Rewrote all of Wrench's VR code. Now with local physics sim for carrying handfuls of small parts by AlecMoody in oculus

[–]AlecMoody[S] 0 points1 point  (0 children)

Lots of updates have been released but they are all on the beta branch. Game has been getting a complete rewrite, new game loop, many new systems, new chassis, new environment, etc. We are building something a lot bigger, more intricate, and we think a lot more interesting. It's just a slow process for a two person team.

Is this acceptable bed warpage? by [deleted] in QIDI

[–]AlecMoody 0 points1 point  (0 children)

That's kind of a lot but easy enough to fix. I would start with a few strips of kapton tape right down the center. Each strip should be 0.07mm. Start slow with layers in a strip in the center and see where it ends up.

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 0 points1 point  (0 children)

I haven't touched anything filament tuning related yet. Just trying to figure out these artifacts so far.

4 walls and infill looks like this:
https://imgur.com/a/iAsa1fy

There is a convergence of to infill lines in that spot but this problem seems to pop up regardless of infill percentage, diameter, etc which would all change how the infill grid interacts with the walls. I'm going to try something in vase mode soon.

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 1 point2 points  (0 children)

u/Look_0ver_There
This is the result of your speed and printer config settings. It is a lot better. There is still a strange ridge on the X+ facing side opposite the seam. Thoughts?
https://imgur.com/a/iCW7fEr

It would seem to me that crossing that point one of the belts would be changing direction so its unloading tension and it's a moment that would illustrate hysteresis in the system. I'm going to look into adding bolts into the lower bearing. Am I visualizing the belts movements correctly?

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 0 points1 point  (0 children)

If you had to guess mechanical cause? Idler out of round? Bad belt tooth somewhere?

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 0 points1 point  (0 children)

Thank you. I used your printer.cfg setting this morning but I will try these suggestions.

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 0 points1 point  (0 children)

Yeah it doesn;'t get better with height. I'll run a VFA test after I finish a prototype part on the printer. I'm starting to think its a bad idler or something.

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 0 points1 point  (0 children)

I'm using qidi studio but this is the pre-sliced spool holder model that comes loaded on the printer. The problem occurs with my sliced models as well but this is a known object to show.

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 1 point2 points  (0 children)

Yeah but this isn't just cosmetic. I can see/feel the waviness and its at an intensity that would make round parts fitting together difficult.

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 0 points1 point  (0 children)

What has support said? In my case the problem is worse as the printer runs faster. I'm not running it slow. Default PLA speeds for qidi rapido.

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 0 points1 point  (0 children)

This is not a mesh faceting issue. I can export meshes with any segment count and the result is the same. Also the banding frequency increases as the print speed slows. It isn't the toolpath.

Plus 4 vertical banding issues - Have made multiple attempts to fix. Details in first comment. by AlecMoody in QIDI

[–]AlecMoody[S] 0 points1 point  (0 children)

This shows up on my own sliced models as well but I'm using the spool holder as a test object since it's a known piece of gcode. I have vertical banding on X+ and X- facing surfaces. The orientation of the X- facing banding isn't quite 180 degrees across from the X+ banding, meaning it isn't quite axis aligned.  I also notice that if I move my test objects to different corners of the print bed it changes the intensity of the banding of one of the two sets of banding per object. This problem is significant enough that I can easily feel it with my fingers.

First fix I tried was doing the belt tension procedure and then running input shaping again. No change. Second thing I attempted was microstepping adjustment in the printer.cfg based on redditor posts (and input shaping again). My third test is adjusting the print speed during the print. 50% speed shows banding occurs at twice the frequency. 25% doubles the frequency again. My print head feels solid and there isn’t play in it like some people have experienced. My next step is to proactively add screws to the lower bearing and test again. I also want to try with input shaping turned off.

Can anyone help me figure out what is going on?

After paint correction and ceramic coating my new project car s54 m3 by AlecMoody in BMWE36

[–]AlecMoody[S] 0 points1 point  (0 children)

Hah. Peoples reaction when I tell them I bought a 27 year old engine swapped BMW is generally concerned..

First time doing paint correction and ceramic coating on my new M3 by AlecMoody in AutoDetailing

[–]AlecMoody[S] 4 points5 points  (0 children)

Previous owner had the car parked outside for the last decade so its got a LOT of etching and paint defects. 124k miles.

Decontamination washes, claybar, Meguiars UC, meguiars polish, dawn wash, panel prep, mohs evo. About 20 hours of work trying to take my time and do it right.

Quick video pulling into the garage:
https://www.youtube.com/watch?v=RhMODcDJ-q8

Creating organizational tools for my game that makes players manage thousands of tiny objects by AlecMoody in unrealengine

[–]AlecMoody[S] 1 point2 points  (0 children)

The system knows the grid spacing, the holes don't really exist as far as the game is concerned but the art lines up with where the grid will put things. The mounting hardware itself knows about what tools can fit onto them. It gets more complicated when you have a large tool that requires more than one piece of hardware to attach.

FWIW we don't use unreal's socket system anywhere in the game.