I Built a New and Improved Explosive Engine with Automatic Timing Systems! (Scrap Mechanic Gameplay)

Поделиться
HTML-код
  • Опубликовано: 2 окт 2024
  • Back again with more Scrap Mechanic! Today we are looking at an improvement to the explosive engine design with a new version! This version has multiple systems that make it an improvement but also features an automatic timing system for auto adjustment of the engine fire cycle to the speed of the shaft!
    Workshop: steamcommunity...
    -------------------------------------------------------------------------------------------------------------
    Discord: discordapp.com...
    Merch: teespring.com/...
    -------------------------------------------------------------------------------------------------------------
    About Scrap Mechanic:
    store.steampowe...
    -------------------------------------------------------------------------------------------------------------
    #scrapmechanic #kangaming
  • ИгрыИгры

Комментарии • 528

  • @jacksonlee5466
    @jacksonlee5466 3 года назад +172

    remember that transmissions have torque converters to fix the issue with torque

    • @swskitso
      @swskitso 3 года назад +28

      Gear ratios fix the issue with torque.
      Torque converter transfers power from the engine to automatic transmission

    • @0desumilde11
      @0desumilde11 3 года назад +10

      Indeed, I think he shoud use the gears mod and use the cogs to give more torque to the engine

    • @jonaserebos745
      @jonaserebos745 3 года назад

      @@0desumilde11 That's what I thought, too.

    • @FarceeTheFire
      @FarceeTheFire 3 года назад +1

      Also remember that transmissions have... Transmissions
      This thing has the engine directly linked to the axle, there's def gotta be some sort of gear reduction

    • @janbaxa3282
      @janbaxa3282 3 года назад

      and we need cluth guys :D

  • @nikkiofthevalley
    @nikkiofthevalley 3 года назад +254

    At this point it's starting to sound like an actual engine

  • @thesteamengineer442
    @thesteamengineer442 3 года назад +205

    Explosive engines are such weird concepts in SM, yet they should be the most normal thing ever.

    • @loneside4912
      @loneside4912 3 года назад +2

      In SM it's solid explosives of which we are trying to use the expansion force to move something. vs real life where we are actually using pressure of expanding fuels by chemical change, aka, combustion. Basically like a steam engine, but we are burning fuels within the cylinders for that pressure. So in a way for me at least, it's a weird and wild thing lol

    • @loneside4912
      @loneside4912 3 года назад +4

      Only reason why there is no torque in SM, is because you don't have contained pressure, just an instantanious high force followed with zero force to continue pushing the piston throughout the cylce

  • @loneside4912
    @loneside4912 3 года назад +82

    Should advance the timing. Variable timing can be used so when at low rpm you actually have the explosions delayed, and at higher rpm you can advance the timing (since there is a delay in the explosion). Also, technically speaking from the real world, free moving engines can't do a 1:1 drive and would never be able to move a vehicle without some gear reduction unlike the classic piston engine.

    • @Giuliana-w1f
      @Giuliana-w1f 3 года назад +3

      I think the timing could be changed by rotating the sensors

    • @ACMaxtogo
      @ACMaxtogo 3 года назад +1

      @@Giuliana-w1f or moving the paint lol

    • @Giuliana-w1f
      @Giuliana-w1f 3 года назад +2

      @@ACMaxtogo moving the paint would be like changing the camshaft, having the sensors in a bearing and a slow engine (or controller) would be better, it could have different timing depending on the speed (and it would be more precise than just 1/8 of a revolution)

    • @frankdeson
      @frankdeson 2 года назад

      Theres tons of old school racecars salt flat cars and dirt track cars that use 1:1 they are just push started.

    • @TheAruruu
      @TheAruruu 2 года назад

      just wanted to mention that steam engines use a classic piston design, but don't need transmissions to gear down the rotational speed to generate enough torque. the steam is just so stupidly strong relative to the explosions that it can easily push a full vehicle with 1:1.

  • @CopiHuman
    @CopiHuman 3 года назад +55

    Boom Boom engine!!!
    I think you should gear down since the speed seems excess compared to the lack of torque.
    Also, you could perhaps try making the engine rotated 90 degrees so the cylinders face forward so regardless of your speed the explosives should still blow ewachother up

    • @1mariomaniac
      @1mariomaniac 3 года назад

      It might be a bit of a pain connecting the engine up if he mounts the engine transversely.

    • @tombroad9239
      @tombroad9239 3 года назад +1

      The rotation idea is interesting, but I don't know about the gearing suggestion.
      SM physics don't allow for efficient gear-meshing. Gear interactions are drastically inefficient and would probably lose more torque than they'd provide.

