Sup, one of the dyno creators here, about the "jamming through" the engine will actually be able to apply that torque, the reason you only see it at a low rpm is because that specific engine will only be able to apply max torque at a low rpm. You are actually partially correct with physics being jank as there is a phenomenon that will keep an engine rotating no matter how much torque you apply at a certain speed above 0 which is a function of the torque that the engine applies, we combat this by raising the target rpm automatically according to the current torque the dyno applies (that's what the red [A] symbol is for, it also turns into a blue [M] when you manually adjust). If you dont want the torque after the engine stalls and slows down to its base speed, you can increase the target speed on the dyno screen, so the dyno will instead dyno to that speed and not the base speed. Good engine btw!
I'm so surprised people haven't found the target speed function it's super useful for tuning the engines under load. I actually build engines irl so I guess playing around with it was 2nd nature :) . I highly appreciate your dyno it's made me return to scrap to build engines again and I truly miss this thank you so much all my friends got it too bc of the dyno your creations is game changer for the game thank you so much!!!!!!
I haven't heard any suggestion of conflict of interest concerns. Which makes sense, since he still plays Derail Valley. What I have heard is that Hyce doesn't *want* to play Railroads Online because the game is bad.
@@OriginalPiMan well that too, he hates rro But since he also used to be part of rro team, I'd avoid it just in case keume wanted to do a cease and desist
I had a 1970 F100 with a 302 CI v8 back in the day. It was a 2 barrel carb from the factory. It was rated at 128 hp. You're getting into the realm of real engines.
You should make a vehicle test rig for testing under actual load. Would be able to test top speed and torque in a real scenario and you can test new gearing options.
Congratulations! Your V8 makes more horsepower than a mark 1 VW Golf. Edit: seriously though good job! And I really enjoyed this video keep up the good work! 😁
Finally a well designed engine from kAN, I'm proud of you. Now it's time to move on to some cool stuff to try out next: Double bearing clutch: Using these you'll be able to make an engine that can run forward, reverse and stationary. This is done by having the controller set up for maximum forward and reverse, controlled by a seat. Then you power the double bearing clutch when either forward or reverse is pressed (WS-converter). WS-converter: Can be made in various ways, but one of the best is using looped, blueprint-edited fast controllers. No further spoilers. Better engines to maximize RPM: Inline and inline-like engines are fun, but they are not the best design for maximum RPM (, torque and power). Now that you've built an engine without logic gates it's time to jump into building Kein Engines, which is basically a hybrid single- and double-stroke engine (or even half- and quarter-stroke with good tuning). Feel free to ask me or, even better the original creator, Kein about them. Finally, the smaller challenge: Make this engine smaller. I know from experience that it can easily fit in a 6x5x4 area, and 5x5x4 isn't too much to ask for either. These sizes are attainable using ur current techniques, plus moving blocks in blueprints. I recommend the usage of Bingo's blocks and parts editor for this, but you can also paint the block a different color to locate it in the blueprint file. Edit: 120HP for 8 pistons is still kinda bad. 200HP is easily doable, 240 should be around optimal.
@@mikrieltje He actually started making piston engines 6 years ago, years before survival came out and actually just after pistons were added to the game
Its astounding that scrap mechanic doesnt just let you turn sensors off yet, you wouldn't have to stall the timing wheel or whatever, youd ve able to just turn on or off the sensors
You can, with logic gates. You normally don't need to turn off sensors directly. It's just that the logic gates add 1/40th of a second of delay, so the timing is too off for the engine to work.
@@nikkiofthevalley well I mean mainly just to have a pure off state, so if you have the "delay" go from the switch to the sensors and not from the sensors to the pistons there theoretically shouldn't be delay right?
I like to use a compact version of that 90 degree drive shaft thing you made some time ago, but it doesn't allow for independent wheel spin though, but it can handle rpms quite nicely.
Once you’re happy with the design of one of these crazy engines, I would LOVE to see you test these in your survival world with Kosmo. It would be really cool to see how many veggie crates this thing could pull once it’s been optimized.
as soon as the second chapter comes out i'm putting the engine on rails, hooking it up to a electric generator, and having a diesel-electric engine that runs for completely free
It's almost reaching the horsepower of those god awful V8s that some American cars had during the fuel crisis of the 70s! I know it doesn't sound impressive when you say it that way, but it is.
