A 3+R (edit: 3 forward gears and one reverse) gearbox is quite a simple thing iirc, you could use the "mechanical parts" mod and its associated blueprints for good gears, it's got three sizes, beveled gears, through-bearings and a few more cool mechanical parts
Given that all gears in scrap mechanic are terrible, build your gearbox based on automatic gearboxes. These use planetary gears which are probably the only kind of gear setup with decent performance and size.
Kan try to make counter weights on your crank shaft cause you do lose a substantial amount of power due to the wobble. When you looked at the engine from the front you could really see how much the bearings sway around the Center and I mean you have a huge cloud of collisions where the drive shaft begins.
No because the engine is pushing down and it tips the engine causing the instability seen when they are unwelded it would help make a more stable car and reduce lost power.
Problem is this way there is a chance for the piston to expand and worse. Performance. It would be better to make the shape closer to how real engine does it as there is no need for clipping. How he's doing it right now it's straight shaft with additional part on the side connecting to the rod. Having shaft bent with T connector to the rod would eliminate the.clipping and improve performance
@@KrokmaniakI don't know if you just assumed but you are 100% correct. I tried to build realistic piston engines a while ago and that was one of my designs. It caused the pistons to expand and not really rotate the shaft at all. I also tried to make a real crankshaft but couldn't get it to align under the resistance of the pistons
The crank can be built like this (right to left). Strait, elbow up, elbow left, straight, tee with tee up, elbow down, elbow left, bearing and repeat. That way your connecting rod only needs the one offset. With that design you could make a crazy four piston per cylinder inline four.
Regarding compacting the crankshaft: Compacting of the crankshaft with the current setup is quite tricky, given that you are using pistons for their lack of collision. The bearing needs to be on a block and the block cannot be inside the piston because that would ruin its non-colliding nature. What we CAN do is completely get rid of the bearing altogether with blueprint editing by tricking the game into thinking the shape on its head is in the wrong position. This trick is often used in high performance engines because the resulting crankshaft is waaay stiffer than one using bearings on controllers. It does unfortunately required editing of the blueprint (xAxisB to any axis other than the axis in zAxisB). If you go even further with glitchwelding it should theoretically be possible to make one in the same footprint as your to date smallest engine. This requires the use of 0-width blocks. Regarding your "pipe through hole": Please, please, please, please, please, please... (404 pleases later)... please make use of piston-, ramp- or 0-wb passthroughs. I've seen you do the piston passthrough before but you complained they hindered performance. I would like to point out the fact that it wasn't the passthrough but the extra collisions it caused that made the engine worse. I recommend the ramp-passthrough, which consists of a 2x1 warehouse ramp, a bearing and a few pipes. It can be built in vanilla SM and has only a small collision. The best solution would be the 0-wb passthrough, but this requires knowledge of how to properly utilise 0-width blocks. (Creating one is easy and losing a creation with improper use is even easier, let alone keeping track of them.) Regarding the performance: More moving parts = worse engine. The whole reason the pistons on a car engine don't move is due to how sturdy and massive their housing is to contain the explosive. In scrap mechanic the opposite is true, the piston is way lighter and smaller than that additional conrod. Regarding piston engine performance in general: You should be able to get about 40HP from each piston you add to an engine I was once told. Thus far my best V4 engine achieves 115HP using (obviously) 4 pistons out of the maximum 160HP it could theoretically get. If you want more you need to start looking at variable stroke engines, especially the "kein engine", which is a hybrid single/double stroke engine with top speeds over 1200RPM. (don't quote my 40HP per piston number, i'm not 100% sure my memory is correct.)
9:23 hehe, you can turn the pistons into 90 offset bearings. The blueprint file has 4 axis values for pistons, 2 "Xaxis" and 2 "Zaxis". If you make one of the two "Xaxis" set to a value of 1, and the other 2, the piston will rotate the block on the end 90 degrees when taken off the lift. This is also stronger than bearings, so you can transfer more torque.
yeah kan using this piston rotate method i can make v8 with over 230 hp and 7 thousand nm of torque that spin at 300 rpm just know you are nowhere near the limit@@kANGaming
but just remember its about the journey once you start making such optimized engines i can just hook it up to anything and it will go absurdly fast i need to make a throttle system for it
and also the max horse power you can get out of one piston is around 60 so if you're settup is completley perfect you should be able to get 480 hp max i've never seen anybody do it tho@@kANGaming edit with a v8 you can get 480 if you add more pistons you could get more obv
You could replace the straight pipe piece in the centre of the conrod with a piston, then your original piston on the crank could be replaced by a pipe that you can directly connect a bearing to, and save one block of length per "cylinder"
@@davidaugustofc2574The piston in the con rod wouldn’t be used as propulsion, it would just sit there so that the shaft would clip through the con rod rather than the con rod clip through the shaft
10:51 cross plane inline 4 engines do exist. 11:10 nope closer to a double acting steam engine, the pistons in sm seem to apply force in both directions.