    • @CopiHuman
      @CopiHuman 3 года назад

      @@tombroad9239 if bomb spawning mods are allowed I’m sure the rules can be bent to allow the gear mod, as proof of concept

  • @callekun
    @callekun 3 года назад +52

    Love the format of showing each step of the design process

    • @ovencake523
      @ovencake523 3 года назад +2

      its kinda inspiring and cooler to show each step then go
      heres a cool thing i made click switch it kinda works
      also more video time so more ads... everyone kinda wins

  • @brandonatherton
    @brandonatherton 3 года назад +6

    You need a clutch my guy. Disengage it from the gear to start the engine, then once the engine is up to speed, engage it to drive. Also, you should have a cylinder going off every 1/4 rotation to keep a more consistent power/rotation. I didn't catch that any of your designs were doing this. I know that's also probably difficult with Scrap Mechanic since you can only build on 90 degree angles while an object is on a lift. I would also look into doing some gear reductions, maybe some sort of gear box. I feel like this is really going to need the extra help from gears no matter how good you get it, or it will just keep stalling out. Also, an electric engine hooked to a bearing on the crank shaft might be good. Set it to a switch or button so you can use it as the starter. Those are my thoughts anyway. Not sure how practical they all are, especially combined together, but I think they'd be good if they're doable in Scrap Mechanic.

    • @Giuliana-w1f
      @Giuliana-w1f 3 года назад +1

      An electric engine directly on the crankshaft wouldn't work, when an electric engin is not spining, it's braking. It would need a clutch or something

  • @AsimBhat19
    @AsimBhat19 3 года назад +18

    I think you need a bigger gear ratio...i mean make a bigger gear on wheel axle and smaller on the shaft
    ..
    And try to create a v4 engine...maybe that will help with the weight

  • @nejigzara462
    @nejigzara462 3 года назад +16

    the problem is the differential (the gear shaft) you made with pipes, i think if you just turn the whole engine 90 degree and put the wheels directly in the crankshaft right and left it might work

    • @loneside4912
      @loneside4912 3 года назад +5

      Quick explanation on why direct drive does not work; We don't have constant explosions, and we also dont have constant power. If we had a cylinder for every 1 degree, it would work in direct drive... but that's 300+ cylinders you would need for that.. so therefore we need to gear down the drive to maintain higher rpm, and take advantage of a flywheel

    • @swskitso
      @swskitso 3 года назад +1

      @@loneside4912 its not just a flywheel that maintains rotation, crankshafts are designed with counterweights to balance the rotation as well as maintain it.

  • @suikerstaafje7
    @suikerstaafje7 3 года назад +2

    Must be the spawner and movement (speed) combination. Like the spudgun when moving very fast. Awesome project, I love it.

  • @KeeDaMok
    @KeeDaMok 3 года назад +9

    Does the explosive go off at top dead center? You may want to consider some ignition timing delay so the bomb goes off after tdc.

  • @user-es6wn6pz3e
    @user-es6wn6pz3e 3 года назад +33

    Try to run it in an empty world, though not that noticeable, the physics change a bit at lower frame rates. For example, my rpm tester skips a lot more rotation at lower framerates, and maybe play with the physics slider to see if framerates are more important than physics quality.

  • @masonrunnels2934
    @masonrunnels2934 3 года назад +15

    Maybe work in a transmission type thing where you could engage the drive wheels with a flip of a switch. That way you could gain momentum in both your piston cylinders and at your fly wheel. Maybe gaining that momentum to it's max and then engaging the wheels will be enough to move the vehicle. Or maybe it'll just stall out again lol.

  • @BMXrecords
    @BMXrecords 3 года назад +5

    My recommendation is to use your crazy youtuber pull to find someone to code a mod that uses better coordinates for spawning the explosives, i'm sure it can be done. Also, you can try closing in the cylinders to try to prevent them from popping out, or turn off block damage somehow and make the entire thing out of lighter materials except for the pistons
    also, you;re trying out output a gear ratio of 1:1, try changing that, it might help.

  • @tjavado
    @tjavado 3 года назад +59

    You can give the engine more torque by increasing the distance between the conecting rod and the centre of the crankshaft

    • @swskitso
      @swskitso 3 года назад +1

      Already has pretty long rods, just narrow the car a bit so the excess length of the rods become more travel for the crankshaft.
      He needs to use the full 360 degree range rather than each set being offset by 90degrees. An inline 6 firing one cylinder each offset 60degrees

    • @ValentineC137
      @ValentineC137 3 года назад +4

      @@swskitso it's not the rod length that gives torque, but the lenght of the crankshaft, or in other words the diameter of the crankshaft.
      Instead of the connection being offset by 3 blocks from the center of the crankshaft it could be offset by 4 or more blocks to see if it gives it more torque

    • @swskitso
      @swskitso 3 года назад

      @@ValentineC137 im saying there is plenty of length to make your change without extending cylinder or rod

    • @ValentineC137
      @ValentineC137 3 года назад +1

      @@swskitso if that's what you meant above, then he actually wouldn't be able to narrow the car if he did the crankshaft changes since the pistons would move even further out to the sides on the "compression" stroke

    • @swskitso
      @swskitso 3 года назад +1

      @@ValentineC137 i realized that later after typing but was at work. Your correct it would more likely need a longer cylinder.