@KAN Back when I was making a 16 legged walker in Space engineers (SE). One of the versions I made, I used pistons to change the leverage of the conrod, was really good at adjusting speed while running, you could do something similar with the timing
KAN! Railroads online got a new update, with a brand new map. Looks awesome. Will you do a series on it? I know gettin g hyce back on the railroads online train is gonna be hard, but no one is posting content on it rn!
To avoid the blueprint edit make a pass through and apply a controller to the bearings. This allows you to set the shift at any angle fun fact you can also make a limited range free bearing with the same method
9:45 Reverse is not as fast as forward, because the firering order is wrong, you can't change direction without some logic, because the firering order is different depending on which way the motor runs. Your pistons is offset 90 degrees, which means the firering order should be 90 degrees apart, but the way you have it setup, you are forcing one side to extend either to early or to late.
200rpm is 2 times the speed of a ship prime mover engine, if anyone wanted to know, Now lets go for the hp and tq of a prime mover engine, lets do it. Thanks for the shows KAN.
Maybe a flat 8 or 12 for the speed test, could make it work like the v8 but it’d be easier to build in challenge editor also be easier to see connections to make it a boxer if you wanted, could potentially even set it as a half boxerhalf conventional split. Many a great irl super cars us flats so there must be some advantage
Did the connection on left and right bank go to the same sensors or did i see wrong? wouldnt that mean one bank fires early and the other late? there should be a 90 degree offset, so for example 1L and 1R doesnt follows the same sensor, but they are 90 degree offset from each other so it should be 1L and 2R?`or am i completely wrong?
I wonder wether it's better to have four pairs of 90° offset pistons which fire simultaneously or eight individual 45° offset pistons which fire one at a time
Kan, are there any of your older videos where you give us some kind of baseline or reference and put a normal Scrap Mechanic engine hooked to a bearing and hooked it to your dyno so we can see what they output given different slider settings?
Kan 4 of those pistons still have the wrong timing the way there currently wired. they need to be advanced by one sensor since they're 90degree offset. the torque should go up possibly the max rpm too.
Hey kAN not sure if u addressed this but in the last few videos some people mentioned that the Dyno has a default refresh rate of 5Hz. As a result the RPM is capped at 5Hz * 60sec = 300 RPM. This is what we see your max Speed at in most of these tests. Could you try to increase it? Would love to see the true RPM ^^ Edit: Thanks @MrScorpianwarrior i have looked into it and it seems i confused the screen refresh with scan refresh. Thanks for the input!
Nope. The refresh rate of the dyno itself is much higher. (and might actually be infinite if it's directly reading the angular velocity values from the game itself)
One of the creators of the dyno here, the 5Hz only effects the update rate of the screen, all calculations happen 40 times per second, the 300 rpm cap is just a limitation of piston speed.
In my testing, 45* is a bit slower. I believe the extending speed and retracing speed are not equal on the pistons. I could be wrong though. I've only done this test on a couple engines
Good afternoon, I really like all your content. How about putting 8 sensors, one for each piston, so you can get the 8 strokes you need for the pistons to work individually? Sorry for the errors, I'm using Google Translate.
Heres a idea try for fun building a realistic engine not a piston engine but a realistic engine with a crank shaft piston head flywheel fuel injectors all of it and make it clear so you can see all of it may be fun to try
Mini challenge if anyone is interested. Is there a way to make a WASD converter in vanilla survival without the consumption of batteries or gas, etc. I know that all else being equal the one thing that annoys me is the fact whatever you do, you have to use a botton to go forward. Also if someone finds out how to have a variable input from a single button/switch/W from seat you get bonus points lol.
You can make one with controllers which don't consume gas or electricity. If you hook a seat directly into a controller W/S will control the angle. A/D is handled with a bearing that rotates between 2 sensors
I watch these videos bc I love this stuff and it's super interesting to learn but I always get bummed out at the end when you don't actually apply it to a car or something. Or compare it to just a regular gas engine. Like are piston engines actually any better??? Why go through all the trouble building one if it's functionally worse?
I dont know why you keep mentioning how logic is bad because 1 tick. The delay cannot matter, it just changes the timing wheel and you are winging the timing wheel anyways.
