Summary
Italiano:
Test per verificare l'efficacia dello slicer nel compensare i fori (correzione espansione orizzontale dei fori), della tolleranza con i fori interrotti e della tolleranza con i fori sull'asse verticale, da verificare inizialmente con un azione manuale di rotazione o inclinazione sulle due linguette superiori presenti su ogni sfera (se non si rompono il gioco tra i pezzi sarà alto), poi verificare tramite un giravite a taglio se le sfere si sbloccano (se si sbloccano il gioco è adeguato).
Sono presenti due modelli, uno semplice per la verifica iniziale ed un secondo modello munito di prolunga, la quale serve per allontanare il blocco di fusione dal pezzo e favorire il suo raffreddamento e stabilizzazione, in modo da verificare se il raffreddamento incide sull'accoppiamento.
Inglese:
Test to verify the effectiveness of the slicer in compensating the holes (correction of horizontal expansion of the holes), of the tolerance with the interrupted holes and of the tolerance with the holes on the vertical axis, to be initially verified with a manual rotation or tilt action on the two upper tabs present on each sphere (if they do not break the play between the pieces will be high), then check using a flat screwdriver if the spheres unlock (if they unlock the play is adequate).
There are two models, a simple one for the initial check and a second model equipped with an extension, which is used to move the casting block away from the piece and facilitate its cooling and stabilization, in order to verify if the cooling affects the coupling.
Artillery Hornet Firmware (290°C & Input shaping):
https://github.com/fanXbox/hornet-firmware/releases
Print Settings
Printer Brand:
Artillery
Printer:
Artillery Hornet
Rafts:
No
Supports:
No
Resolution:
0,2
Infill:
5
Notes:
nozzle=0,4 mm
acceleration_print = 1500.0
acceleration_travel = 3000.0
bridge_fan_speed_3 = 100.0
bridge_skin_density_2 = 75.0
bridge_skin_density_3 = 100.0
bridge_skin_material_flow_3 = 100.0
bridge_skin_speed = 20.0
bridge_skin_speed_3 = 40.0
brim_width = 8.0
coasting_enable = True
connect_infill_polygons = True
cool_fan_enabled = True
cool_fan_full_at_height = 1
cool_fan_speed = 50
cool_lift_head = True
cool_min_temperature = 285.0
gradual_infill_step_height = 15.0
hole_xy_offset = 0.4
infill_line_distance = =0 if infill_sparse_density == 0 else (infill_line_width 100) / infill_sparse_density (2 if infill_pattern == 'grid' else (3 if infill_pattern == 'triangles' or infill_pattern == 'trihexagon' or infill_pattern == 'cubic' or infill_pattern == 'cubicsubdiv' else (2 if infill_pattern == 'tetrahedral' or infill_pattern == 'quarter_cubic' else (1 if infill_pattern == 'cross' or infill_pattern == 'cross_3d' else (1.6 if infill_pattern == 'lightning' else 1)))))
infill_multiplier = 2
infill_pattern = gyroid
infill_randomize_start_location = True
infill_sparse_density = 5
infill_sparse_thickness = 0.3
infill_wall_line_count = 1
inset_direction = inside_out
ironing_enabled = False
ironing_only_highest_layer = False
ironing_pattern = concentric
jerk_print = 20.0
material_alternate_walls = True
material_final_print_temperature = 280.0
material_initial_print_temperature = 280.0
material_print_temperature = 280
material_print_temperature_layer_0 = =material_print_temperature
minimum_support_area = 3
optimize_wall_printing_order = True
raft_base_speed = 40.0
raft_interface_speed = 40
raft_margin = 8.0
retract_at_layer_change = True
retraction_amount = 2.0
retraction_hop = 0.4
retraction_hop_enabled = True
retraction_hop_only_when_collides = True
retraction_speed = 40
scarf_joint_seam_length = 4
scarf_split_distance = 1
skin_edge_support_thickness = 0.5
skin_monotonic = True
skirt_brim_minimal_length = 200
skirt_line_count = 3
speed_infill = 100.0
speed_print = 100.0
speed_topbottom = 100
speed_travel = 200.0
speed_wall_x = 75.0
support_angle = 46
support_brim_width = 5.0
support_fan_enable = True
support_pattern = gyroid
support_tree_angle = 50.0
support_tree_min_height_to_model = 2
top_bottom_thickness = 1.5
wall_line_count = =1 if magic_spiralize else max(1, round((wall_thickness - wall_line_width_0) / wall_line_width_x) + 1) if wall_thickness != 0 else 0
wall_overhang_angle = 45
wall_overhang_speed_factor = 50.0
wall_thickness = 1.2
z_seam_corner = z_seam_corner_inner
z_seam_type = random
zig_zaggify_infill = True
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