  • @kirobean
    @kirobean 3 года назад +2

    try moving the explosive spawners forward in front of the cylinders a couple blocks if theyre trying to spawn where the spawners used to be, just use it to your advantage

  • @happytaco6382
    @happytaco6382 3 года назад +13

    I think potentially adding a transmission to gear down could help, it also might have to be a slow speed vehicle type of deal

  • @2001herne
    @2001herne 3 года назад +8

    Just an idea for the engine - how about a friction clutch. I.e. the engine spins up then presses a plate on the output shaft onto a corresponding plate on the wheels.

    • @2001herne
      @2001herne 3 года назад +3

      @@techno1561 what's the difference? Not ragging on your idea, im just not quite sure what the difference is.

    • @suicidalbanananana
      @suicidalbanananana 3 года назад

      @@2001herne In scrap mechanic "large contact area bad, small contact area good", the physics engine really hates calculating what happens to slabs touching other slabs or world, etc. Small contact points would simply run much better but likely have the same effect from a mechanical viewpoint.
      If you have the game, as a test, make something big that's not connected to the world, first try put it down as-is (large contact area with ground) resulting in lags, then try give it a few stubby legs (small contact area with ground) & put that down on the ground, suddenly no lags.

    • @2001herne
      @2001herne 3 года назад +1

      @@suicidalbanananana Thanks, that makes a lot of sense. You learn something every day I guess.

  • @Jamesdavey358
    @Jamesdavey358 3 года назад +22

    Could you make a realistic gun with explosives?

  • @fs2000
    @fs2000 3 года назад +1

    This is looking great! You could try and flip the crankshaft 90 degrees so it’s parallel to the car axle. That way you could drive the wheels directly and the explosives would at least not glitch into the side walls while driving.

  • @warreapr4225
    @warreapr4225 3 года назад +6

    Try actually getting the cylinders timed to a firing sequence to balance the engine explosions. Maybe it will help with the blown cylinders

  • @jsonisbored
    @jsonisbored 3 года назад +4

    Again going to recommend looking at splob's supercharged V8 in Brick Rigs

  • @dvd5685
    @dvd5685 3 года назад +4

    Glitch welder has a option to spawn things relative to its position

  • @Beregorn88
    @Beregorn88 3 года назад +2

    I think you should time the explosion better: they seem very late to me. You could try using a bearing between the crankshaft and the timing wheel to fine tune the delay. Also, direct driving may improve the situation

  • @wtechboy18
    @wtechboy18 Год назад

    So a couple of notes about this.
    First off, real engines typically ignite the fuel/air mixture before the cylinder reaches what's called Top Dead Center, or TDC, because it gives the gas mixture additional time to build up heat and energy. In your case this is a very bad thing. Your cylinders need to be well *past* top dead center to not throw a rod when ignited. I'd suggest basically introducing a 1/6th to 1/4th turn delay between the cylinder getting as close as possible to the explosives, and the explosives actually going off. That way the energy can be more effectively translated to the crankshaft rather than trying to shove the piston through the crank directly. The closer the offset portion is to 90 degrees from the cylinder when the explosive goes off, the less strain there will be, although it'll come at the cost of how much energy is recovered from the explosion.
    Second off, you *really* need to gear this thing down. It's got next to no torque. You can trade torque for speed though, like a tractor. Tractors are slow as hell but could tow God himself out of a ditch if necessary. Real tractors can even flip themselves on their backs if the wheels get locked up somehow. The point is, if you can find a way to make it so you've got a high gear ratio, torque should stop being an issue.

  • @blutregnet
    @blutregnet 3 года назад +3

    My idea would be to work on the timing of the ignition while you're moving. I noticed that sometimes while you used the thrusters to "jumpstart" the engine, you would accidentally start the engine with the wrong timing which caused less power from the explosions to the cylinders. Also, the improper timing of the first ignition possibly created counter-spin that worked against the attempted "jumpstart". Ofc, if you do fix this, you might as well go the full way and make a reverse/braking sequence too.