Apparently once you get into higher RPMs the extra tick becomes so slow your timing wheel has to rotate more than 360 degrees. Of course I've never tested this I've just been told this is what happens :P
Matters at higher speeds. Once you're at more than a certain speed the logic cannot turn on and off fast enough to keep up with the engine. It bottlenecks you. Doesnt matter too much right now with what kans working with cause like you said, winging the timing wheel, there's other things bottlenecking the rpm to a lower point than the logic bottleneck.
@@wisnoskij Nah, there's still a cap. Put it this way. 1 tick for the sensor to update, 1 tick to ping the logic, 1 tick to update the piston becomes 1 tick for sensor, 1 tick for piston. The game runs at 40 ticks a second so the less time it takes for the signal to reach the piston the more times it can proc in a second. a 3 tick system can go just over 13 times in that second, a 2 tick one can go 20. I dont play the game myself, just watch on yt really so it's entirely possible I've got some specific details wrong but I come from minecraft redstone and it's a very similar idea
What other things should we build in Scrap Mechanic?
make an inline 3
Double bearings to lock the shaft instead of a stall out
A fair ride.
try a one cylinder engine could be cool
Slap 2 i4 together. I mean, smth like a boxer. i4 with mirrored pistons. Giant, but may work in challenge mode.
Sup, one of the dyno creators here, about the "jamming through" the engine will actually be able to apply that torque, the reason you only see it at a low rpm is because that specific engine will only be able to apply max torque at a low rpm. You are actually partially correct with physics being jank as there is a phenomenon that will keep an engine rotating no matter how much torque you apply at a certain speed above 0 which is a function of the torque that the engine applies, we combat this by raising the target rpm automatically according to the current torque the dyno applies (that's what the red [A] symbol is for, it also turns into a blue [M] when you manually adjust). If you dont want the torque after the engine stalls and slows down to its base speed, you can increase the target speed on the dyno screen, so the dyno will instead dyno to that speed and not the base speed.
Good engine btw!
Good to know...
I'm so surprised people haven't found the target speed function it's super useful for tuning the engines under load. I actually build engines irl so I guess playing around with it was 2nd nature :)
. I highly appreciate your dyno it's made me return to scrap to build engines again and I truly miss this thank you so much all my friends got it too bc of the dyno your creations is game changer for the game thank you so much!!!!!!
There is a blueprint and part editor tool on the workshop. I really reccomend checking it out if you haven't already.
A pink connection tool right
@@AlechiaTheWitch yeah I think
@@snayck4450 do you have the name of the mod or modder?
bingo's blueprint editor
@@stevenandres9824
@stevenandres9824 I believe he's talking about my mod, it's called bingo's block and part editor
You and Hyce should start up the RO Online series again on the new map
Hyce can't to avoid any conflict of interest as Century of Steam is a direct competitor
I haven't heard any suggestion of conflict of interest concerns. Which makes sense, since he still plays Derail Valley.
What I have heard is that Hyce doesn't *want* to play Railroads Online because the game is bad.
@@OriginalPiMan well that too, he hates rro
But since he also used to be part of rro team, I'd avoid it just in case keume wanted to do a cease and desist
I had a 1970 F100 with a 302 CI v8 back in the day. It was a 2 barrel carb from the factory. It was rated at 128 hp. You're getting into the realm of real engines.
You should make a vehicle test rig for testing under actual load. Would be able to test top speed and torque in a real scenario and you can test new gearing options.
Oh thats so cool, and with the preset timing wheel angle you could make an artificial "up and down shift" by just having preset angles
Congratulations! Your V8 makes more horsepower than a mark 1 VW Golf.
Edit: seriously though good job! And I really enjoyed this video keep up the good work! 😁
Advance the coding wheel 36 degrees per step for all 10 steps and loop it. Put the controller on slow loop and you'll get way over 300 rpm.
Pistons have a maximum speed, so the only way to get higher rpm is to speed up pistonsn or decrease stroke length.
nah, you can't. It's the limit for conventional engines unless you've made it short stroke
I love these piston mechanics videos kan. So much to learn and explore. Keep up the good work❤.
More piston engines! I love learning about SM piston engines with you.
Finally a well designed engine from kAN, I'm proud of you.
Now it's time to move on to some cool stuff to try out next:
Double bearing clutch:
Using these you'll be able to make an engine that can run forward, reverse and stationary. This is done by having the controller set up for maximum forward and reverse, controlled by a seat. Then you power the double bearing clutch when either forward or reverse is pressed (WS-converter).