I honestly love transmission and drive mechanics both IRL and in game, so it drives me nuts waiting on you to pump out new piston engine videos! Keep up the wonderful videos kan, can’t wait to see you make a SUPER O.P. Engine.
The bar that is 3 length, If you replaced the middle straight pipe with a piston, then that's the part that clips through every single rotation, and you can remove the other piston to bring the spacing in.
the engine is 1 stroke more like a steam engine not 2 stroke. You should use a wheel to attach the piston at the edge, and bearings at its center to better emulate conrods (you could also make a custom part similar to the encoder wheel if the actual wheel doesn't want to behave or the distances can't add up), yes it would be huge and would require a crankshaft but it would be way closer.
You need to make a weighted crankshaft and have the pistons fire as an i4. You're losing most of the power because your crankshaft is a straight line, causing the bearings to wobble.
I'd love to see essentially a long-term project of trying to replicate a car in Scrap Mechanic accurately (within reason, of course) Like having a drive shaft, proper connections and steering to the wheels, etc.
I modified my thruster powered engine with your adjustable timing after I first saw it, It made a world of difference compared to my original timing solution (Sensors that detect each thruster at tdc with a timer). Much smoother but still has barely any power on the dyno.
You can try making an engine that has the same glitched pipe technique but with 8 pistons and a sensor wheel that is at 45 degrees to the regular sensors. Then set the crankshaft bearings to 45 degrees as well. Smoothest and most satisfying thing ever.
9:11 you could forgo the clip through with a double bearing t piece, although then you would have a lot of bearings in the shaft, you would have to do a wavy sort of shaft too, from left to right it'd be like a real crankshaft, not sure if there is a problem with doing it that way, just trying to give my observation 😄
You could change the shape of the drive shaft so that the connection is offset by one block. Instead of elbowing from the piston arm to a T junction that’s in line with the shaft, elbow the shaft to a T junction that’s in line with the piston arm.
Look at a hand cranked drill. Make a U shape in the crank shaft and you don't need to use pistons on the crank for pass through. Also, my first comment on one of your videos. I haven't played Scrap Mechanic since open beta. But, I really like these engine videos.
I'm glad you went for a more realistic engine design but now you got me thinking could it be a 1 stroke. Do the pistons retract with force? does the black signal on the timing wheel just turn them off or can they be powered in reverse? and what if you turned the timing wheel around so that the sensors spin and the wheel stays still, i feel like it would be easier to explain and customize
The pistons do retract with force. The black signal turns off the logic input to the piston, thus retracting it with the same force as it extended with.
Move your timing wheel so it stops hitting your frame, you are loosing power across the board because of it... the pipe is also hitting those blocks that are around it, on my engines i just leave that end unsupported with a flywheel, when on the dyno it stops moving much and on builds you would put a bearing on the other end. also a flywheel is needed it helps, you saw that first hand already!
That would definitely work except that you would need an extra bearing on the T, more bearings usually causes more problems so it'll be more compact but less consistent
Maybe try to build one where the shaft does not require bearings to set the 90° offset, and no pistons clipping through either. Only works as a boxer or 4 piece radial engine. Straight shaft into 90° elbow up to the piston, another 90°, bearing, t-piece to piston, another bearing to elbow, down again, and then 2x90° elbow to the next piston. Gave me good results in the piston challenge pack with just 4 pistons in a radial configuration Currently i try to get a Atkinson differential engine working.
You don't really need the extra pistons, just use t pipes with bearings like an anchor shape. It'd cut down on joints and give different performance. It's hard to do it all in my head but it's definitely possible. I'm just curious if it's better to use oscillating or spiral cam shafts. I'd imagine each depends on piston timing, whether in pairs or sequence. I'd also imagine spiral would bend more easily, but then again oscillating has paired piston forces and might be the one to break more.