  • @claytonbuckley7628
    @claytonbuckley7628 3 года назад +8

    What you need to do is extend the bit comming of the main shaft adding more torque, or in otherwords give it a bigger stroke but not by just extending the piston out. Also right now you fire sequence would be 1234, instead try 1423, don't know if that would help in a game like this.

  • @averagegamer5617
    @averagegamer5617 3 года назад

    I would recommend two things. Clutch… if it dies the second the wheels are touching, u will never be able to idle, and two, spuds again. Just in case. U don’t need it when it’s still, but if the explosives aren’t detonating, the extra spud could help. I don’t know if u understand rotary engines, but they have an extra delayed spark just to ensure all of it is burned, think of it like that. Also, starter motor maybe in the future? Keep the clutch disengaged and start the engine up, and then turn on the clutch?

  • @ckrispisblankus
    @ckrispisblankus 3 года назад

    amazing!
    I think the main problems are the timing and initial acceleration.
    You have set the timers perfectly for a cruise speed, but the acceleration of such a big mass is progressive, so the explosions frequence should ramp up until you reach that cruise speed.
    Also as Constantine pointed, add mass to all the moving parts to increase their energy. It will though have a slower ramp regarding the previous issue.
    I hope that can be implemented easily!
    Hopefully the last of 5 edits or so, I would like to see you play Stationeers! There is nice logic in there as well as many functionalities to be done with it.

  • @filfil9902
    @filfil9902 3 года назад +1

    Put engine sideways and attach the wheels Straight to the crankshaft.
    Gears steal a lot of Energy so this schould give it chances of moving.
    Remove as much weight as you can!
    Timing area can be made of wood or even cardboard.
    If this woud not be enought use modded parts to make this engine really Light.
    (replace metal 3 with something super Light)
    :)

  • @jaunusender6166
    @jaunusender6166 3 года назад

    1) I think the double explosive uses the "equals and opposites" to stabilize it some.
    2) A painted square on the fly wheel with a sensor counting bit would tell the rpm. You can use additional blocks to find the max torque outside the movement problem.
    I love this kind of kANtent and have missed the logic stuff, I can't suggest anything to help with the placement except for building to compensate,(ie; a more complex piston shape so it doesn't calculate a space large enough inside it to place and explosive [++++--- ) but you already had that idea.
    I dont know how the game would react if you stretch the cylinders to compensate for the placement being behind the cylinder when moving.

  • @enderarchery2153
    @enderarchery2153 3 года назад +4

    If you make the crankshaft have a larger radius, the pistons should have more leverage

  • @THESLlCK
    @THESLlCK 3 года назад

    Today you created a boxer-8! Porsche was just about the only manufacturer to create these back in the can am era

  • @cheesepuddin1266
    @cheesepuddin1266 3 года назад +2

    Couldn't you just gear down the output from the engine where the axel connects? You would lose a lot of speed but you should gain torque assuming SM doesn't have issues with so many collisions

  • @adixx328
    @adixx328 3 года назад +1

    You have to extend the crankshaft arm even more, for more torque.
    Also your timing seems to be off.
    I sugest putting sensors on bearing, that will be connected to the controller, and as the engine will accelerate you will turn tha bearing degree by degree until you reach max speed. Unless you do that the engine will just stall again and again

  • @tpros6289
    @tpros6289 3 года назад

    If the problem is the explosives spawn point lagging behind the position of the pistons while in motion, then you need to give a buffer to allow for the explosives to spawn slightly behind the spawners. While sitting still it needs to be in the current build setup, but when you start moving those spawners have to be moved to lead their target. You could also just set the engine like an assembly line. The spawner provides explosives that travel to the ignition point that forces a piston to move. The energy is sent to a ratioed gear that allows less load to be applied to the mechanisms functional parts.

  • @EnthusedPotatoes
    @EnthusedPotatoes 3 года назад

    "It's 4 cylinders"
    *gestures to an H8*
    (Fairly certain the H8 worked without a flywheel since you have to do 180deg rotation for each cycle, meaning in theory the crankshaft would be sitting at 180 every time the second piston bank fired, which in scrap mechanic physics could go either way. An H8 switches this to 90deg meaning just the latent momentum of the driveshaft itself would guarantee it would keep spinning in the same direction).
    The car won't start without a kick because the back-torque from the wheels is too much for the pistons themselves to overcome directly and work in a cycle. You need a flywheel to smooth this out and potentially literally an electric starter motor (most starter motors slot into a gear to get the engine spinning and then disengage. Obviously in a real car there's also a clutch so you can engage the engine to the wheels gradually instead of all at once, making the instantaneous back-torque lower).
    The flywheel's momentum is energy storage. You need a certain amount of energy to overcome your inertia. There's a few different ways to look at it. In a real car, the starter motor engages to the engine, spins it a little bit to get the cycle turning (as often it can't reliably kick the flywheel into action on its own). The engine is then slowly meshed to the actual drivetrain at a reduced gear ratio to make the back-torque manageable. Once you've got engine + flywheel spinning reliably, you have a smooth force/torque/power output which makes engagement to wheels a more reliable endeavor.
    You could probably do it with direct engagement and no clutch, but you'd likely need a gear mod as in vanilla your options for gears are basically n=2 and n=4 which isn't exactly ideal.
    EDIT: Actually since the number of teeth is irrespective of total gear radius you can't have gears ratios at all in vanilla.
    Other than doubling up the spars I have no clue how to fix the piston bugging out though, that seems like something the devs would need to work on in order to make the overall engine more friendly to this sort of creation.