WS-converter:
Can be made in various ways, but one of the best is using looped, blueprint-edited fast controllers. No further spoilers.
Better engines to maximize RPM:
Inline and inline-like engines are fun, but they are not the best design for maximum RPM (, torque and power). Now that you've built an engine without logic gates it's time to jump into building Kein Engines, which is basically a hybrid single- and double-stroke engine (or even half- and quarter-stroke with good tuning). Feel free to ask me or, even better the original creator, Kein about them.
Finally, the smaller challenge:
Make this engine smaller. I know from experience that it can easily fit in a 6x5x4 area, and 5x5x4 isn't too much to ask for either. These sizes are attainable using ur current techniques, plus moving blocks in blueprints. I recommend the usage of Bingo's blocks and parts editor for this, but you can also paint the block a different color to locate it in the blueprint file.
Edit:
120HP for 8 pistons is still kinda bad. 200HP is easily doable, 240 should be around optimal.
Bro just said kan you are bad in the nicest way
I love how kan kinda created the piston engine and now he is learning things from others
What do you mean that he "created the piston engine"? Maybe I'm missing some backstory.
"My father would claim outrageous things; like he invented the question mark"
@@SteffedPepper when he started his first survival sm series he made a piston powered car and he kinda made it populair
@@mikrieltje He actually started making piston engines 6 years ago, years before survival came out and actually just after pistons were added to the game
The clever solution here would be a flat-8 for packaging reasons. I've had good success with flat configurations.
Side note, I downloaded someones flat-8 design and applied the same logic as the video. Same results. Jumps from 200 to 300 rpm
Its astounding that scrap mechanic doesnt just let you turn sensors off yet, you wouldn't have to stall the timing wheel or whatever, youd ve able to just turn on or off the sensors
You can, with logic gates. You normally don't need to turn off sensors directly. It's just that the logic gates add 1/40th of a second of delay, so the timing is too off for the engine to work.
@@nikkiofthevalley well I mean mainly just to have a pure off state, so if you have the "delay" go from the switch to the sensors and not from the sensors to the pistons there theoretically shouldn't be delay right?
Your videos make me wanna try piston engines on stream. Your awesome thank you for the knowledge.❤❤❤
I think this has become a whole new chapter on your channel :)
I've actually made a 200hp electric car now. Two motors, so no differential. RWD. Pretty good. I really wanna see you tackle electric motors too.
you should try and stretch the pistons for more power and efficiency
You should challenge yourself to make the best piston engine possible without blueprint editing
I like to use a compact version of that 90 degree drive shaft thing you made some time ago, but it doesn't allow for independent wheel spin though, but it can handle rpms quite nicely.
Piston school continues!
You can make boxer engine in challenge mode. No need in 90° rotation, just duplicate i4 on the other side
@user-cz9pr1uj1g A boxer 8cly, well it has been done in the real world. I say give it a try in scrap.
Once you’re happy with the design of one of these crazy engines, I would LOVE to see you test these in your survival world with Kosmo. It would be really cool to see how many veggie crates this thing could pull once it’s been optimized.
Do a 60 degree V8
I’m extremely happy you fixed it
as soon as the second chapter comes out i'm putting the engine on rails, hooking it up to a electric generator, and having a diesel-electric engine that runs for completely free
Id like to see how efficient you could make a survival piston engine with the knowledge youve been acquiring?
It's almost reaching the horsepower of those god awful V8s that some American cars had during the fuel crisis of the 70s!
I know it doesn't sound impressive when you say it that way, but it is.
It's dust, not smoke, just so it makes more sense why it appears. Like a dust clud when something hits the ground
Do you think you can make a x 16?
I'm so glad kAN finally made some pseudo-gears with controller + seat + timing plate.
oh i'm gonna hvae to try that controler seat thing! probably gonna keep the logic gates though i like being able to fully turn the thing off.
Now we need that X8 engine you were talking about. A demon engine alternative.
i'd love to see some thruster based piston engines tbh.
I personally prefer things that make sense with survival economy in mind, practical stuff
For those wondering what that is in eagles, that’s roughly 3171.5 ft lbs. Essentially we’ve got a monster diesel.
@KAN
Back when I was making a 16 legged walker in Space engineers (SE).
