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Fleabustion Motor
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flunkstumper
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PostPosted: Sun Oct 18, 2009 9:02 am    Post subject: Reply with quote

b0tman wrote:
A minor success: 8-cylinder fleabustion motor

I ended up completely encasing the piston in a case so that it doesn't blow out. Also, with more pistons and a shorter stroke it generally runs a lot smoother, but that decreases its power. The max speed is great, but only when it doesn't have to push a lot of weight. This is pretty much what rutgersemp told me, but I just had to see what it would do on a vehicle.

I think I'll gradually increase the stroke length, just to see how much power I can harness from it.

@ flunkstumper - I tried various timing mechanisms, just like I advised you to do, but they all rely on a mechanical linkage such as a belt or a gear. I couldn't keep the gears from skipping teeth when the piston fired, though, so it would always lose its timing and quit working. If we could master that method, though, I think these would work a lot better.

I attached rectangles to the two wheels, just like you showed me with those X guide things. Lemme send you a copy.
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Bongoro77
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PostPosted: Sun Oct 18, 2009 9:33 am    Post subject: Reply with quote

I haven't looked at it yet, but here are some tips:

30 density everything except the non colliding parts, leave them at 15. The higher the density, the less chance of something collidable flying through something else collidable, and the less chance of any joint breaking (higher density = less space in between molecules... ROFL!)...

Stack all joints as much as you can. I'd suggest that if you're trying to stack sliding joints in places of the shapes other than the center, use two small shapes as centerers, and delete them after you're done stacking (unless you were stupid and connected the two small shapes together instead).

Control the spinning from multiple sides of the object being spun - I'll make an example of this with sliding joints if you want.

Make sure to test the bot before you post it anywhere, or save it publicly. That means, save it, exit to main menu, re-load it, and make sure it still works.
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However, I did doubt you'd figure out that it was me who tipped Thax off to your loopty-loop. Headspin
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flunkstumper
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PostPosted: Sun Oct 18, 2009 9:35 am    Post subject: Reply with quote

Bongoro77 wrote:
I haven't looked at it yet, but here are some tips:

30 density everything except the non colliding parts, leave them at 15. The higher the density, the less chance of something collidable flying through something else collidable, and the less chance of any joint breaking (higher density = less space in between molecules... ROFL!)...

Stack all joints as much as you can. I'd suggest that if you're trying to stack sliding joints in places of the shapes other than the center, use two small shapes as centerers, and delete them after you're done stacking (unless you were stupid and connected the two small shapes together instead).

Control the spinning from multiple sides of the object being spun - I'll make an example of this with sliding joints if you want.

Make sure to test the bot before you post it anywhere, or save it publicly. That means, save it, exit to main menu, re-load it, and make sure it still works.

But I thought IB's density was just weight.
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PostPosted: Sun Oct 18, 2009 9:53 am    Post subject: Reply with quote

No, he is correct about that. Higher density will make your rotating joints less 'springy' and less likely to break. It also descreases the probability that a colliding piece can pass through another colliding piece.

For my model, I started out with everything at 15 density. Once I got it to work like that, I went back & changed the density of various parts to 1 in order to save weight & make it travel faster. If it broke, I'd raise the density until it worked right again, or stack the joints a few times. As it turns out, just about everything on that bot is density 1.
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PostPosted: Sun Oct 18, 2009 10:24 am    Post subject: Reply with quote

You know what I've been wondering?
Is a shape with a density of 2 twice as heavy as a shape with a density of 1 in average gravity, or is 1 just... I'll draw pictures.

Code:

Is it this, where 1 is a unit?

|=|=|=|=|=|=|=|=|=|...
0 1 2 3 4 5 6 7 8 9...

Or is it this, where 1 is a set start point on a scale?

Real
0 1 2 3 4 5 6 7 8 9...
|=|=|=|=|=|=|=|=|=|...
|=====|=|=|=|=|=|=|...
0     1 2 3 4 5 6 7...
Set Points


I'm thinking about this because... of a reason I forgot...


Q2. Is psychopathrik still active?
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GarretFuller wrote:
Bongoro77 wrote:
However, I did doubt you'd figure out that it was me who tipped Thax off to your loopty-loop. Headspin
*kills*
Chuckles Chuckles Chuckles Chuckles *laughs hysterically* Chuckles Chuckles Chuckles Chuckles
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PostPosted: Sun Oct 18, 2009 11:04 am    Post subject: Reply with quote

That's neat!

And it isn't moving the text. It is just simply camera focus off balance. RK24's XD Smiley
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PostPosted: Sun Oct 18, 2009 11:20 am    Post subject: Reply with quote

Bongoro77 wrote:
You know what I've been wondering?
Is a shape with a density of 2 twice as heavy as a shape with a density of 1 in average gravity, or is 1 just... I'll draw pictures.

Code:

Is it this, where 1 is a unit?

|=|=|=|=|=|=|=|=|=|...
0 1 2 3 4 5 6 7 8 9...