  • @undyingalmon3756
    @undyingalmon3756 3 года назад +1

    If you take a look at a real motor 2 pistons are connected at the same point, but you have them connected 180 degrees apart so when they fire all of your momentum is going into pushing the Pistons in, then you have no momentum pushing them out. If you are to connect them at the same place on the crank shaft one piston will push the other out so it can fire, to send the first piston back out so it can fire, so on and so forth.

  • @THEadrian85
    @THEadrian85 3 года назад +1

    If you rotate the engine 90° on the horizontal plane so the cylinders point in the direction of travel
    The exposives will spawn either just a little inside the piston or a little behind and probbably not spawn on the side of the chamber and glitch out.
    Maby even make the front cylinders a little longer and the rear ones a little shorter or even delete the rear ones although this boxer engine setup is very ballanced.

  • @joshuamishie8555
    @joshuamishie8555 3 года назад

    Actually the coolest scrap mechanic video I’ve ever seen pleaseee do more.

  • @159asmos
    @159asmos 3 года назад

    gearing lets you have the torque so you don't stall, while letting you travel slowly with a high rpm. so the engine can be running fast enough to not stall, but the vehicle's position change be slow enough to not have the explosives clip.

  • @pandamoon_man3747
    @pandamoon_man3747 3 года назад

    I think adding more weight to the fly wheel will do to it. You will need to have the wheel off the ground for the start for the momentum to build up and have the weight carry you through the start.

  • @iseeu721
    @iseeu721 3 года назад

    Funnily enough I just finished a compact limited-slip differential design as a project, fits in a 3x3 and runs off a driveshaft. would love to see how that works with this engine powering it!

  • @drittgaming2350
    @drittgaming2350 3 года назад

    Dude, you built a flat 4, that's sick
    Haven't finished the video yet but the prototype is awesome

  • @DINGUSGaming
    @DINGUSGaming 3 года назад +2

    What about a thruster starter that doubles as a flywheel? Might improve that janky startup.

  • @maartenbeute6742
    @maartenbeute6742 3 года назад +3

    I think you are going to need a transmission to solve the torque problem.
    Also the timing for a real engine is that the combustions happen when the pistons are at the Top of the cilinder, to get the longest travel. But since in scrap mechanic the explosion is like an impulse, like it happens in one frame, i think the timing should be be when the crankshaft is actually at a 90 degree angle (with the help of a controller maybe) to get the most leverage. And that could also solve the problem of the explosives spawning inside the pistons. I'm not sure if this actually works but these are my thoughts

    • @maartenbeute6742
      @maartenbeute6742 3 года назад +1

      Also fill in the gaps on the side of the pistons, these cause the pistons to fly out

  • @aidanaldrich3102
    @aidanaldrich3102 3 года назад +2

    Might I suggest a timing advance system? You wont be able to start with it on, but your explosions seem to be after top dead center

  • @danmcfadyen242
    @danmcfadyen242 2 года назад

    Rotate the engine 90 degrees so that it's transverse. Right now when you're moving forward the "lag" position of the explosives makes them move off center of the pistons which may cause the piston blow outs. If it's transverse, then they will only spawn futher "behind" the vehicle as it moves. While this will still be less than ideal, it should be easier on the engine and you may be able to compensate for it if there is a way to make the pistons move towards the front of the car the faster you get.

  • @benhaworth9284
    @benhaworth9284 3 года назад

    A way to gear it down without changing the gears could be to have the shaft attached to larger connectors to the pistons so a large movement in the shafts is a smaller piston movement possibly with multiple pistons per shaft attachment points. Then it moves slower more efficiently so is more effective. The also have the back raised up with a long front shaft to mean it is able to get ground clearance. This could of course all fail but it could be worth a try

  • @cardboardarmory4120
    @cardboardarmory4120 3 года назад

    idea: if you use a glitch welder and glitch weld an explosive but instead of hitting E on the glitch welder to weld it back in, you hook it up into a button so you can spawn an explosive attached to your vehicle and you can use spud gun to trigger it, with a sensor gatling mechanism to make them shoot fast enough to explode the explosives.