I think this would be more of a single stroke engine, pistons in scrap mechanic not only put force on the crankshaft going outward, but they still put force on the crankshaft pulling the piston back inward
To get rid of the piston on the shaft just try to make it so the actual working piston is the one that passes through blocks Or I mean, put the piston that passes through blocks on that small connector instead of the main rod
you could build the explosive engine, like a 4 stroke. It should double the rpm, because while one piston fires the other can skip that cycle, that way you will have 8 pairs of spawners per cylinder.
Could you relocate the through-piston to the conrod, rather than the crankshaft? This adjustment would enable you to position the bearing on the crankshaft earlier, resulting in a reduced length for both the crankshaft and the distance between cylinders.
Real pistons don’t all fire in a line. They often fire in a sequence such as 1,3,2,4. Maybe if you mimicked this, as well as the design of a camshaft so it doesn’t glitch through, it would be a lot more stable? Though it might be very long. Also a flywheel stores mechanical energy to balance performance. It might make readings more accurate.
I'm curious how a more realistic crankshaft would work. You could remove the extra pistons entirely without making the design any longer (or shorter). If you're interested in some terminology the parts of the crank where the con rods attach are called pins, the flat parts that connect the pins with the bearings are called webs and where they flare out on the opposite side to the pin these are called balance webs. The distance between the center of the bearings and the center of the pins determines the throw of the engine, and combined with piston bore determines the displacement of the engine. Interestingly the optimal angle between pins is "720/no of pins" which is also the optimal angle for a V type engine, though it is common to half this angle as the power reduction is minimal but the space saving is huge. This is why a V6 has a 60 degree angle not the optimal 120 and why most V8's have a 90 degree angle though some come in 45 and there are some with really weird looking cranks with offset pins that come in 60 (though this is because they were based on either V6 or V12 engines and were balanced later). Sorry for geeking out but I figured with the way you geek out over engineering stuff in your videos you might be interested lol
idk if this counts as a "motor" but if you take a bearing, add an arm extending down, put a sticky wheel (mod) on it, put a slab of blocks on one side, and mirror it, then activate the wheel, it spins around 1k and has like 11k nm of torque.
I think the real way of connecting each piston might work, but maybe there will be loss of power by using T pipe instead of 90 degree pipe on the rod that connect to the crankshaft, make it more realistic looking but add complexity.
I've got a quick idea for the collision, right now you have a piston on the camshaft, what if instead you have it on the connecting rod, if those are the two places that touch and the place you currently have the piston is bad, might as well try it. (This is about were I got the idea 9:03)
Could you essentially double the torque by placing two linear vertical pistons, double stacked, on the inline 4? Should be more compact than adding more pistons to the driveshaft.
you could try having all force always applied vertically by having the pistons move side to side on 0 force suspension and low friction blocks. it would be equivalent to infinite piston length and extract all force from the piston
Kosmos design with the sensor on the pistons is interesting as that will adjust for the bearing and lock slop. It seems like it would be strictly superior?
Could throw offsets on the crank like a real crankshaft and use T pieces with 2 bearings for the end of the connecting rod. Top side could use t and double bearing as well
As much as these are interesting, would be cool to see you try to design a radial engine. I think I can see how it could be done. Basically make a straight shaft for the crank, but the block all the pistons connect to is on the end of a piston, so that when you take it off the lift, it gets offset by a few blocks?
Kan you could place a t piece at the bottom of each piston with a bearing on either side connecting all of the pistons together and that would make it so you don't need to use the piston clipping effect and it would be a more realistic piston setup
I'd like to see a hybrid sort of engine, a combination of a magnet and a piston engine on a single crank shaft (or maybe connected through a differential?
I dont really play scrap mechanic but it looks like you could use the bent pieces and some t joints to make one that doesnt have any clipping parts and it would look closer to the real thing
You could put the clip-through piston on the rods instead of in the crankshaft, which would allow you to make it one block shorter with no glitchwelding
Use a t with two bearings, on the sides, for the crank. Then take pipe up to a 90 left bearing then a 90 right and connect that to a piston. You wouldn't need to use pistons to clip through. And it would be a actual crankshaft.
not sure if this would work but since the pistons are stationary could you get rid of the sensor wheel and place the sensors to read the height or length of the rod and tell the piston to fire?