Or is it this, where 1 is a set start point on a scale?

Real
0 1 2 3 4 5 6 7 8 9...
|=|=|=|=|=|=|=|=|=|...
|=====|=|=|=|=|=|=|...
0     1 2 3 4 5 6 7...
Set Points


I'm thinking about this because... of a reason I forgot...


Q2. Is psychopathrik still active?


He just posted recently, but he's not as active as he used to be, he's at a university.
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PostPosted: Sun Oct 18, 2009 12:29 pm    Post subject: Reply with quote

Wow this is a great plan of freakin plans
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PostPosted: Sun Oct 18, 2009 5:07 pm    Post subject: Reply with quote

Can someone attempt to answer Q1?

And congratz to psychopathrik. He seems smart enough to own a university. And teach all the classes in it. All at once. Chuckles
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GarretFuller wrote:
Bongoro77 wrote:
However, I did doubt you'd figure out that it was me who tipped Thax off to your loopty-loop. Headspin
*kills*
Chuckles Chuckles Chuckles Chuckles *laughs hysterically* Chuckles Chuckles Chuckles Chuckles
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PostPosted: Sun Oct 18, 2009 5:22 pm    Post subject: Reply with quote

Bongoro77 wrote:
Can someone attempt to answer Q1?
DoctorEvo did a test on this a long time ago.

Two 15-density squares of the same size are heavier together than one 30-density square of the same size.

And thirty 1-density squares are heavier than one 30-density square of the same area size.
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PostPosted: Sun Oct 18, 2009 5:30 pm    Post subject: Reply with quote

Why must outdated mods always make the rest of us look like n00bs?
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PostPosted: Sun Oct 18, 2009 5:34 pm    Post subject: Reply with quote

flunkstumper wrote:
b0tman, you have to make the mine hit the piston on the way down, like you told me. I PM'd you a link to that one I made, it works, it's just too explosive. And yes, the chain doesn't do anything... Because on a fleabustion engine, it has to be completely precise.

After failing to get more power out of the stationary-flea design, I went back & tried to refine my timing mechanism again. It's working much better, but that's a relative term. It at least stays together now, but the force of the flea hitting the piston is now transmitted to the cam, which in turn tries to push the piston the opposite direction. I've tried using 2:1 gear reduction to lessen "the kickback effect," but it still manages to grind to a halt after a few seconds. I might try a 3:1 gear reduction next, but I'm done for tonight. Here's my current model:

Fleabustion II

I've left it editable if anyone cares to try to improve on it. And I bolded the link 'cuz they just look better that way. aaaaajon's MANLY smile
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PostPosted: Sun Oct 18, 2009 6:12 pm    Post subject: Reply with quote

b0tman wrote:
flunkstumper wrote:
b0tman, you have to make the mine hit the piston on the way down, like you told me. I PM'd you a link to that one I made, it works, it's just too explosive. And yes, the chain doesn't do anything... Because on a fleabustion engine, it has to be completely precise.

After failing to get more power out of the stationary-flea design, I went back & tried to refine my timing mechanism again. It's working much better, but that's a relative term. It at least stays together now, but the force of the flea hitting the piston is now transmitted to the cam, which in turn tries to push the piston the opposite direction. I've tried using 2:1 gear reduction to lessen "the kickback effect," but it still manages to grind to a halt after a few seconds. I might try a 3:1 gear reduction next, but I'm done for tonight. Here's my current model:

Fleabustion II

I've left it editable if anyone cares to try to improve on it. And I bolded the link 'cuz they just look better that way. aaaaajon's MANLY smile

I noticed the gear reduction. Very nice.
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PostPosted: Sun Oct 18, 2009 6:51 pm    Post subject: Reply with quote

jayther wrote:
Bongoro77 wrote:
Can someone attempt to answer Q1?
DoctorEvo did a test on this a long time ago.

Two 15-density squares of the same size are heavier together than one 30-density square of the same size.

And thirty 1-density squares are heavier than one 30-density square of the same area size.

But did he test by how much?
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GarretFuller wrote:
Bongoro77 wrote:
However, I did doubt you'd figure out that it was me who tipped Thax off to your loopty-loop. Headspin
*kills*
Chuckles Chuckles Chuckles Chuckles *laughs hysterically* Chuckles Chuckles Chuckles Chuckles
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PostPosted: Sun Oct 18, 2009 7:43 pm    Post subject: Reply with quote

I removed all of the gears, and just added more cylinders. I got this.

It's at least 360RPM, at max... 10,000RPM. But I have no clue.
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Bongoro77 wrote:
GarretFuller wrote:
Bongoro77 wrote:
However, I did doubt you'd figure out that it was me who tipped Thax off to your loopty-loop. Headspin
*kills*
Chuckles Chuckles Chuckles Chuckles *laughs hysterically* Chuckles Chuckles Chuckles Chuckles
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