one more thing - maximum velocity slider doesn't seem to be obeyed.  some of 
the time it is - but take the 3dchips and have the feedrate set very high.  now 
run the maximum velocity slider to say 10 ipm.  when it gets to sections of 
short line segments - it take off and goes at a much higher feedrate..

sam


On Wed, 26 Mar 2014 15:03:50 -0500
 sam sokolik <sa...@empirescreen.com> wrote:
> here is 50% (1750mm/min)
> 
> http://imagebin.org/301967
> 
> sam
> 
> 
> On 03/26/2014 02:49 PM, Robert Ellenberg wrote:
> >> One thing I noticed...  Lets say we are running that profile at 3500mm/s
> >> and it is dipping like this http://imagebin.org/301375 if you slow the
> >> feedrate down - the dips get scaled also.  I would think at 3200mm/min
> >> it would flatten out.  :)  (probably another nit-pick)
> >
> > That's a good point, it shouldn't scale proportionally at lower feeds. Does
> > that keep happening at slower feeds like 3000 or 2500? If so, it might mean
> > that something's being limited that doesn't need to be.
> >
> > -Rob
> >
> >
> >> sam
> >>
> >> On 3/26/2014 1:27 PM, Robert Ellenberg wrote:
> >>> Hi Sam,
> >>>
> >>> This acceleration limitation is by design, so that the TP can deal with
> >>> tangential and normal acceleration separately. On a circular arc segment,
> >>> the acceleration along the path is limited to 0.5 * a_max. Using the
> >>> pythagorean theorem, the maximum normal acceleration is:
> >>>
> >>> sqrt( a_max^2 - (1/2*a_max) ^2 ) = sqrt(3/2) * a_max ~= .866 * a_max
> >>>
> >>> So, if your maximum axis acceleration is 30 in/sec^2, then the TP only
> >>> moves fast enough around the arc to create 25.98 in/sec^2 of normal
> >>> acceleration. This way, if you have to speed up or slow down during an
> >> arc
> >>> move, the total acceleration it won't exceed the machine maximum.
> >>>
> >>> A good analogy is high-speed cornering with a car on a twisty road.
> >> There's
> >>> a maximum speed you can go around the corner before the tires slip.
> >>> However, if you actually drive at that speed and have to hit the brakes,
> >>> you're in trouble :). So, to be safe, you go a little slower so that you
> >>> can slow down if need be.
> >>>
> >>> The good news is, this particular limit on tangential vs. cornering
> >>> acceleration gets you pretty close to top speed. For example, on a 0.1"
> >>> radius, a max normal acceleration of 26 in/sec^2 gives you a max speed of
> >>> sqrt( 26 in/sec^2 * 0.1 in) ~= 1.61 in/sec.  Compare that to 30 in/sec^2,
> >>> which gives you sqrt( 30 in/sec^2 * 0.1 in) ~= 1.73 in/sec (about 7%
> >>> difference).
> >>>
> >>> I just hard-coded this because it seemed to give me the best speed on my
> >>> test runs. Maybe it could be an INI parameter? You could potentially get
> >> a
> >>> little performance from a program with lots of circular arcs by reducing
> >>> the tangential acceleration in favor of normal acceleration. Conversely,
> >>> making tangential and normal acceleration both sqrt(2) * a_max might move
> >>> more quickly in programs with a lot of detail like stellabee1.ngc.
> >>>
> >>> -Rob
> >>>
> >>> On Mon, Mar 24, 2014 at 2:47 PM, sam sokolik <sa...@empirescreen.com>
> >> wrote:
> >>>> I have a question about the acceleration limits.  (and I might be
> >>>> nit-picking here)  But I have been goofing around with the
> >>>> trochoidal.ngc file from http://www.vagrearg.org/gcmc/trochoidal.ngc.gz
> >>>>
> >>>> I see when I push the velocity up to 3500mm/min - the peak velocity
> >>>> starts to dip  (this is with 30in/s^2 acc)
> >>>>
> >>>> http://imagebin.org/301375
> >>>>
> >>>> but you can see that the acc doesn't get to 30in/s^2 - it seems to peak
> >>>> at about 26 or so.  I did play around with the gap freq in the ini file
> >>>> (setting it to my servo period of 1000) and it may have helped just a
> >>>> little bit.
> >>>>
> >>>> http://imagebin.org/301376  (acc peaks just a little higher)
> >>>>
> >>>> is this just a limitation of the whole system?  It it still way way
> >>>> better than the current tp - but was wondering what was causing this.
> >>>>
> >>>> sam
> >>>>
> >>>>
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