  • @Darthalamus
    @Darthalamus Год назад +1

    Kan should try this with the dyno and/or the component kit gears and see how it works...

  • @rallok2483
    @rallok2483 3 года назад

    Something more like a rotary type engine might work better for scrap mechanic.
    A wheel with four shafts that get pushed by explosions when a sensor detects those shafts are past the explosives. You could also add multiple wheels with different offsets.
    I know its not how a rotary actually works but seems like it could work in SM with simpler physics calcalutions.

  • @paulochikuta330
    @paulochikuta330 3 года назад +3

    gear reductions seem laggy. how about two disks pressed into each other, with suspension/pistons to control the normal force, so that if the resistive force is too great they slip

    • @TimeKitt
      @TimeKitt 3 года назад

      Wheels can even be used for this.

  • @cyberneticsteve7439
    @cyberneticsteve7439 3 года назад +2

    you can try and make the cylinders in a kind of v formation even though that is close to impossible from my experiences

  • @nickelpence
    @nickelpence 3 года назад +3

    I suggest trying out adding in a trasmission, initially inox for testing purposes

  • @RubenGarcia-pt8tp
    @RubenGarcia-pt8tp 3 года назад +1

    This video taught me more about how engines work than two and a bit years of studying mechanical engineering

  • @TakeNoShift
    @TakeNoShift 3 года назад

    Don't understand why you called a 4cyl a 2cyl, and an 8cyl a 4cyl, but this is really cool. Each cylinder is counted, not in pairs. What you have here is basically a V4 and V8 in a 180° configuration.
    Longer stroke translates into higher torque, but idk if that's how it works in-game here. You could experiment with different firing orders or tune the timing too (advance or retard the timing). You could also try different flywheel weights if it seems like certain sizes and materials are slowing the engine with how heavy the flywheel is. You'd probably wanna get a flywheel heavy enough to keep the engine in time while also having it light enough that you keep its effects of slowing the engine to a minimum.
    I saw comments suggesting you use mods that allow for reduced friction and more powerful explosives. Good ideas. You want as little friction as possible between the cylinder walls and the pistons here. More powerful explosives paired with a longer stroke could definitely produce some good torque.

  • @benpower3940
    @benpower3940 3 года назад

    You should try and have the top of the cylinder head facing the direction you are heading and changing some timing things that could account for the misfires and such

  • @gamerz8459
    @gamerz8459 3 года назад

    13:44 i feel like that would be flat 8 engine configuration with a crossplane crankshaft

  • @P0PL12
    @P0PL12 11 месяцев назад

    I would love to see this revisited. Im curious how it would do with a more balanced firing order?

  • @estufilla
    @estufilla 2 года назад

    When kAN says "this is simple", I already know it would take me at least 6h to understand the basics.

  • @dragonslayer-rc7jy
    @dragonslayer-rc7jy 3 года назад

    I wonder if it would be possible to compensate for the issue of the spawners sort of lagging behind by attaching them all to a piston and adjusting thir position ahead of the actual cylinders that way the explosives spawn behind but in the correct position. It'd have to adjust to the speed and you'd have to do a fair bit of testing to tune the distance but it might be possible in theory anyway.

  • @crazy_wiskerb7718
    @crazy_wiskerb7718 3 года назад +2

    Kans computer when he goes to potato mode: wow what just happened I feel great

  • @brutas_warman
    @brutas_warman 3 года назад

    i feel like this is because the explosives are spawning just as the piston fully extends, so if it explodes, the piston could lose power to the engine, so make it detonate as the piston starts retracting with a slight bend in the crankshaft
    maybe this timing issue could solve the buggy piston issue too, as the explosives are spawning into the piston... so if the piston is slightly retracted and out the way, it could stop glitching?

  • @tombroad9239
    @tombroad9239 3 года назад

    Quick question; the pistons on the crankshaft - are they just there so the entire shaft is rigid as one piece, while also being connected at multiple points to the frame? As in, the shaft is divided into separate pieces which rotate within the frame, and the pistons connect the different pieces so they spin together? (because the rigid connection to the frame would not collide with the piston?)
    I'm assuming that's why they're there, unless they're doing something else really important and I'm missing a key detail...
    I just never realised you could do that. I thought they were like suspension, where the base one block had regular collisions, and it was only the extendable/retractable section that could be phased through.
    This is actually a game-changer! I've seriously been using sports suspension in my mechanisms this whole time?

