The Smell of Molten Projects in the Morning

Ed Nisley's Blog: Shop notes, electronics, firmware, machinery, 3D printing, laser cuttery, and curiosities. Contents: 100% human thinking, 0% AI slop.

Tag: Improvements

Making the world a better place, one piece at a time

  • Refrigerator Trim Tab: Now With Inserts

    If the only tool you have is a knurled brass insert, well, then, you use ’em everywhere:

    Refrigerator Trim - melt-installed inserts
    Refrigerator Trim – melt-installed inserts

    Those are mounting holes for the little trim tab that closes one of the two holes left for the door hinge bracket on the vent grill of our refrigerator. The tab originally had a pair of the flimsiest little plastic pegs you’ve ever seen, both of which broke off and got themselves repaired with epoxy at least once along the way.

    The holes in the bosses started out only slightly larger than the 4-40 insert body diameter, so they were surely undersized, and the knurls definitely stretched the plastic on the way in. I applied a soldering iron to the studs until the plastic melted around the knurls, relieved much of the stretching, and secured those puppies forevermore.

    I was willing to try heat-setting them because I absolutely didn’t care if they came out a little crosseyed. For future reference, the inserts will cant off-axis unless they’re held in place: use a drill press or something similar as an alignment fixture. That would be awkward with three feet of grill hanging off the drill press table.

    I step-drilled (to avoid grabbing the soft plastic) the tab with slightly oversized 1/8 inch holes to allow some adjustment for best fit. A trial assembly showed a pair of greatly oversized 6-32 nylon standoffs spaced it well enough from the bosses for my simple needs:

    Refrigerator Trim - trial fit
    Refrigerator Trim – trial fit

    The two broken pegs sit disconsolately atop the tab, with the crushed section of their ribs showing their depth of insertion in the bosses. Note that the tab sits proud of the grill, originally supported entirely by the pegs and stopped by the square block in the middle, with no support or alignment on any side.

    The left peg popped out of its epoxy blob, forcing me to file the blob flat before drilling through both it and the tab.

    After some wiggle-n-jiggle adjustment, the tab lined up a bit better, I defined it to be Good Enough, and popped the grill back in place on the refrigerator.

    Done!

  • Refrigerator Drawer Strut Tab: Now With Inserts

    A spate of cleaning put the little tab that fixed the never-sufficiently-to-be-damned strut supporting the lower refrigerator drawers into my hands:

    Refrigerator Drawer Strut - new tab in place
    Refrigerator Drawer Strut – new tab in place

    I discovered that 4-40 knurled inserts perfectly match the available space, so I drilled the 3D printed holes out to 11/16 inch (the OD of the smaller knurls) and rammed the inserts into place:

    Refrigerator Drawer Strut Tab - knurled inserts
    Refrigerator Drawer Strut Tab – knurled inserts

    No epoxy, no heat, nothing but a friction fit.

    Looks much better, ought to work just as well, and will definitely outlive the refrigerator; if I never take that thing apart again, it’ll be fine with me.

  • Filament Drive Gear Calculations

    Some equations relevant to indentations produced by a filament drive gear:

    Filament Drive Gear Indentations
    Filament Drive Gear Indentations

    For reference, the smaller indentations are 0.25 mm deep and 1.3 mm across the bottom.

    Variables:

    • d = filament (a.k.a. circle) diameter
    • r = filament radius
    • m = chord depth (inward from circle)
    • c = chord length
    • Θ = angle across chord from circle center, degrees
    • A = chord area (a.k.a. indentation face area)

    The length of the chord at the bottom of the indentation, perpendicular to the filament axis:

    c = 2 sqrt(2mr - m2)

    The chord angle:

    Θ = 2 arcsin(c/2r)

    The chord area, which would be the indentation face if it were perpendicular, which it isn’t:

    A = (r2 / 2) x ((πΘ / 180) - sin(Θ))

    If you measured Θ in radians, the π/180 factor would Go Away.

    Some doodles showing that reducing the indentation from 0.25 to 0.15 reduces the chord area by a factor of two:

    Filament Drive Gear - indentation doodles
    Filament Drive Gear – indentation doodles

    The implication being that you must maintain fairly constant force on the drive bearing against the filament to prevent stripping the indentations.

