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General Discussion / [3D Printing] "Perfect" Delta Calibration Method
« Last post by Morgul on August 09, 2018, 05:47:29 pm »
So, I'm putting this post on a forum that has, historically, remained around longer than 3 months... I'm tired of trying to keep the other forum alive just for this one post, and these creaky old things just won't die... so here goes...




Credit for this method goes to Jay Couture. Credit for the writeup goes to @festerND-NaN.
 
You can watch the original calibration video for this method here:
http://www.youtube.com/watch?v=tDLbqLve128



This method will get you to within 0.1mm quickly, and can easily be used to get within 0.05mm with a few additional iterations. It consists of two parts; the first is your primary calibration routine, the next is an iterative method of calculating your arm radius.
 
Note: This was written assuming Smoothieware firmware. You will need to make some modifications to GCODE commands, or configuration file names for other firmware.
 
Calculate gamma_max

This will insure that your trim setting will be a negative value, at the cost of a small amount of build height. (The build height that you lose has an exceptionally small diameter due to the weird delta build area, so no big loss.)
  • Go to Home. (G28)
  • Carefully step the nozzle down until you are ~1-2mm above the build plate.
  • Find the current Z height. (M114)

Set the gamma_max value in your config.txt to ~5mm less than the measured Z height from step 3.
 
Finding Zero + Leveling

This is a recursive method. We start by calibrating the X axis, and then move on to calibrate Y and Z. Every time we make a change to one axis, we need to recalibrate the others. This is a little tedious, but once you get it down, you should be able to knock it out in about 5 minutes. (You should probably recalibrate before any large prints, or every 10 prints or so, depending on your printer.)

Note: It’s entirely possible during this calibration that you will find two of your tower measurements oscillating between values. Because we’re assuming .1mm is the smallest step size you move your nozzle, you could end up oscillating trim values by .1mm. In that case, you actually are .05mm off, and should try adding that to the trim, instead of the .1mm reported by M114.
 
Finding .1mm above the bed

This calibration method relies on you being able to accurately find a position .1mm above your bed, at various locations. Our preferred method for doing this is as follows:

  • Position your nozzle 5mm above the position you’re attempting to measure.
  • Take a strip of standard paper, and start sliding it back and forth right below the nozzle.
  • Manually jog the nozzle down 4mm, in 1mm increments.
  • Manually jog the nozzle down the rest of the way in .1mm increments.
  • Once the nozzle grips the paper (it can no longer move back and forth, back up .1mm.

Calibrate X Trim

Note: Trim offsets are always negative.

  • Go to Home. (G28)
  • Move to the base of your X tower. (G1 X-86.6 Y-50 Z5)
  • Manually jog the nozzle down until it’s .1mm above the bed. (See above.)
  • Find the current Z height. (M114)
  • Find the current trim offsets. (M666)
  • Add the current Z height (from step 4) to the X trim value (from step 5). (M666 X<value>)
    ex: M114 reports Z: -1.4, M666 reports X:-4.2, so the new trim should be -5.6: M666 X-5.6
  • Save the trim. (M500)

Repeat from step 1 until no more adjustments are necessary.
 
Calibrate Y Trim

Note: Trim offsets are always negative.

  • Go to Home. (G28)
  • Move to the base of your Y tower. (G1 X86.6 Y-50 Z5)
  • Repeat steps 3 through 8 of “Calibrate X Trim”.
  • Recalibrate X trim (starting at step 1).

Once X trim is calibrated, recalibrate Y trim (repeat from step 1) until no more adjustments are necessary.
 
Calibrate Z Trim
Note: Trim offsets are always negative.
  • Go to Home. (G28)
  • Move to the base of your Z tower. (G1 X0 Y100 Z5)
  • Repeat steps 3 through 8 of “Calibrate X Trim”.
  • Recalibrate X and Y trim (starting at step 1 of “Calibrate Y Trim”).

Once X and Y trim is calibrated, recalibrate Z trim (repeat from step 1) until no more adjustments are necessary.

Save your calibration. (M500)

Congratulations, you have calibrated your towers!

Calculating Arm Radius

(image goes here)
Visual representation of the part we’re trying to measure.

  • Trim X, Y, and Z first.
  • Go to Home. (G28)
  • Move to 0, 0, 5. (G1 X0 Y0 Z5)
  • Manually jog the nozzle down until it’s .1mm above the bed. (See above.)
  • Find the current Z height. (M114)
  • If Z is positive, reduce the radius (M665 R<value>)If Z is negative, increase the radius (M665 R<value>)Note: The relationship between height and radius are non linear. (Most likely cos, sin, or tan.) We recommend you attempt to measure as closely as you can first, then using that number, try adjusting in .2mm increments.
  • Set your Z offset. (M306 Z0).
  • Save your configuration. (M500)
  • Recalculate trim on X, Y, Z.
  • Repeat from step 1 until no more adjustments are needed.
  • Save your configuration. (M500)

Congratulations, you have calculated your arm radius!
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General Announcements / Precursors v0.8.0 Released (Yes, really)
« Last post by Morgul on April 04, 2018, 10:52:47 am »
New Release

That's right! After 12 years, untold iterations (5-7 depending on who's counting), there's a new, official release of Precursors, v0.8.0. This is an all new engine, and all new code, but old everything else.