With the engine that uses explosive where the explosive is have it surrounded by the unbreakable glass so that way you can see the explosion and it should also work aswell
Rather than making a passthrough you should be able to make a... well a regular looking crankshaft, going away form the rotation axis to get the piston then going to the next piston with an offset etc
you could remove the pistons on the crank by connecting the crank onto both sides of the conrod like a real car would also if you search senor porko on the workshop I think I have a pass through you can use so you dont loose power to friction
Could you build the Conrod and crank shaft so that it looks like it would in an actual engine so that would then make it more compact and have it so instead of being under the piston it is to the side and you then wouldn't have to worry about the bearing having to clip
I wonder if there's a way to make a piston engine with a solid output shaft - i.e. one without bearings to get more torque. Maybe a 4-way boxer? Getting the clipping to work right is likely there problem...
You can make this into a V8 at this width! that extra space can be converted to a T instead and house the opposite piston. Or a Flat 8. Both would work
it doesn't have to clip through. if you replace the L piece that the rod is connected to with a T piece. essentially bending the drive shaft it should be the same size but no clipping.
it would be cool to see a piston engine powered walker if thats possible i dont have scrap mechanic but i assume it would be difficult seeing how unstable both walkers and piston engines are
I rebuilt your generic I4 in my world but changed the firing order to 1-3-4-2 like a real car and got double the horsepower out of it. All you have to do is set the controller to 270-180-90 instead of 90-90-90. Though you'll probably never see this. TwT
sm pistons are 1 strokes btw, they also make power on the retracting stroke, also if you really wanna learn just let kein explain piston engines to you for/in a video
Could you build an actual crank shaft with bearings and t pipes and do the 90 degree off set on the shaft so parts don’t have to travel through each other?
I noticed the same thing after seeing it run for the first time. You can totally build a crank shaft that doesn't need to glitch through a piston. Wonder if he can see it.
Alright we have to start working on transmission systems to get power to the road. What kind of things should we build first?
V engine... still please
A 3+R (edit: 3 forward gears and one reverse) gearbox is quite a simple thing iirc, you could use the "mechanical parts" mod and its associated blueprints for good gears, it's got three sizes, beveled gears, through-bearings and a few more cool mechanical parts
🚜
Given that all gears in scrap mechanic are terrible, build your gearbox based on automatic gearboxes. These use planetary gears which are probably the only kind of gear setup with decent performance and size.
V8
Kan try to make counter weights on your crank shaft cause you do lose a substantial amount of power due to the wobble. When you looked at the engine from the front you could really see how much the bearings sway around the Center and I mean you have a huge cloud of collisions where the drive shaft begins.
Maybe even just weighted like a crankshaft is IRL. Heavy-ish cubes in a almost ring (sort of like a flywheel) around the base of each cylinder.
Kan should make the pistons extend in order of 1342 not 1234 to reduce engine vibration.
@@RustTree0915depends on how they are offset
No because the engine is pushing down and it tips the engine causing the instability seen when they are unwelded it would help make a more stable car and reduce lost power.
@@wesleyfischer2913shouldn't it be 1324? Otherwise 3 and 4 will make it vibrate by having the back side of the engine fire twice
You should be able to put the piston in your con rods instead of the shaft. Itll save one space and might make a v easier (reduces clipping)
I was thinkng the same thing.
Problem is this way there is a chance for the piston to expand and worse. Performance. It would be better to make the shape closer to how real engine does it as there is no need for clipping.
How he's doing it right now it's straight shaft with additional part on the side connecting to the rod. Having shaft bent with T connector to the rod would eliminate the.clipping and improve performance
@@KrokmaniakI don't know if you just assumed but you are 100% correct. I tried to build realistic piston engines a while ago and that was one of my designs. It caused the pistons to expand and not really rotate the shaft at all. I also tried to make a real crankshaft but couldn't get it to align under the resistance of the pistons
I thought the same
You took the words right outta my mouth.
The crank can be built like this (right to left). Strait, elbow up, elbow left, straight, tee with tee up, elbow down, elbow left, bearing and repeat. That way your connecting rod only needs the one offset. With that design you could make a crazy four piston per cylinder inline four.
That's also how it's made IRL as there is no clipping. Also straight is not necessary
I did this with 8 pistons per piston already
Regarding compacting the crankshaft:
Compacting of the crankshaft with the current setup is quite tricky, given that you are using pistons for their lack of collision. The bearing needs to be on a block and the block cannot be inside the piston because that would ruin its non-colliding nature.
