for non standard air densities now works 2. Very high acceleration engine crankshaft MoI is now reported as negligible rather than -1.#IND 3. Text position and size updated for egp bold text revert
[IMG]http://i.imgur.com/Yrbsy.jpg[/IMG] No but really, great dyno really useful.
I'm going to take a wild guess that my engine is just hopeless... It didn't vibrate the connectors axis, it was smooth. Is it just not possible at some point due to Gmod's limitations? [IMG]http://i41.photobucket.com/albums/e277/SocomSoldierElite/gm_crystalbuild_v4_map20003.jpg[/IMG][IMG]http://i41.photobucket.com/albums/e277/SocomSoldierElite/gm_crystalbuild_v4_map20006.jpg[/IMG]
Hmm, try ball-socketing it only about the axis you want it to turn and leave the others unconstrained. That error is caused by the dyno's rotor being moved in a direction its not meant to be (i.e. not uni-axial rotation). From the sounds of your other thread though, it is unlikely you will ever be able to test this engine, it is simply too heavy and torque-y. Note however, once your engine can produce more torque than my dyno, it will probably act oddly anyway. Gmod physics dont stay predicable with stupidly big numbers and you will get glitches appearing. You could try testing with wenlis inertial dyno, but like I say, the results won't be representative as the physics won't behave (and also Wenli's conversions are wrong...) A quick calc shows the following; Assuming no wheel-spin, an engine operating at the maximum torque my dyno can handle (1e11 gfu.glu) can accelerate a 5.6 ton vehicle with 66.67 glu radius wheels to 4000 glu/s (the speed limit) in 1 tick... Alternatively, It could get a 372 ton vehicle to the speed limit in under a second. Edit: although you say it looked smooth, it was obviously glitching the physics engine. My dyno checks all 6 DOF for movement using entity funcs, and only throws up an error like that if something is seriously wrong.
Alright, thanks so much for the info, I guess I'll just leave it be as there is no hope for it.
Meh, not no hope, pointlessly powerful I'd call it :p. Try making super light thruster engines, or explosion powered engines, that's a challenge... :D
I Shall! I will make this too unnecessarily powerful for there is no point in doing so!
When I use this, I get a "Failed due to speed limit" error, among others.
If you just get that error, ignore it. The loading bar may take a while to start moving, but it should eventually. That error is due to the angular speed limit being enforced in an odd way by gmod.
Ok, I completely rebuilt my engine so that it had absolutely zero issues, and I introduced an active anti shake system just so I could test its power... I'm not trying to be a pestilence, but is there a way for you to set the torque value to the game maximum value as I over torqued the dyno again. [IMG]http://i41.photobucket.com/albums/e277/SocomSoldierElite/gm_infinigrass0007.jpg[/IMG] (ZSCM v6//64 hydro active damp and constant control with 4 hydro counters for opposing axis movement Auto power increment at desired rpm)
It already is at the game maximum value. I wouldn't artificially limit it for the sake of it! ApplyTorque is limited by prop mass, so once the dyno sets the rotor mass up to 50k, it can't apply any higher than about 1e11 gfu.glu of torque. The only way I could fix this issue is to use a different method to apply the torque, which would require an almost complete overhaul. It is likely that I will do this at some stage, but not in the next few months at least, sorry. For the moment, what you could do, is spawn a load of 50k kg barrels, axis them to the world, and ball-socket them in parallel with your engine. Use the following e2 code on each; E:applyTorque(vec(0, 0, 1e11)/66.567) To resist your engine. Keep adding more until the dyno can cope with your engine. Then, to get your results, add the torque you negated using the barrels, to the torque displayed on screen.
Alright, thanks for the info yet again. I simply was curious if there was indeed a quick fix, if not, ah well.
I love the idea of this, but i cant get it to work right, i get the error sv: Expression 2 (Autodyno GUI r1-2 by Tolyzor): [entities/gmod_wire_expression2/core/custom/EGP_Core.lua:12] attempt to call field 'IsValid' (a nil value) Am i missing a wireaddon?
How does one make a Engine I've never figured out how?
Do you mind making one where you put your wheels on the dyno and weld car to ground and spin tires? I really need one :)))
wiremod is down.
Does any one still have this download?? or know where i can find it? Thank you ahead of time!
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