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Flaxbeard
I'm working on modeling a basic mechanical power system for a video game project. The transfer system consists of meshing gears, belts, and axles/shafts which can have basic clutches that engage/disengage. There are also power producers (hand crank, windmills, water wheels, turbines) and consumers (millstones, stamp mills, etc).
I'd like to ignore transmission losses. I'm wondering the best way to model the system. Right now, I am considering a system having a total torque and angular velocity. What would be the best way to model the system as a whole, using discrete time steps? Each power producer has its own angular velocity (a fast-spinning turbine vs a slow-spinning water wheel) and torque, and certain power consumers need requisite amounts of torque to spin (a millstone, for example). I'd also like to incorporate storage in the form of torsion springs and flywheels. Specifically, I'm wondering how to model interactions when there are multiple producers or consumers hooked into the same network (ie, a turbine and water wheel together). Would it be easier to model the system based on forces?
I'd like to ignore transmission losses. I'm wondering the best way to model the system. Right now, I am considering a system having a total torque and angular velocity. What would be the best way to model the system as a whole, using discrete time steps? Each power producer has its own angular velocity (a fast-spinning turbine vs a slow-spinning water wheel) and torque, and certain power consumers need requisite amounts of torque to spin (a millstone, for example). I'd also like to incorporate storage in the form of torsion springs and flywheels. Specifically, I'm wondering how to model interactions when there are multiple producers or consumers hooked into the same network (ie, a turbine and water wheel together). Would it be easier to model the system based on forces?
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