  • Square Chain Mail Armor: Back From The Abyss

    After a Slic3r commit fixed the bridging regression, I ran off chain mail patches to celebrate:

    Square Chain Mail Armor - 3.3 3.5 4.0 thread bars
    Square Chain Mail Armor – 3.3 3.5 4.0 thread bars

    Two more Scli3r improvements calculate thin-wall and gap infill based on the available space, then vary the extrusion width to make the answers come out right for a given nozzle diameter. As a result, infill between close-set perimeter walls works much better than before; some of my long-held assumptions became invalid.

    The only differences between the sheets: tweaking the BarWidth and SheetSize parameters. The links recalculate themselves around those values.

    The OpenSCAD source code as a GitHub gist:

    // Chain Mail Armor Buttons
    // Ed Nisley KE4ZNU – December 2014
    Layout = "Build"; // Link Button LB Joiner Joiners Build PillarMod
    //——-
    //- Extrusion parameters must match reality!
    // Print with 1 shell and 2+2 solid layers
    ThreadThick = 0.25;
    ThreadWidth = 0.40;
    HoleWindage = 0.2;
    Protrusion = 0.1; // make holes end cleanly
    function IntegerMultiple(Size,Unit) = Unit * ceil(Size / Unit);
    //——-
    // Dimensions
    //- Set maximum sheet size
    SheetSizeX = 125; // 170 for full sheet on M2
    SheetSizeY = 125; // 230 …
    //- Diamond or rectangular sheet?
    Diamond = false; // true = rotate 45 degrees, false = 0 degrees for square
    BendAround = "X"; // X or Y = maximum flexibility *around* designated axis
    Cap = true; // true = build bridge layers over links
    CapThick = 4 * ThreadThick; // flat cap on link: >= 3 layers for solid bridging
    Armor = true && Cap; // true = build armor button atop (required) cap
    ArmorThick = IntegerMultiple(2.0,ThreadThick); // height above cap surface
    ArmorSides = 4;
    ArmorAngle = true ? 180/ArmorSides : 0; // true -> rotate half a side for best alignment
    //- Link bar sizes
    BarThick = 3 * ThreadThick;
    BarWidth = 3.3 * ThreadWidth;
    BarClearance = 3 * ThreadThick; // vertical clearance above & below bars
    VertexHack = false; // true to slightly reduce openings to avoid coincident vertices
    //- Compute link sizes from those values
    //- Absolute minimum base link: bar width + corner angle + build clearance around bars
    // rounded up to multiple of thread width to ensure clean filling
    BaseSide = IntegerMultiple((4*BarWidth + 2*BarWidth/sqrt(2) + 3*(2*ThreadWidth)),ThreadWidth);
    BaseHeight = 2*BarThick + BarClearance; // both bars + clearance
    echo(str("BaseSide: ",BaseSide," BaseHeight: ",BaseHeight));
    //echo(str(" Base elements: ",4*BarWidth,", ",2*BarWidth/sqrt(2),", ",3*(2*ThreadWidth)));
    //echo(str(" total: ",(4*BarWidth + 2*BarWidth/sqrt(2) + 3*(2*ThreadWidth))));
    BaseOutDiagonal = BaseSide*sqrt(2) – BarWidth;
    BaseInDiagonal = BaseSide*sqrt(2) – 2*(BarWidth/2 + BarWidth*sqrt(2));
    echo(str("Outside diagonal: ",BaseOutDiagonal));
    //- On-center distance measured along coordinate axis
    // the links are interlaced, so this is half of what you think it should be…
    LinkOC = BaseSide/2 + ThreadWidth;
    LinkSpacing = Diamond ? (sqrt(2)*LinkOC) : LinkOC;
    echo(str("Base spacing: ",LinkSpacing));
    //- Compute how many links fit in sheet
    MinLinksX = ceil((SheetSizeX – (Diamond ? BaseOutDiagonal : BaseSide)) / LinkSpacing);
    MinLinksY = ceil((SheetSizeY – (Diamond ? BaseOutDiagonal : BaseSide)) / LinkSpacing);
    echo(str("MinLinks X: ",MinLinksX," Y: ",MinLinksY));
    NumLinksX = ((0 == (MinLinksX % 2)) && !Diamond) ? MinLinksX + 1 : MinLinksX;
    NumLinksY = ((0 == (MinLinksY % 2) && !Diamond)) ? MinLinksY + 1 : MinLinksY;
    echo(str("Links X: ",NumLinksX," Y: ",NumLinksY));
    //- Armor button base
    ButtonHeight = BaseHeight + BarClearance + CapThick;
    echo(str("ButtonHeight: ",ButtonHeight));
    //- Armor ornament size & shape
    // Fine-tune OD & ID to suit the number of sides…