What we CAN do is completely get rid of the bearing altogether with blueprint editing by tricking the game into thinking the shape on its head is in the wrong position. This trick is often used in high performance engines because the resulting crankshaft is waaay stiffer than one using bearings on controllers. It does unfortunately required editing of the blueprint (xAxisB to any axis other than the axis in zAxisB).
If you go even further with glitchwelding it should theoretically be possible to make one in the same footprint as your to date smallest engine. This requires the use of 0-width blocks.
Regarding your "pipe through hole":
Please, please, please, please, please, please... (404 pleases later)... please make use of piston-, ramp- or 0-wb passthroughs. I've seen you do the piston passthrough before but you complained they hindered performance. I would like to point out the fact that it wasn't the passthrough but the extra collisions it caused that made the engine worse. I recommend the ramp-passthrough, which consists of a 2x1 warehouse ramp, a bearing and a few pipes. It can be built in vanilla SM and has only a small collision. The best solution would be the 0-wb passthrough, but this requires knowledge of how to properly utilise 0-width blocks. (Creating one is easy and losing a creation with improper use is even easier, let alone keeping track of them.)
Regarding the performance:
More moving parts = worse engine. The whole reason the pistons on a car engine don't move is due to how sturdy and massive their housing is to contain the explosive. In scrap mechanic the opposite is true, the piston is way lighter and smaller than that additional conrod.
Regarding piston engine performance in general:
You should be able to get about 40HP from each piston you add to an engine I was once told. Thus far my best V4 engine achieves 115HP using (obviously) 4 pistons out of the maximum 160HP it could theoretically get. If you want more you need to start looking at variable stroke engines, especially the "kein engine", which is a hybrid single/double stroke engine with top speeds over 1200RPM. (don't quote my 40HP per piston number, i'm not 100% sure my memory is correct.)
9:23 hehe, you can turn the pistons into 90 offset bearings. The blueprint file has 4 axis values for pistons, 2 "Xaxis" and 2 "Zaxis". If you make one of the two "Xaxis" set to a value of 1, and the other 2, the piston will rotate the block on the end 90 degrees when taken off the lift. This is also stronger than bearings, so you can transfer more torque.
Well now isn't that exciting... might have to try this.
i actually tried this and it worked
yeah kan using this piston rotate method i can make v8 with over 230 hp and 7 thousand nm of torque that spin at 300 rpm just know you are nowhere near the limit@@kANGaming
but just remember its about the journey once you start making such optimized engines i can just hook it up to anything and it will go absurdly fast i need to make a throttle system for it
and also the max horse power you can get out of one piston is around 60 so if you're settup is completley perfect you should be able to get 480 hp max i've never seen anybody do it tho@@kANGaming edit with a v8 you can get 480 if you add more pistons you could get more obv
You could replace the straight pipe piece in the centre of the conrod with a piston, then your original piston on the crank could be replaced by a pipe that you can directly connect a bearing to, and save one block of length per "cylinder"
This is what I was thinking.
That sounds like the previous Engine he made, is there any difference?
@@davidaugustofc2574The piston in the con rod wouldn’t be used as propulsion, it would just sit there so that the shaft would clip through the con rod rather than the con rod clip through the shaft
@@zevgreen5941 damn
I tried this design a few months ago and putting the piston on the rod leads to it being pulled out of shape by the "exhaust stroke"
14:46 hehe shaft play
The only thing this video series has shown me is that KaN doesn't know enough about real engines to build one.
Place the piston as the middle block of the conrod
cool vid! offsetting the camshaft from the pistons may yield better results. I’d be curious about that
10:51 cross plane inline 4 engines do exist.
11:10 nope closer to a double acting steam engine, the pistons in sm seem to apply force in both directions.
Yeah, steam makes more sense here than combustion. Maybe try to model the engines more in that direction?
True I didn't even think of steam at the time but really it is closest to a double acting steam engine
I honestly love transmission and drive mechanics both IRL and in game, so it drives me nuts waiting on you to pump out new piston engine videos! Keep up the wonderful videos kan, can’t wait to see you make a SUPER O.P. Engine.
The bar that is 3 length, If you replaced the middle straight pipe with a piston, then that's the part that clips through every single rotation, and you can remove the other piston to bring the spacing in.
the engine is 1 stroke more like a steam engine not 2 stroke. You should use a wheel to attach the piston at the edge, and bearings at its center to better emulate conrods (you could also make a custom part similar to the encoder wheel if the actual wheel doesn't want to behave or the distances can't add up), yes it would be huge and would require a crankshaft but it would be way closer.