I'll get into the "why?" in a moment, but first let's talk about what's in this release:

Precursors v0.8.0

  • Windows, Linux, macOS, and web
  • Mouse-look style flight controls
  • Real physics based movement
  • New Engine: Unity
  • "Nostalgic" asteroids scene
  • "New" skybox (still about ten years old at this point)
  • Entirely new codebase
  • Feature parity with v0.3.4 build 967

There is no multiplayer in this build. While it wouldn't be hard to add at this point, I just didn't get it done this weekend. But there wasn't multiplayer in the v0.3.4 build either, so...

No, seriously, what?

Alright, so I'll come clean. As everyone knows, Precursors has been dead for a while. Officially about two years now... it's been a fun ride, but it doesn't look like our MMORPG dreams will ever see the light of day. The core team's even split, with whitelynx in Boston... it'll never be what it was. That's sad, and I'm not exactly thrilled to let over a decade of work just live in tarballs on dusty old backup drives.

Since we started, the indie game scene has taking off wildly. Things like Unity didn't exist for most of it, and even once it became a thing, we dismissed it out of hand, because it was weak, didn't perform great, and who wants to code in .Net anyway? Well, since then Unity has evolved, and we got stuck in the mud. Looking back it's clear that we probably didn't make the right calls, but it was impossible to know at the time.

This last Easter weekend, I set out to teach myself some Unity. What better to start with than something I knew? So I dug through some backups, and found the original C++ codebase; the same codebase that we last announced a release from. "Alright, screw it, how about I just remake that?" After about 8 hours, I'd done it, except for a UI. So I found our old SVG sprite sheet, taught myself some more Unity, and built a working UI. No, it's not a visual match for the old one, but it's using the same sprites, and that was close enough.

Frankly, this project turned into an homage for the last decade of friends, fun, and code. I don't plan on doing more with this (except maybe networking), but I thought all of you might get a kick out of it. So here it is, in all it's glory.

Downloads


Don't feel like downloading it? Well, have a webGL version. (The UI scales weird, but it's still usable.)

https://g33xnexus.com/downloads/precursors/v0.8.0/webgl/

Want to see the code? I've put it up here:

https://github.com/SkewedAspect/rfi-unity

And, please, enjoy!
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General Announcements / Re: Development Release 0.3.4 build 967
« Last post by Morgul on April 04, 2018, 10:04:21 am »
These files are now archived here:

https://g33xnexus.com/downloads/precursors/old/
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RaptorNL / Project Archive
« Last post by Morgul on March 31, 2018, 10:27:52 pm »
I recently found the source code for this project. It's now archived here:

https://gitlab.com/g33xnexus/old-svnrepos/raptornl

A lot of work went into this library over a short time, but I'm not sure if it was ever working.
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Precursors / Download Links
« Last post by Morgul on March 31, 2018, 10:11:04 pm »
Precursors Client Download Links

I'm pleased to announce Download Links for Precursors! There are a couple of versions, all with their own installer (for windows).

Windows

There's even a couple of old versions for linux.

Linux

Wait, what?

Did I just post download links to 12 year old versions of Precursors? Why, yes, yes I did. Not only is it nice to have these files rescued from old backups on equally old servers, but the windows ones install and run! It's super neat to look back at our old files and play around with them.

The linux versions come with the caveat of I don't know if they run, or what state they're in. Clearly that rc-1 has bugs that weren't in the final release (I hope).

Anyway, feel free to stroll down memory lane, and mess around. I know I had fun playing around with things.
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General Announcements / Re: The Forums are back!
« Last post by PieceMaker on January 28, 2018, 07:35:32 pm »
Whudup Infernal!
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General Announcements / Re: The Forums are back!
« Last post by Infernal on January 21, 2018, 08:23:41 pm »
Hey guys!
I still wistfully think back of my time playing with you all.  You guys were truly my family for couple years.
I would love to take a trip down to Lubbock and meet you guys in the flesh!
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General Announcements / Re: The Forums are back!
« Last post by Morgul on December 05, 2017, 02:44:43 pm »
I will murder you in your sleep.  :mad:

Bring it on, oh sibling of mine.
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General Announcements / Re: The Forums are back!
« Last post by xofelf on December 05, 2017, 02:41:13 pm »
[...] And my reason is because oh dear god, first outings onto the Internet Erica is not something anyone really needs to experience in their life again.

That sounds like a reason to keep them front and center. Maybe even modify the theme with an 'Erica post of the day!' feature.  :D
I will murder you in your sleep.  :mad:
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General Announcements / Re: The Forums are back!
« Last post by Morgul on December 05, 2017, 02:33:03 pm »
[...] And my reason is because oh dear god, first outings onto the Internet Erica is not something anyone really needs to experience in their life again.

That sounds like a reason to keep them front and center. Maybe even modify the theme with an 'Erica post of the day!' feature.  :D
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