Mobile phone testing platform

Width:

Keyboard is less than 335mm wide, with feet out sits < 50mm up

Height at front

From keyboard above, 50mm under

Height:

My screen height from desk to screen (24″) is 190mm (assuming top of screen should be at my eyeline, that screen is about 20mm too low for me)

Edwards is 160mm on 1 (27″) screen and 220mm on the other (24″)

So Bezels at bottom of screens are at least 30mm (24″) and more for the 27″

So we will assume 190 + 30mm = 220mm maximum height of platform

Depth

I have > 300mm from rear of keyboard to screen which is a lot more than I expect is needed, if less depth we can alter angle more without obscuring the screen

Design points:

  • Adjustable angle
  • Able to pull forward to user and slide over keyboard
  • Non slip matting
  • Soft ridge above bottom cable slot
  • USB Hub under
  • Cables via slots top and bottom, Micro USB & Lightning only
  • Arrange micro usb on 1 side, iOS on the other?

SimTools reminders

Takes a while to get my head around Simtools philiosphy and it’s …. UI

2 Programs:

  • Game manager
    • On PC running games
    • Manages patching of games (why patching is necessary when Simexperience doesn’t do it?)
    • Extracts game data and sends to the game engine:
  • Game engine
    • Drives your motion platform
    • Receives raw data from Game manager
    • Mixes raw force data and sends it to your motion platform
    • Multiple settings & tools
      • Motion platform communication ports, speed, rate
      • Define motion platform axis
    • Map named forces to each axis
      • up to 6 named forces can be mixed for each actuator (Axis)
      • each force by %
      • has optional filters as well
      • can be by game (and ‘default’)
      • Load (Preset) & Save options
      • Set min max for scaling (where min is the ‘largest’ -ve input, e.g.min = -50, max = 50)
  • Also the launcher (Hold down Shift key when starting to configure options)

Simtools extracts game data as DOF 1-9

Simtools extracts data as named forces:

Co-Ordinate System

Motion platform is Axis 1-6 (has a & b sets)

Our (pre?) configured Game Engine

  • Initial Output Testing, Output Type: ( a ) Axis Output
  • Axis 1a = Left Actuator +Up, -Down
  • Axis 2a = Right Actuator -Up, +Down
  • Axis 3a = Rear Actuator +Up, -Down
  • Axis 4a = Yaw +Clockwise

2 Com ports

  • Interface 1
    • Com3
    • Interface output [A<Axis1a>][B<Axis2a>]
  • Interface 2
    • Com4
    • Interface output [A<Axis3a>][B<Axis4a>]

Axis Assignments

From what I can glean, the axis assignments below is where we assign forces to act on each of our motion platforms available axis, DOF1, 2 etc are just arbitrary columns to allow up to 6 forces to be set to act on each physical axis

Initial setup (Default) as supplied

Axis 4 filter settings for return to zero:

my changes to default:

Axis assignment changes:

  • Turned off Axis 4 (Yaw) as:
    • My cabling is in the way as is very temporary for now
    • For Sim racing I feel it is too slow to be effective for rear breakaway simulation so is not useful for now
  • Output testing for Sway had both front actuators going up and down together so toggled Axis 2a dir off
  • Turned down Pitch and Roll from orig 80% to 40% as is less important than Accel/braking & cornering forces

Then ran Assetto Corsa:

  • Game manager -> Selected Game = Assetto Corsa
  • But still no Sway.. Check Game Engine and it has loaded Assetto Corsa specific Axis assignments
    • Game Engine -> Axis Assignments -> Presets: Create Preset ‘Assetto Corsa Lindsay’
    • Remove all inputs to Axis 4a (Yaw)

So Assetto Corsa has too much vibration when just starting rolling

  • Time to use the same approach as Simexperience’s SimCommander, and set each force in turn/isolation before combining
  • Game Engine Axis Assignments:
    • Sway
      • Will try 110% force with 10% smoothing
      • Axis 1 & 2 reversed Dir
    • Surge
      • Will try 80% force with 10% smoothing
    • Heave
      • Will try 80% force with 10% smoothing
      • Axis 1 reversed Dir
      • Axis 3 reversed Dir
    • Pitch
      • Will try 20% force with 10% smoothing
    • Roll
      • Will try 20% force with 10% smoothing
      • Axis limiting Axis 1-3 = 80%

