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This may be the most awkward unexpected question ever concerning the reasoning for which I ask it.
I begin with explaining the reason because I think you should know why I ask this question to begin with so you can understand what underlying basic principle of this mechanic I want to understand. Namely the fundamentals of it and how it gets physically transferred internally.
I need to actually understand how it works rather then be told what makes it work.
I'm not a car mechanic and have never worked with combustion engines, pistons or cranks ever before in my life.
Reason: The reason for what I'm about to ask actually involves a video game that is called Kerbal Space Program. It is normally intended to build rockets and aircraft out of individual parts. Each of these parts having physics properties to them with which you can build vessels.
There is a holy grail in this video game to find methods of self sustaining physical generators by the use of a few parts and mechanical setups to basically cheat the physics engine of the game and create methods of propulsion with little energy or no energy input at all. You have to play the game for quite a while and be involved with the community to know how that could be done in the first place but there are already methods to do so just not working concepts to do much with it other then to build slow propeller aircraft.
I have worked long on something and made a reciprocating piston that can deliver potentially infinite impulse only limited by the custom cylinder housing and the custom spring that is supposed to retract the cylinder that repeats the process.
The actual part that creates the energy is a rotating part that creates infinite torque which can be nested inside the cylinder that combines with another custom spring to push and retract the piston.
The reason I use this infinite torque part to drive a cylinder and not transfer the torque directly is because the infinite torque part will break any custom gearing while with the piston setup I can kill the motor where it can still spin freely.
To this piston design I can make a connecting rod turning a wheel. Because the rotating parts torque is infinite driving the cylinder the cylinders impulse is infinite and because now the wheels torque is infinite a gear system driving the propeller also has infinite torque and this should theoretically create a infinite torque propeller (a.k.a. high speed aircraft) to lift very heavy payloads into the air.
The reason why I explain that whole story above is if you were interested. But more importantly so that you understand how fundamentally I have to understand the actual mechanism what drives a crank through a connecting rod one way as I have to replicate it in a game where some parts of the physics are arbitrary and where I have to recreate the same system out of individual parts not intended to be used for what I try to build.
MORE ON TOPIC:
The problem is the connecting rod turning the wheel. Whenever I stop the infinite torque motor the piston rests in it's retracted position because the spring retracts the piston.
In a actual combustion engine this is done with air/gas pressure through combusting fuel, in this game it is mechanical force and there is no other way to do this.
Problem: The problem is when the piston becomes fully retracted the connecting rod rests on the center of the wheel in the very middle. Whenever I restart the engine there is a chance that the connecting rod starts turning the wheel the other way and any propeller/impeller or other propulsion mechanism attached to it will then make the vessel go backwards.
Question: So how does this work in real life then? I don't know...
Why does a piston that moves a connecting rod always turn a wheel or crank one way and not the other way around after it rests and then restarts?
The connecting rod rests on one side of the wheel in the pistons retracted position where it can push the wheel one way or the other. I don't know what to create so it always starts pushing it in a forward motion.
How does this function work internally and why is this always successful in real life engines?
Is there any difference how this works in let's say a steam engine like that of a train locomotive opposed to a piston engine? Either of two methods may be applicable to engineer in my video game.
There's a lot of clever appliances one could use in this game to create various mechanical interactions to recreate real life mechans using the parts available. So if the physics of the real life mechanics are part of the physics calculations in the video game that I play there should theoretically be a method to replicate it just as I created a piston and connecting rod to begin with.
But there's also a chance that it is impossible, or rather, me unable to find a way lol.
What do I need to learn?
I begin with explaining the reason because I think you should know why I ask this question to begin with so you can understand what underlying basic principle of this mechanic I want to understand. Namely the fundamentals of it and how it gets physically transferred internally.
I need to actually understand how it works rather then be told what makes it work.
I'm not a car mechanic and have never worked with combustion engines, pistons or cranks ever before in my life.
Reason: The reason for what I'm about to ask actually involves a video game that is called Kerbal Space Program. It is normally intended to build rockets and aircraft out of individual parts. Each of these parts having physics properties to them with which you can build vessels.
There is a holy grail in this video game to find methods of self sustaining physical generators by the use of a few parts and mechanical setups to basically cheat the physics engine of the game and create methods of propulsion with little energy or no energy input at all. You have to play the game for quite a while and be involved with the community to know how that could be done in the first place but there are already methods to do so just not working concepts to do much with it other then to build slow propeller aircraft.
I have worked long on something and made a reciprocating piston that can deliver potentially infinite impulse only limited by the custom cylinder housing and the custom spring that is supposed to retract the cylinder that repeats the process.
The actual part that creates the energy is a rotating part that creates infinite torque which can be nested inside the cylinder that combines with another custom spring to push and retract the piston.
The reason I use this infinite torque part to drive a cylinder and not transfer the torque directly is because the infinite torque part will break any custom gearing while with the piston setup I can kill the motor where it can still spin freely.
To this piston design I can make a connecting rod turning a wheel. Because the rotating parts torque is infinite driving the cylinder the cylinders impulse is infinite and because now the wheels torque is infinite a gear system driving the propeller also has infinite torque and this should theoretically create a infinite torque propeller (a.k.a. high speed aircraft) to lift very heavy payloads into the air.
The reason why I explain that whole story above is if you were interested. But more importantly so that you understand how fundamentally I have to understand the actual mechanism what drives a crank through a connecting rod one way as I have to replicate it in a game where some parts of the physics are arbitrary and where I have to recreate the same system out of individual parts not intended to be used for what I try to build.
MORE ON TOPIC:
The problem is the connecting rod turning the wheel. Whenever I stop the infinite torque motor the piston rests in it's retracted position because the spring retracts the piston.
In a actual combustion engine this is done with air/gas pressure through combusting fuel, in this game it is mechanical force and there is no other way to do this.
Problem: The problem is when the piston becomes fully retracted the connecting rod rests on the center of the wheel in the very middle. Whenever I restart the engine there is a chance that the connecting rod starts turning the wheel the other way and any propeller/impeller or other propulsion mechanism attached to it will then make the vessel go backwards.
Question: So how does this work in real life then? I don't know...
Why does a piston that moves a connecting rod always turn a wheel or crank one way and not the other way around after it rests and then restarts?
The connecting rod rests on one side of the wheel in the pistons retracted position where it can push the wheel one way or the other. I don't know what to create so it always starts pushing it in a forward motion.
How does this function work internally and why is this always successful in real life engines?
Is there any difference how this works in let's say a steam engine like that of a train locomotive opposed to a piston engine? Either of two methods may be applicable to engineer in my video game.
There's a lot of clever appliances one could use in this game to create various mechanical interactions to recreate real life mechans using the parts available. So if the physics of the real life mechanics are part of the physics calculations in the video game that I play there should theoretically be a method to replicate it just as I created a piston and connecting rod to begin with.
But there's also a chance that it is impossible, or rather, me unable to find a way lol.
What do I need to learn?