You need to make a weighted crankshaft and have the pistons fire as an i4. You're losing most of the power because your crankshaft is a straight line, causing the bearings to wobble.
pls play more main assembly
I'd love to see essentially a long-term project of trying to replicate a car in Scrap Mechanic accurately (within reason, of course)
Like having a drive shaft, proper connections and steering to the wheels, etc.
i really love your piston engine vidoes! keep going
14:45 I love extra shaft play
Instead of glitchwelding, why not just put the pistons, the ones in the shaft, where they intersect with the con rods?
The explosion engine was one of my favorite builds you have done and with the newer mods and stuff I think it's worth trying again
Putting a cross piece instead of a T on the shaft can help counter the wobbling on the shaft
There are so many wonderful dad jokes and puns to go with your name. 😂 kAN rod is definitely one of them at 9:45.
I modified my thruster powered engine with your adjustable timing after I first saw it, It made a world of difference compared to my original timing solution (Sensors that detect each thruster at tdc with a timer). Much smoother but still has barely any power on the dyno.
You can try making an engine that has the same glitched pipe technique but with 8 pistons and a sensor wheel that is at 45 degrees to the regular sensors. Then set the crankshaft bearings to 45 degrees as well. Smoothest and most satisfying thing ever.
9:11 you could forgo the clip through with a double bearing t piece, although then you would have a lot of bearings in the shaft, you would have to do a wavy sort of shaft too, from left to right it'd be like a real crankshaft, not sure if there is a problem with doing it that way, just trying to give my observation 😄
I have no clue how you get this much stuff done in so little time
You could change the shape of the drive shaft so that the connection is offset by one block. Instead of elbowing from the piston arm to a T junction that’s in line with the shaft, elbow the shaft to a T junction that’s in line with the piston arm.
Look at a hand cranked drill. Make a U shape in the crank shaft and you don't need to use pistons on the crank for pass through.
Also, my first comment on one of your videos. I haven't played Scrap Mechanic since open beta. But, I really like these engine videos.
I'm glad you went for a more realistic engine design but now you got me thinking could it be a 1 stroke. Do the pistons retract with force? does the black signal on the timing wheel just turn them off or can they be powered in reverse? and what if you turned the timing wheel around so that the sensors spin and the wheel stays still, i feel like it would be easier to explain and customize
The pistons do retract with force. The black signal turns off the logic input to the piston, thus retracting it with the same force as it extended with.
Before you start building transmissions first play derail valley, please
🥺🥺🥺🥺🥺 please
These builds are really cool
Move your timing wheel so it stops hitting your frame, you are loosing power across the board because of it... the pipe is also hitting those blocks that are around it, on my engines i just leave that end unsupported with a flywheel, when on the dyno it stops moving much and on builds you would put a bearing on the other end. also a flywheel is needed it helps, you saw that first hand already!
You should be able to not use piston to clip though the crankshaft and use t pipe piece
That would definitely work except that you would need an extra bearing on the T, more bearings usually causes more problems so it'll be more compact but less consistent
Maybe try to build one where the shaft does not require bearings to set the 90° offset, and no pistons clipping through either.
Only works as a boxer or 4 piece radial engine.
Straight shaft into 90° elbow up to the piston, another 90°, bearing, t-piece to piston, another bearing to elbow, down again, and then 2x90° elbow to the next piston.
Gave me good results in the piston challenge pack with just 4 pistons in a radial configuration
Currently i try to get a Atkinson differential engine working.
You don't really need the extra pistons, just use t pipes with bearings like an anchor shape. It'd cut down on joints and give different performance. It's hard to do it all in my head but it's definitely possible. I'm just curious if it's better to use oscillating or spiral cam shafts. I'd imagine each depends on piston timing, whether in pairs or sequence. I'd also imagine spiral would bend more easily, but then again oscillating has paired piston forces and might be the one to break more.