Project Cars

  • Game Manager profile for PCars has non zero settings in Profile Editor
    • Copied default and created my own zeroed copy
    • Game Engine Axis Assignments:
      • Heave
        • Will try 80% force with 10% smoothing
        • Axis 1 reversed Dir
        • Axis 3 reversed Dir
      • Surge
        • Will try 80% force with 10% smoothing
      • Sway
        • Will try 110% force with 10% smoothing
        • Axis 1 & 2 reversed Dir
      • Pitch
        • Will try 20% force with 10% smoothing
      • Roll
        • Will try 20% force with 10% smoothing
        • Axis limiting Axis 1-3 = 80%

MfM Parts Used

20180423

  • XTLW2 Printer improvements
    • Move X Y motors off end of Shafts to be belt driven:
      • Extend shafts to outside of frame X Axis:
        • New 3d printed pillow block with additional fixing for Y Axis microswitch
        • 1 x 350mm 8mm shafts
        • 2 x MR148ZZ
        • 2 x M4 2020 Hammer Nuts
        • 2 x M4x10mm Button Head
        • 2 x 3mm xxx screw / nut for Y Axis microswitch
      • Extend shafts to outside of frame Y Axis:
        • New 3d printed pillow block with room for X axis microswitch bracket
        • 1 x 350mm 8mm shafts
        • 2 x MR148ZZ
        • 2 x M4 2020 Hammer Nuts
        • 2 x M4x10mm Button Head
      • X Axis microswitch bracket
        • New 3D printed part
        • 1 x M4 Spring drop in T-Slot nut
        • 1 x M4x10mm Button Head screw
        • 1 x 3mm xxx Screw / Nut for X Axis microswitch
      • Move X Y motors:
        • 2 x Flat Nema 17 Bracket
        • 8 x M3x6mm screws (M3x8mm prob better but none on hand)
        • 4 x M5 Spring nuts
        • 4 x M5x8mm Button Head screws
      • Belt drive between above shafts & X Y Motors:
        • GT2x6mm Bore 8mm 32 tooth (for light down gearing) pulleys on shafts
        • GT2x6mm Bore 5mm 20 Tooth pullleys on motors
        • Looped GT2x6mm belt 400mm on X
        • Looped GT2x6mm belt 280mm on Y

XTLW ‘Ultimaker’ clonish 3D Printer

2018 April NZ$361.26 landed

http://www.ti.com/product/FDC1004/samplebuy


  • Uses that really light 2020 same as Anycubic Delta
  • Assembly:
    • X Y carriage feels tight
    • Cantilevered bed not stiff enough
    • Motors drive directly onto X / Y rods so hard to dissamble

Immediate changes

  • Relocate motors to be loop belt drive to X Y Rods:
    • Need to replicate 1 each of the 2 pillow blocks used for X & Y axis respectively
      • Bearings are 688Z (Plain – ID 8mm OD 16mm Width 5mm) of which I have… none!
      • X Pillow block: Center of shaft axis is 10mm in from the 2 outside edges so we need a bearing with a small enough radius to leave enough plastic to hold the bearing in places so a 608zz is too large at 22mm, I do have MF148ZZ which is OD 14mm so we will use that and order some 688z for later if needed
      • Pillow blocks are 15mm wide, mount holes are 6mm in from inside edge (is important to get pulleys to line up)
      • Fusion 360 did 1 of each corner pillow block, for MF148ZZ bearings
        • Printed on Wanhao Duplicator 4S in ABS / Makerbot Desktop 3.10 / Fine / Infill 50% / Shells 4
        • Had to up bearing bore from 14mm to 14.4mm to allow possible slight overextrusion on this printer
        • Did 4.1mm mount holes rather than the original parts 3mm
        • Had to file down a couple of corners slightly due to ABS warp  
      • Then redid in PETG on Anycubic Delta Linear Plus as hadn’t tried PETG before, seems good with slow print speed (50%)
      • Then added Y Microswitch to X Pillow Block, and altered X Pillow block to make room for a new X Microswitch & bracket

 

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M4M Restructure Categories

Suggest

  • 3D Printer specific misc parts
  • Alumnium extrusion
    • 2020 Extrusion
    • 2020 Corners etc
  • Engineering Mechanical Hardware
    • 5mm Rod
    • 8mm rod
    • Ball Bearings
    • Bolts / Nuts / Washers
    • Brackets
  • Motors and drive hardware
  • Electronic Components
    • Pinball caps/regs
  • Electromechanical
    • Switches
    • Connectors
    • PCB DIY Supplies