    • @tombroad9239
      @tombroad9239 3 года назад

      Oh my god, it is... 11:18
      Pistons in their single-block retracted position still have no collisions.
      I never knew this...
      How did I never know this?
      I've been building stuff with these bendy, two-block suspension pieces this whole time!
      Damn...

  • @calebjardine7
    @calebjardine7 3 года назад

    using the steering lock with a level 5 seat you could make a friction-based transmission so you can ease it in

  • @BruceJ609
    @BruceJ609 3 года назад

    I'm not a mechanic or anything but maybe something like a secondary track for the Pistons so they stay aligned, something like some Walker legs use that mechanism

  • @cerseonbrassmann5222
    @cerseonbrassmann5222 3 года назад +1

    Nice progress....
    So..... I got some ideas....
    1.
    Use an electic engine as starter, it could possibly make it so much easier to start.
    2.
    Make bigger pistons, not just does it have more momentum, but it can also spin faster as ypu get even more room for spawners.
    3 Try easing your engine in for a torque response
    You need a clutch, one that starts with those shoe thingies rubbing against each other and when you think the engine can handle it, let one side collapse into each other.
    4. You need a smaller gear ratio, the wheels spin too fast for the engines' torque.... Maybe that cog mod you once showed could help
    5. Maybe you can make a switchable modification: one where 2 spawners per turn per piston injects, for speeding up and one where 4 or more spawners inject per cylinder per turn for the times you need higher forces, like when clutching.
    Also:
    You need torque so build it like a torquay engine
    6. Try maybe bigger flywheels
    7. make the piston rods be in a guide too, to achieve that, build a crosshead engine setup, as the steam engines use.
    Another idea would be a knuckle rod system or if you don't find anything under that name, google search the picture: Knickpleuel Motor
    There's a gif to it there.
    8. Modded blocks for more durability/less weight and maybe more useful explosives.
    9. Say ypur sanity goodbye and reconsider your life choices
    10. A gearbox
    Maybe this'll help

  • @kirobean
    @kirobean 3 года назад

    and to fix the pistons blowing, try making the piston rails 2 blocks thick to minimize them glitching through

  • @tacticalsanta_the_best_one
    @tacticalsanta_the_best_one 3 года назад +1

    You should make it useing small explosives it might change something

  • @swskitso
    @swskitso 3 года назад +1

    Try an inline six set vertical
    Time them 135246 so explosions are not near each other
    Offset in 60 degree increments based on firing order so 3 should be 60 degrees off 1 and 2 will be 180 degrees
    You need to adjust gear ratios to overcome torque.
    With a 1-1 ration you could place the number of explosive used between the vehicle and unmovable wall then the blast would push the vehicle just as far, i imagine 4 dont move that car far.

  • @shadowgjhgitgjh2215
    @shadowgjhgitgjh2215 3 года назад +1

    My tips for improving the engine if you care to:
    1. Modpack parts spawner and set the offset based on the velocity of the vehicle. This would be fiddly, but it would deal with the explosives popping out of the engine.
    2. Gear mod to gear down the engine so it can give more torque.
    3. Would a drag reducer block help at all? My thinking is that, since it reduces the drag, it should reduce some of the strain on the engine?

  • @TheTenzen12
    @TheTenzen12 3 года назад

    I don't have clue about cylinders glitching out, but wouldn't be better use big wood or steel wheels directly on axis of rotation?

  • @jimmybriscoe8918
    @jimmybriscoe8918 3 года назад +1

    @kAN Gaming try putting the thrusters backwards from what I saw your thrusters rotated the crank counter clockwise while your ecu was programmed to only spin clockwise (p.s. I’m now installing scrap mechanic)

  • @ВалераГречкосий
    @ВалераГречкосий 3 года назад

    Hey Kan, I've accelerated your engine to 135 RPM, in stock it spin up at ~90 RPM. (Explosive Engine V2 mod to max RPM) in workshop

  • @808scum
    @808scum 3 года назад

    I noticed when the engines were running (at least at high rpms) the detonations were happening basically at bottom dead center which would explain why they wouldn't be giving much torque at speed. since there's probably a delay in the detonation, that same delay would result in a greater rotation angle as the engine goes thru rotations faster. Someone mentioned variable timing as a way to work around this which I think could be a great idea. You could use different color sensors to switch between different settings.
    As for timing sensors in general, if you put them farther away from the shaft, say on a flywheel, you could get better precision in general since more blocks would pass the sensor in each rotation. That might help the problem in itself, and make variable timing an option if need be.
    And for building up speed, I don't know how reliable friction between blocks is in SM but some sort of clutch or torque converter system seems like the go to. Some system with two different shafts that try to match each other's speeds. Maybe tires pressed into each other? Idk I'm no expert but I hope some of that helps. Love the content man!