I think this would be more of a single stroke engine, pistons in scrap mechanic not only put force on the crankshaft going outward, but they still put force on the crankshaft pulling the piston back inward
You could use the scriptable computer mod to automatically find the best angle for the encoding wheel
To get rid of the piston on the shaft just try to make it so the actual working piston is the one that passes through blocks
Or I mean, put the piston that passes through blocks on that small connector instead of the main rod
you could build the explosive engine, like a 4 stroke. It should double the rpm, because while one piston fires the other can skip that cycle, that way you will have 8 pairs of spawners per cylinder.
you could replace the straight piece on the conrod with the clip-through piston and then have a normal piece on the drive shaft
Could you relocate the through-piston to the conrod, rather than the crankshaft? This adjustment would enable you to position the bearing on the crankshaft earlier, resulting in a reduced length for both the crankshaft and the distance between cylinders.
Real pistons don’t all fire in a line. They often fire in a sequence such as 1,3,2,4. Maybe if you mimicked this, as well as the design of a camshaft so it doesn’t glitch through, it would be a lot more stable? Though it might be very long.
Also a flywheel stores mechanical energy to balance performance. It might make readings more accurate.
I'm curious how a more realistic crankshaft would work. You could remove the extra pistons entirely without making the design any longer (or shorter).
If you're interested in some terminology the parts of the crank where the con rods attach are called pins, the flat parts that connect the pins with the bearings are called webs and where they flare out on the opposite side to the pin these are called balance webs. The distance between the center of the bearings and the center of the pins determines the throw of the engine, and combined with piston bore determines the displacement of the engine.
Interestingly the optimal angle between pins is "720/no of pins" which is also the optimal angle for a V type engine, though it is common to half this angle as the power reduction is minimal but the space saving is huge. This is why a V6 has a 60 degree angle not the optimal 120 and why most V8's have a 90 degree angle though some come in 45 and there are some with really weird looking cranks with offset pins that come in 60 (though this is because they were based on either V6 or V12 engines and were balanced later).
Sorry for geeking out but I figured with the way you geek out over engineering stuff in your videos you might be interested lol
I tried and could not get the crank to rotate 90° into position. The Pistons provided too much resistance for the bearings to overcome
idk if this counts as a "motor" but if you take a bearing, add an arm extending down, put a sticky wheel (mod) on it, put a slab of blocks on one side, and mirror it, then activate the wheel, it spins around 1k and has like 11k nm of torque.
I think the real way of connecting each piston might work, but maybe there will be loss of power by using T pipe instead of 90 degree pipe on the rod that connect to the crankshaft, make it more realistic looking but add complexity.
I've got a quick idea for the collision, right now you have a piston on the camshaft, what if instead you have it on the connecting rod, if those are the two places that touch and the place you currently have the piston is bad, might as well try it. (This is about were I got the idea 9:03)
Could you essentially double the torque by placing two linear vertical pistons, double stacked, on the inline 4? Should be more compact than adding more pistons to the driveshaft.
I wish to see more piston content
I love these series on yours and Kosmos channel.
Now make a haybale piston engine in Zeepkist for the ultimate challenge ;D
you could try having all force always applied vertically by having the pistons move side to side on 0 force suspension and low friction blocks. it would be equivalent to infinite piston length and extract all force from the piston
I'd like to see a solid crank shaft. You'd probably have to move the positions as you build each cylinder but it would be closer to a real engine.
I was about to continue re watching Star Wars rebels, but I saw you uploaded a new video and had to watch you first
Kosmos design with the sensor on the pistons is interesting as that will adjust for the bearing and lock slop. It seems like it would be strictly superior?
Could you try building the crank shaft with no clipping, like a real crank shaft. Like make it with bends and stuff
For the explosive engine, you could use an invincible block mod
Video idea: piston powered tank where you have two counter rotating piston engines, one for each tank track.
Man that's awesome. Now do a jet turbine with afterburner.
Could throw offsets on the crank like a real crankshaft and use T pieces with 2 bearings for the end of the connecting rod. Top side could use t and double bearing as well
100% bearing rigidity looks would be amazing.
maybe put the piston on the other part so the piston moves through the shaft?
As much as these are interesting, would be cool to see you try to design a radial engine.
I think I can see how it could be done. Basically make a straight shaft for the crank, but the block all the pistons connect to is on the end of a piston, so that when you take it off the lift, it gets offset by a few blocks?
I did make a radial a long time ago actually. I'll show it in my next video :D
I noticed that there was space for another piston on each cylinder. Does anyone else see it?
For extra torque
If you make the encoder 5x5 on you piston engines, and then only mark a 2x5 area on it, the piston engine will run much smoother.
