Version 3.00 kinematics released.

Information about latest Revision level of the software
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ArtF
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Version 3.00 kinematics released.

Post by ArtF »

Hi everyone.

  The latest version is now online, its primarily the Auggie changes for kinematics. Video is here..

https://www.youtube.com/watch?v=VSc3JNK ... e=youtu.be

  I will be adding more videos on the topic, its a complex one , but Ive tried to make it so you
can get into simulating things as easy as possible. There are 3 sample projects ( *.vcp) in the
geardata projects folder donated by YaNvrNo who seems to have too much fun playing with
the various toys available. My thanks to him for all his testing. This module is buggy and needs
more work which of course is ongoing, but Ive had more than one request for the ability to help in beta
testing since the 4 bar section was shown, so this is released early now that I have tested it
for the job of simulating scimitar vanes and such. We'll learn together how useful it is in other areas,
and it is kinda fun to play with in any event.

  There is a new board labeled "Mechs" if you wish to contribute any shapes or mechs. Id like to grow
a library of simple shapes that are useful, much like the "Bunch O balls" group. Itd be nice to have funnels
or tunnels a ball can follow, or vanes.. ( nice vanes would be a great way to play. :)  )

In any event, Merry XMas, hope you all have a great one..

Art
JCRoss
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Re: Version 3.00 kinematics released.

Post by JCRoss »

This looks cool!  I downloaded the "Current Development 3.xxx" from the downloads page.  How do I get to Kinematics?  Is it a separate program from Auggie or Gearotic?  If it is part of one of them, how do I get to the screens in your video?
Thanks Art,
John
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ArtF
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Re: Version 3.00 kinematics released.

Post by ArtF »

Hi:

Sorry, I should have said.. press the Vectors Processor button on the main tools screen
in gearotic.

Art

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Re: Version 3.00 kinematics released.

Post by marklazarz »

Art:

I finally found the module under "Vector Wizards".  One problem with Auggie is it's tendency to want to re-open after exiting the program.  I get the dialog screen to select a profile and have to cancel out of it in order to exit the program.

Mark
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Re: Version 3.00 kinematics released.

Post by ArtF »

Mark:

Sorry about that, I hadnt seen that before... Does it do it every time? And what OS is this, Ill take a search for that behaviour.

Thx
Art
BobL
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Re: Version 3.00 kinematics released.

Post by BobL »

Art;

I also had this re-opening issue with Auggie from time to time while used in XP? Wasn't sure if it was just my setup, but since others have mentioned it, wanted you to know I also seen this problem? I could never duplicate it in my Win10 however, so I suspect this may be just another one of those XP things, and doesn't happen every time either? I know, possibly a nightmare to find, sorry pal?

Cheers
Bob
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marklazarz
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Re: Version 3.00 kinematics released.

Post by marklazarz »

I'm using Win 10 on my machines.  Doesn't do it every time but most times.
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Re: Version 3.00 kinematics released.

Post by ArtF »

I suspect whats happening is a crash on exit where I must have some object stuck in ram..
Some versions of windows will reopen a program after a crash. Thx for the report, Ill keep searching
for it, they can be buggers to find..

Thx
Art
BobL
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Re: Version 3.00 kinematics released.

Post by BobL »

Art;

Ran some tests on the reported Auggie auto reboot issue. Since my laser table contains a power bar with an off/on switch on it, I've notice if I kill power to the pokey 57CNC while Auggie is still running, then once I shut down Auggie from my WinXP, Auggie will occasionally reboot automatically? I repeated the test several times to find Auggie does this, but only occasionally? Now If I end Auggie prior to killing power to the 57CNC, no issues exist at all, works every time without any rebooting issue?  Interesting side effect however, I was using the Polabs Pokey dev version 4.2.2 as my interface between my 57CNC and my pc, I did notice a connection speed issues in the past, (20-30sec to initially connect) on my 1Gb network, so then I tried it with Polabs pokey version 4.2.13 instead? Wow, day and night difference on how fast these two now connect (2-3 sec), also was unable to duplicate Auggie's auto reboot problem anymore, that is until I converted back? Is it possible the pokey interface software is the culprit in this case? A simple test to try in any case.

Cheers
Bob
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Re: Version 3.00 kinematics released.

Post by marklazarz »

I don't have a Pokey so my auto reboot must be unrelated.

Mark
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Re: Version 3.00 kinematics released.

Post by ArtF »

Program was updated tonight to stop an error form loading a mech with saved linkages. Same version number, just
a quick update before its downloaded too much. :)

Thx
Art
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Re: Version 3.00 kinematics released.

Post by ArtF »

Merry XMas everyone. And to all .. a goodnight. :)

Art
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Re: Version 3.00 kinematics released.

Post by Ya-Nvr-No »

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Re: Version 3.00 kinematics released.

Post by Mooselake »

With a couple feet of snow on the ground the winter hobby season has arrived!  The outside tasks that aren't done yet will just have to wait.

This might be too big a challenge to simulate, but I've gotten a request to build a Shishi-odoshi, a Japanese deer chaser.  Despite an 8 foot high deer fence the buggers still like to dine on Mrs. Moose's garden, which has changed their status from "Oh, they're so cute" to the (very un-Mrs. Moose like) encouragement of high velocity lead poisoning.  Even the fawn she watched being born in our side field has fallen out of favor.  We have the same problem in our orchard, anything that hits the ground disappears overnight.  No windfall apple cider.

V1 will be 2 inch PVC pipe and a small pump which the HD and Amazonian overlords have gratefully provided.  Total length, pivot point, and flow rate need to be determined.  Very small balls might work, but their density and/or weight would need to be adjustable.

The original plan was to do it empirically, but what fun would that be?

Kirk
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Re: Version 3.00 kinematics released.

Post by John T »

Hi Kirk,
just out of interest one of the best deer fences I've seen (outside of 8 footers) is one where the posts are driven in at an angle.  It only has to be 6 feet high.  The deer approach but the fence is over their head by the time they are ready to leap so they don't.

Anyway it works in the Okanagan BC, apple orchards.

John
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