  • @Cotcan
    @Cotcan 3 года назад +1

    I've been told to tell you quote: "If he kills the baby waks, Kosmo will unfriend him. Delete him. Report him. Block him. And...probably egg his house."

  • @kizzi7393
    @kizzi7393 Год назад

    “Theres a lot of smoke we need an exhaust pipe”

  • @CthuluSpecialK
    @CthuluSpecialK Год назад +1

    What about using one of those trammel gear ration thingies? I don't remember the name, but the 4 component 2:1 gear ratio thingies. Shouldn't that convert some of the explosive engine speed, into torque?

  • @TeakKey7
    @TeakKey7 Год назад +1

    I think the problem was trying to build a subaru and expecting it to be reliable

  • @CobetcknnKolowski
    @CobetcknnKolowski 3 года назад +2

    Stellar video as always Kan!
    One of the ways to get the weight down would be to have modded blocks that have low weight and high durability.
    Also a mod that creates smaller explosive effects would be nice so that you can actually see the engine without all the smoke and dust.

  • @mrOverYeff
    @mrOverYeff 3 года назад +1

    What happens if you slap an explosive at high speed? Cause you could trigger the explosives with the cilinders themself. If that works

  • @kylegoes8119
    @kylegoes8119 3 года назад

    You need to modify the crank so you can alternate the pistons left to right as well

  • @scaffoldinglabs
    @scaffoldinglabs 3 года назад +1

    kan I made a engine that works using pistons and sensors just replace the wood with metal and the piston with a explosive chamber and boom (read my reply to this comment for link)

  • @aitoraylagas
    @aitoraylagas 3 года назад +1

    you should do this with timers so that if you do it with sensors when the engine stops it can’t keep spinning, but with timers if it stops it continues to generate dynamite and can spin again.
    thanks for reading.
    :)

  • @buster56speed
    @buster56speed 3 года назад +1

    Me and a friend made a spud powered engine and up loaded a version on the workshop under his account but im not 100% sure how many versions there are as due to internet difficulty we had to send copies to eachother throught the workshop.

  • @argxz4200
    @argxz4200 3 года назад +1

    You need a very heavy flywheel and a clutch using high friction blocks against the flywheel to try and ease on the power

  • @blacktownshadow1325
    @blacktownshadow1325 3 года назад +1

    You shood try glitch welding the spawners so you kinda have a throttle wich just activates a second set of spawners....

  • @urboigetting1052
    @urboigetting1052 Год назад

    Bro just casually makes a internal combustion engine from scratch

  • @calebhouston5799
    @calebhouston5799 3 года назад

    If you were to connect the pistons to a crankshaft or bearing on both sides to eliminate the need for cylinders they couldn't get blown out.

  • @bennyc4905
    @bennyc4905 Год назад

    I have built a v8 engine, powered by the recoil of the spud guns they are built in to the pistons, runs pretty smooth...i could never make an explosive one work consistently

  • @MagicCatbus
    @MagicCatbus 3 года назад

    I know this would make it slower, but put gears on it to increase the torque. The engine looks like it spins pretty fast, and with bigger wheels I think you need more torque and less rotational speed to achieve the same effect as if you ran smaller wheels. But in general, you need more torque.

  • @scrap-godsuper-zo4740
    @scrap-godsuper-zo4740 3 года назад +1

    Fuel. Don't spawn them have them preloaded then it's even more realistic cuz you have limited fuel

  • @ideaxgaming5647
    @ideaxgaming5647 3 года назад +1

    you could add a fly wheel a clutch and some gears for more torque obviously put the fly wheel before the clutch so it can spin up

  • @kylevanwinkle2081
    @kylevanwinkle2081 Год назад +3

    Time to dyno these

  • @wewetree8816
    @wewetree8816 3 года назад

    Have a fly wheel that has sensors, so the pistons fire based on where they are in the cylinder

  • @trevorturek8810
    @trevorturek8810 3 года назад +1

    The gear ratios are 1:1 so its gonna take more to make it move so maybe put a small drive gear to a bigger axle gear to generate torque then maybe make a transsmision of some sort to shift into a smaller gear to gain your speed but not too small to the point it stalls out

  • @dylandreisbach1986
    @dylandreisbach1986 3 года назад +1

    There are engines in real life where the pistons meet in the center and use the same explosion to move them apart, maybe that can help a bit and use the two separate crank shafts for different wheels.

  • @somuchtocook9159
    @somuchtocook9159 3 года назад

    What if you were to offset the rods and make a crankshaft, maybe that could resolve some issues for timing

  • @Mice-stro
    @Mice-stro 3 года назад +1

    Replace the explosives with black hole thrusters attached to the pistons.