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The study involved 200 aircrew members, and identified a pattern of acute and chronic symptoms among affected aircrew, including headaches, dizziness, breathing problems, and vision problems. These symptoms can have a significant impact on the health and well-being of aircrew, potentially affecting their ability to perform their duties safely ...
Dieseling or engine run-on is a condition that can occur in spark-plug-ignited, gasoline-powered internal combustion engines, whereby the engine keeps running for a short period after being turned off, drawing fuel through the carburetor, into the engine and igniting it without a spark.
Under ideal conditions the common internal combustion engine burns the fuel/air mixture in the cylinder in an orderly and controlled fashion. The combustion is started by the spark plug some 10 to 40 crankshaft degrees prior to top dead center (TDC), depending on many factors including engine speed and load. This ignition advance allows time ...
Pages in category "Engine problems" The following 13 pages are in this category, out of 13 total. This list may not reflect recent changes. B. Back-fire; C.
Crankcase dilution occurs when the fuel oil from the engine gets into the lube oil of the engine. This can be caused by the walls being wetted due to the fuel condensing in the cylinder. If the engine is cold, or there is an excess amount of cooling around the cylinder, [ 1 ] the fuel oil will condense and have a higher chance to end up in the ...
In most steam engine designs there is a short time at the end of the return stroke of the piston when all the valves are shut and it is compressing any remaining steam. Water can be introduced from the boiler or in a cold engine, steam will condense to water on the cool walls of the cylinders and can potentially hydrolock an engine.
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When a game engine needed resources in DX11, it had to draw the data from scratch every time, meaning repeat processes and unnecessary uses. In Direct3D 12, descriptor heaps and tables mean the most often used resources can be allocated by developers in tables, which the GPU can quickly and easily access.