Wow this is so cool KAN I think you should build a boat first
Kan you could place a t piece at the bottom of each piston with a bearing on either side connecting all of the pistons together and that would make it so you don't need to use the piston clipping effect and it would be a more realistic piston setup
I'd like to see a hybrid sort of engine, a combination of a magnet and a piston engine on a single crank shaft (or maybe connected through a differential?
I dont really play scrap mechanic but it looks like you could use the bent pieces and some t joints to make one that doesnt have any clipping parts and it would look closer to the real thing
@Kan 11:08 You can just say that it's modeled after a detroit 4/71 2 stroke diesel
you could put the piston under the bearing pipe on the top end of the shaft and you will make it 1 block shorter
You could put the clip-through piston on the rods instead of in the crankshaft, which would allow you to make it one block shorter with no glitchwelding
I have tried this exact thing before and unfortunately the piston in the rod ends up being pulled out of shape by the "exhaust stroke"
@@jonwilkinson7474 rip
Use a t with two bearings, on the sides, for the crank. Then take pipe up to a 90 left bearing then a 90 right and connect that to a piston. You wouldn't need to use pistons to clip through. And it would be a actual crankshaft.
I want to see the max stroke version of this thing.
also i think having a "boxer" style engine will help keep that crankshaft flex down.
Kan use the t piece at the bottom of the conrod with 2 bearings to connected to 2 curve pipes to the crank instead of the curve pipe an piston
not sure if this would work but since the pistons are stationary could you get rid of the sensor wheel and place the sensors to read the height or length of the rod and tell the piston to fire?
I work on cars constantly. What community have i stumbled upon!!
With the engine that uses explosive where the explosive is have it surrounded by the unbreakable glass so that way you can see the explosion and it should also work aswell
Instead of clip trought you could use a T peace, it would not be shorter, but more realistic :-D
Having journal bearings in this game would solve so many issues lol
Rather than making a passthrough you should be able to make a... well a regular looking crankshaft, going away form the rotation axis to get the piston then going to the next piston with an offset etc
you could remove the pistons on the crank by connecting the crank onto both sides of the conrod like a real car would
also if you search senor porko on the workshop I think I have a pass through you can use so you dont loose power to friction
Could you build the Conrod and crank shaft so that it looks like it would in an actual engine so that would then make it more compact and have it so instead of being under the piston it is to the side and you then wouldn't have to worry about the bearing having to clip
Why don't you connect the output side to the engine for stability? Like, 2 bearings on the engine that are connected with a piston
Could you have two pistons representing each cylinder? You can fire every other time and make a true 4 stroke power delivery.
I wonder if there's a way to make a piston engine with a solid output shaft - i.e. one without bearings to get more torque.
Maybe a 4-way boxer?
Getting the clipping to work right is likely there problem...
You can make this into a V8 at this width! that extra space can be converted to a T instead and house the opposite piston. Or a Flat 8. Both would work
it doesn't have to clip through. if you replace the L piece that the rod is connected to with a T piece. essentially bending the drive shaft it should be the same size but no clipping.
it would be cool to see a piston engine powered walker if thats possible i dont have scrap mechanic but i assume it would be difficult seeing how unstable both walkers and piston engines are
What I would do with my piston engine is use the combustion piston mod and put some headlights ontop of the piston to make it more realistic
the modpack can fix the bearing strain btw
I rebuilt your generic I4 in my world but changed the firing order to 1-3-4-2 like a real car and got double the horsepower out of it. All you have to do is set the controller to 270-180-90 instead of 90-90-90. Though you'll probably never see this. TwT
I think drag race in piston engine powered car would be interesting
wouldn't changing from horizontal clip through pistons to vertical (on the bent) allow you to make this smaller?
Another great engine! how about making an actual camshaft I think this might work and have less parts. Cheers!!!
It’s built like a naval steam reciprocating engine in how it gets power on both strokes
Actually in a 4-cilynder inline engine (IRL) the pistons DOES infact swivel a litle.
sm pistons are 1 strokes btw, they also make power on the retracting stroke, also if you really wanna learn just let kein explain piston engines to you for/in a video
Try making a Thruster Engine!
Could you build an actual crank shaft with bearings and t pipes and do the 90 degree off set on the shaft so parts don’t have to travel through each other?
I noticed the same thing after seeing it run for the first time. You can totally build a crank shaft that doesn't need to glitch through a piston. Wonder if he can see it.
I've tried this a few months ago and could get the crank to align under the resistance of the pistons