One of the versions I made, I used pistons to change the leverage of the conrod, was really good at adjusting speed while running, you could do something similar with the timing
KAN! Railroads online got a new update, with a brand new map. Looks awesome. Will you do a series on it? I know gettin g hyce back on the railroads online train is gonna be hard, but no one is posting content on it rn!
To avoid the blueprint edit make a pass through and apply a controller to the bearings. This allows you to set the shift at any angle fun fact you can also make a limited range free bearing with the same method
9:45 Reverse is not as fast as forward, because the firering order is wrong, you can't change direction without some logic, because the firering order is different depending on which way the motor runs. Your pistons is offset 90 degrees, which means the firering order should be 90 degrees apart, but the way you have it setup, you are forcing one side to extend either to early or to late.
I want to see a Test of that Engine with the Pistons Copied to the other side
200rpm is 2 times the speed of a ship prime mover engine, if anyone wanted to know,
Now lets go for the hp and tq of a prime mover engine, lets do it. Thanks for the shows KAN.
Hope everyone has a good day
Maybe a flat 8 or 12 for the speed test, could make it work like the v8 but it’d be easier to build in challenge editor also be easier to see connections to make it a boxer if you wanted, could potentially even set it as a half boxerhalf conventional split. Many a great irl super cars us flats so there must be some advantage
Did the connection on left and right bank go to the same sensors or did i see wrong? wouldnt that mean one bank fires early and the other late? there should be a 90 degree offset, so for example 1L and 1R doesnt follows the same sensor, but they are 90 degree offset from each other so it should be 1L and 2R?`or am i completely wrong?
I think if you attach a gearbox to the Dyno you might be able to calculate the actual speed rather then the 301 max
I wonder wether it's better to have four pairs of 90° offset pistons which fire simultaneously or eight individual 45° offset pistons which fire one at a time
Kan, are there any of your older videos where you give us some kind of baseline or reference and put a normal Scrap Mechanic engine hooked to a bearing and hooked it to your dyno so we can see what they output given different slider settings?
@@DianaTheLance Thank you. I appreciate you advising this.
Kan 4 of those pistons still have the wrong timing the way there currently wired. they need to be advanced by one sensor since they're 90degree offset. the torque should go up possibly the max rpm too.
Was going to comment to say this, but you are correct.
i have a idea for the speed challenge use the stabilizer to not turn at all
If you can't turn the shaft to get the offset, then why not the outside frame?
Hey kAN not sure if u addressed this but in the last few videos some people mentioned that the Dyno has a default refresh rate of 5Hz.
As a result the RPM is capped at
5Hz * 60sec = 300 RPM.
This is what we see your max Speed at in most of these tests.
Could you try to increase it? Would love to see the true RPM ^^
Edit: Thanks @MrScorpianwarrior i have looked into it and it seems i confused the screen refresh with scan refresh.
Thanks for the input!
Hold on if this is true that's big!
I just tested it, a max speed gas engine has a speed of 701RPM. Not sure your theory holds up entirely.
Nope. The refresh rate of the dyno itself is much higher. (and might actually be infinite if it's directly reading the angular velocity values from the game itself)
Because there's few engines that go above that?
One of the creators of the dyno here, the 5Hz only effects the update rate of the screen, all calculations happen 40 times per second, the 300 rpm cap is just a limitation of piston speed.
I just like to think of the engine vibrating when you stall it as a real vehicle idling.
Types of Engine:
V-Engine
W-Engine
H-Engine
U-Engine
Rotary Engine
X-Engine
You should look at the new Railroads Online Map!
are the pistons sharing the crank pin?
Could you add logic the sets the timing based off rpm?
did you replace the physics sound with bonk sfx
I would recomend having each piston at a 45* ofset on the crank to more evenly distribute the power, akin to a steam engine
In my testing, 45* is a bit slower. I believe the extending speed and retracing speed are not equal on the pistons. I could be wrong though. I've only done this test on a couple engines
Maybe try different firing order? 18436572 gm. Or 13726548 ford. Piston order if different between the two for the v-8
man you should try testing an I6 or V12 engine
Just for the Americans watching, including myself, 4300 Nm of torque is 3171.5 ft-lbs. of torque
Good afternoon, I really like all your content. How about putting 8 sensors, one for each piston, so you can get the 8 strokes you need for the pistons to work individually? Sorry for the errors, I'm using Google Translate.