    TotalHeight = ButtonHeight + ArmorThick;
    echo(str("Overall Armor Height: ",TotalHeight));
    ArmorOD = 1.0 * BaseSide; // tune for best base fit
    ArmorID = 10 * ThreadWidth; // make the tip blunt & strong
    //——-
    module ShowPegGrid(Space = 10.0,Size = 1.0) {
    RangeX = floor(95 / Space);
    RangeY = floor(125 / Space);
    for (x=[-RangeX:RangeX])
    for (y=[-RangeY:RangeY])
    translate([x*Space,y*Space,Size/2])
    %cube(Size,center=true);
    }
    //——-
    // Create link with armor button as needed
    module Link(Topping = false) {
    LinkHeight = (Topping && Cap) ? ButtonHeight : BaseHeight;
    render(convexity=3)
    rotate((BendAround == "X") ? 90 : 0)
    rotate(Diamond ? 45 : 0)
    union() {
    difference() {
    translate([0,0,LinkHeight/2]) // outside shape
    intersection() {
    cube([BaseSide,BaseSide,LinkHeight],center=true);
    rotate(45)
    cube([BaseOutDiagonal,BaseOutDiagonal,(LinkHeight + 2*Protrusion)],center=true);
    }
    translate([0,0,(BaseHeight + BarClearance + 0*ThreadThick – Protrusion)/2])
    intersection() { // inside shape
    cube([(BaseSide – 2*BarWidth),
    (BaseSide – 2*BarWidth),
    (BaseHeight + BarClearance + 0*ThreadThick + (VertexHack ? Protrusion/2 : 0))],
    center=true);
    rotate(45)
    cube([BaseInDiagonal,
    BaseInDiagonal,
    (BaseHeight + BarClearance + 0*ThreadThick + (VertexHack ? Protrusion/2 : 0))],
    center=true);
    }
    translate([0,0,((BarThick + 2*BarClearance)/2 + BarThick)]) // openings for bars
    cube([(BaseSide – 2*BarWidth – 2*BarWidth/sqrt(2) – (VertexHack ? Protrusion/2 : 0)),
    (2*BaseSide),
    BarThick + 2*BarClearance – Protrusion],
    center=true);
    translate([0,0,(BaseHeight/2 – BarThick)])
    cube([(2*BaseSide),
    (BaseSide – 2*BarWidth – 2*BarWidth/sqrt(2) – (VertexHack ? Protrusion/2 : 0)),
    BaseHeight],
    center=true);
    }
    if (Topping && Armor)
    translate([0,0,(ButtonHeight – Protrusion)]) // sink slightly into the cap
    rotate(ArmorAngle)
    cylinder(d1=ArmorOD,d2=ArmorID,h=(ArmorThick + Protrusion), $fn=ArmorSides);
    }
    }
    //——-
    // Create split buttons to join sheets
    module Joiner() {
    translate([-LinkSpacing,0,0])
    difference() {
    Link(false);
    translate([0,0,BarThick + BarClearance + TotalHeight/2 – Protrusion])
    cube([2*LinkSpacing,2*LinkSpacing,TotalHeight],center=true);
    }
    translate([LinkSpacing,0,0])
    intersection() {
    translate([0,0,-(BarThick + BarClearance)])
    Link(true);
    translate([0,0,TotalHeight/2])
    cube([2*LinkSpacing,2*LinkSpacing,TotalHeight],center=true);
    }
    }
    //——-
    // Build it!
    //ShowPegGrid();
    if (Layout == "Link") {
    Link(false);
    }
    if (Layout == "Button") {
    Link(true);
    }
    if (Layout == "LB") {
    color("Brown") Link(true);
    translate([LinkSpacing,LinkSpacing,0])
    color("Orange") Link(false);
    }
    if (Layout == "Build")
    for (ix = [0:(NumLinksX – 1)],
    iy = [0:(NumLinksY – 1)]) {
    x = (ix – (NumLinksX – 1)/2)*LinkSpacing;
    y = (iy – (NumLinksY – 1)/2)*LinkSpacing;
    translate([x,y,0])
    color([(ix/(NumLinksX – 1)),(iy/(NumLinksY – 1)),1.0])
    if (Diamond)
    Link((ix + iy) % 2); // armor at odd,odd & even,even points
    else
    if ((iy % 2) && (ix % 2)) // armor at odd,odd points
    Link(true);
    else if (!(iy % 2) && !(ix % 2)) // connectors at even,even points
    Link(false);
    }
    if (Layout == "Joiner")
    Joiner();
    if (Layout == "Joiners") {
    NumJoiners = max(MinLinksX,MinLinksY)/2;
    for (iy = [0:(NumJoiners – 1)]) {
    y = (iy – (NumJoiners – 1)/2)*2*LinkSpacing + LinkSpacing/2;
    translate([0,y,0])
    color([0.5,(iy/(NumJoiners – 1)),1.0])
    Joiner();
    }
    }
    if (Layout == "PillarMod") // Slic3r modification volume to eliminate pillar infill
    translate([0,0,(BaseHeight + BarClearance)/2])
    cube([1.5*SheetSizeX,1.5*SheetSizeY,BaseHeight + BarClearance],center=true);
  • Raspberry Pi Power Heartbeat LED