Heres a idea try for fun building a realistic engine not a piston engine but a realistic engine with a crank shaft piston head flywheel fuel injectors all of it and make it clear so you can see all of it may be fun to try
I wonder how your rotary engine would do with four (4) + rotors.
you should start putting these things in cars
try to put 2 piston for one cylinder (one on top of the other) to increase rpm
man i love these videos
Never been so early to one of your videos
You might want to hook up a electric engine to the timing wheel and the seat to have vareable timing
Now make a car with that motor in it. Then try to add t3 concrete and see how much the motor can take so you can try under real weight
You cna edit blueprint in challange mode by changing save file
couldn't you put the sensors on the switch?
I built a really good and compact V8 engine and I will soon upload it with the name of V8PE please check it out!
Did you know there is a new update for railroads online ? It just came out
what a tool :) the engine. the engine could have two wheels as the timing wheels, simple axle bearings.
What if u use pipes for the timing wheel
Mini challenge if anyone is interested.
Is there a way to make a WASD converter in vanilla survival without the consumption of batteries or gas, etc.
I know that all else being equal the one thing that annoys me is the fact whatever you do, you have to use a botton to go forward.
Also if someone finds out how to have a variable input from a single button/switch/W from seat you get bonus points lol.
You can make one with controllers which don't consume gas or electricity. If you hook a seat directly into a controller W/S will control the angle. A/D is handled with a bearing that rotates between 2 sensors
You can just disable the sensors using a not gate to turn off the engine
how would that work? I don't think anything can be wired to the sensor. only from the sensor???
Wait at the start it looked like the rpm went up when you disconnected it at the start
Love this content 👍🏽
Whats up Kan, My name is Guys
Man wedge gang was foiling kANs piston engines this whole time
It helps your brain not explode if you color-code the sensors to the pistons.
It's not boxer xd, boxer it's only for flat engines H6 H4, thats V8 90° with 22,5° offset.
Double bearings to lock the shaft
Need to look at a actual v8 engine pistons are off set could look into a firing order as well
make a tank with the v8 since most tanks use that engine
I watch these videos bc I love this stuff and it's super interesting to learn but I always get bummed out at the end when you don't actually apply it to a car or something. Or compare it to just a regular gas engine.
Like are piston engines actually any better??? Why go through all the trouble building one if it's functionally worse?
They can be better than a gas engine. There's piston engines out there that are easily 5x as powerful than a gas engine.
Mechanical-Piston Engine box locomotive?
Double piston per piston. That will double your rpm.
You really shall try and put your V8 in a car
Is it me or does that radial engine not even work like an actual radial engine would
you can use a mod piston with no strength to lock the cylinder pistons on an up/down path, then you can use thrusters for "combustion"
:)
A piston powered motorcycle.
Build a actual car to go with the engine
i dont understand why you would want 2 pistons that are 90 degrees off from one another firing at the same time
I dont know why you keep mentioning how logic is bad because 1 tick. The delay cannot matter, it just changes the timing wheel and you are winging the timing wheel anyways.
Apparently once you get into higher RPMs the extra tick becomes so slow your timing wheel has to rotate more than 360 degrees. Of course I've never tested this I've just been told this is what happens :P
Matters at higher speeds. Once you're at more than a certain speed the logic cannot turn on and off fast enough to keep up with the engine. It bottlenecks you. Doesnt matter too much right now with what kans working with cause like you said, winging the timing wheel, there's other things bottlenecking the rpm to a lower point than the logic bottleneck.
@@zynstein Wait, does that mean that the sensors are faster than the games tick logic and can turn on more than 1 time per tick?
@@wisnoskij Nah, there's still a cap. Put it this way. 1 tick for the sensor to update, 1 tick to ping the logic, 1 tick to update the piston becomes 1 tick for sensor, 1 tick for piston.
The game runs at 40 ticks a second so the less time it takes for the signal to reach the piston the more times it can proc in a second. a 3 tick system can go just over 13 times in that second, a 2 tick one can go 20.
I dont play the game myself, just watch on yt really so it's entirely possible I've got some specific details wrong but I come from minecraft redstone and it's a very similar idea
so whos gonna tell him his "v8" is technically a i8
It is L8
no its a i 8 as the config he has would be physically impossible
Why limit yourself to v8? Let's do v16