    While looking for something else, I found a reference to the /boot/overlays/README file, wherein it is written:

            act_led_trigger         Choose which activity the LED tracks.
                                    Use "heartbeat" for a nice load indicator.
                                    (default "mmc")
    
            act_led_activelow       Set to "on" to invert the sense of the LED
                                    (default "off")
    
            act_led_gpio            Set which GPIO to use for the activity LED
                                    (in case you want to connect it to an external
                                    device)
                                    (default "16" on a non-Plus board, "47" on a
                                    Plus or Pi 2)
    
    ... snippage ...
    
            pwr_led_trigger
            pwr_led_activelow
            pwr_led_gpio
                                    As for act_led_*, but using the PWR LED.
                                    Not available on Model A/B boards.
    

    Although the power LED isn’t (easily) visible through the Canakit cases I’m using (it’s under the barely visible hole in front of the small hole near the hacked RUN connector), turning it into a heartbeat pulse distinguishes the CPU’s “running” and “halted” states; whether it will also distinguish “crashed” is up for grabs.

    It’s not at all clear what other choices you have.

    To enable heartbeating, add this to /boot/config.txt:

    # turn power LED into heartbeat
    dtparam=pwr_led_trigger=heartbeat
    #
    

    I expected a simple 50% duty cycle heartbeat, but it’s an annoying double blink: long off / on / off / on / long off. Fortunately, it still isn’t (easily) visible …

    While you have that file open, reduce the GPU memory to the absolute minimum for headless operation:

    # minimal GPU memory for headless operation
    gpu_mem=16
    #
    

    Some further ideas, including a way to turn off the HDMI interface.

  • LED Bulbs: Train Station Chandelier

    The three big chandeliers in the Poughkeepsie Train Station now sport LED bulbs:

    Poughkeepsie Train Station - LED bulbs
    Poughkeepsie Train Station – LED bulbs

    All three had 36 working bulbs and, with a bit of good QC, should continue that way for a long, long time.

    LED bulbs don’t have the intense point-source brilliance of clear tungsten bulbs and even the warm-white ones tend toward the cool end of the spectrum, but they’re Good Enough …

  • Streaming Player: NFS Program Distribution

    With three identical Raspberry Pi streaming players tootling around the house, it finally dawned on me that they should fetch their Python program directly from The Definitive Source, rather than a local copy.

    Tweak the auto-startup in /etc/rc.local:

    mount -o ro mollusk:/mnt/bulkdata/Project\ Files/Streaming\ Media\ Player/Firmware/ /mnt/part
    sudo -u pi python /mnt/part/Streamer.py &
    

    There’s probably a way to redirect all of the stdout and stderr results to a file for debugging, but the obvious method doesn’t work:

    sudo -u pi sh -c "python /mnt/part/Streamer.py 2>&1 > /tmp/st.log" &
    

    That redirects stdout from the subprocess call to set up the mixer, but doesn’t catch Python’s print output.

    Using the Python logging library would get most of the way to the goal, although stdout from things like the mixer would still vanish.

    Continuing with the network theme, one could netboot the RPi players, but that requires more sysadmin hackery than I’m willing to do, what with the good being the enemy of the best.