Binary Options Edge - Trading Forums

[FO4] (Support) Fallout 4 CTD on game start, no mod or load order changes made.

Mod list and system specs at the end of this post.
Hi everyone, I'm suddenly having a CTD issue and I simply can't figure out what's causing the problem. I've started a fresh install of fo4 + mods using Vortex (NMM), and for a few weeks have been playing without issue. Last night the game started loading to a black screen for roughly 2 seconds, then crashing with no error, the only change I've made since my last session was to create a merged patch via fo4edit, issue persists with the merged patch disabled.
Troubleshooting steps I've taken so far:
Reinstall fo4 script extender
opened all mods on fo4edit and simply closed (suggested somewhere in the nexus forums)
restoring .ini backups that were auto created
--
I'm in the process of disabling one mod at a time to find the problem, but so far I've had no luck, or simply can't find the combination of mods that might be causing the issue. My loadlist is below, I know there are a few conflicts but other than a little minor weirdness I've had no ctd issues until this started.
At this point I'm at a loss on what to try other than a fresh install of the game and all mods, I'm saving this as my last step since I have very little time to play in any given day, and need to fill my fo4 itch =P.
Any help or advice at all would be greatly appreciated, and thanks in advance.
Mod list is as follows:
DLCCoast.esm DLCNukaWorld.esm DLCRobot.esm DLCworkshop01.esm DLCworkshop02.esm DLCworkshop03.esm AnS Wearable Backpacks and Pouches.esp APC_Mobile_Base_v1.3.esp ArmorKeywords.esm Armorsmith Extended.esp AzarPonytailHairstyles.esp BetterBostonAirport.esp BetterSettlers.esp BetterSettlersCleanFacePack.esp BetterSettlersMortalPack.esp BetterSettlersNoLollygagging.esp Binary Speech Checks V.4.esp BOUNTIESFORYOU.esp Brotherhood Power Armor Overhaul.esp BTB- Beyond the Borders FO4.esp BTInteriors_Project.esp Campsite.esp CBBE.esp CombatZoneRestored.esp ConcordEXPANDED.esp Consistent Power Armor Overhaul.esp CraftableAmmo.esp CraftableAmmo_plus.esp Crafting Workbench.esp Crafting Workbenches - Automatron DLC.esp Crafting Workbenches - Power Armor.esp Crimsomrider's 1950s Feminine Outfits.esp CROSS_Jetpack.esp CWSS Redux.esp dD-Enhanced Blood Basic.esp DOOMMerged.esp DV-Armored Pilots.esp DV-Durable Vertibirds.esp DV-No Levelled Vertibirds.esp Eli_Armour_Compendium.esp EveryonesBestFriend.esp Faster Terminal Displays (20x).esp Fr4nssonsLightTweaks.esp Gunners Overhaul 1.1.esm HagenEXPANDED.esp HelmetToggle.esp Homemaker.esm HUDFramework.esm Immersive Fallout (DLC).esp ImmersiveVendors.esp JonsMod.esm Journal.esp Leaders Of The Commonwealth.esp LegendaryModification.esp LegendaryModificationCSA.esp LegendaryModificationGroknak.esp LegendaryModificationMisc.esp Loads of Ammo - Leveled Lists.esp Loads.esm Locksmith.esp LongerPowerLines3x.esp LooksMenu Customization Compendium.esp LooksMenu.esp Minuteman Watchtowers.esp More Power Armour Mods - Automatron.esp More Power Armour Mods.esp More Where That Came From Diamond City.esp MoreUniques.esp moreXplore.esp Move (Get Out the Way).esp NEST_BUNKER_PROJECT.esp NewCalibers.esp PA-Quick Animations.esp PAMAP.esp PD_VisualReload.esp Pip-Boy Flashlight.esp PreWarSafes.esp Rangergearnew.esp RAW INPUT.esp Realistic Death Physics - ALL DLC.esp Realistic_conversations.esp Robot Home Defence.esm SalemEXPANDED.esp Scrap Everything - Ultimate Edition.esp SettlementMenuManager.esp ShellRain.esp SimSettlements.esm SimSettlements_XPAC_RiseOfTheCommonwealth.esp SkibsWeapons-REDUX.esp Some Assembly Required (Legendary Patch).esp Some Assembly Required.esp SOTS.esp SSEX.esp StartMeUp.esp Stm_DiamondCityExpansion.esp subwayrunnnerdynamiclighting.esp SurvivalOptions.esp SwampsEXPANDED.esp TakeCover.esp The Eyes Of Beauty.esp The Lost Vault.esp The_Prydwen_Overhaul.esp Third Person Movement Speed Fix.esp TrueStormsFO4-EarlierSunsets.esp TrueStormsFO4-EarlierSunsetsFH.esp TrueStormsFO4-FarHarbor.esp TrueStormsFO4-FarHarborExtraRads.esp TrueStormsFO4-GlowingSeaExtraRads.esp TrueStormsFO4.esm UniqueUniques.esp Unofficial Fallout 4 Patch.esp ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp Vivid Fallout - All in One - Best Choice.esp WastelandFashion.esp WastelandFashionAccessories.esp Weapons of Fate.esp WIPAG_Contraptions_DLC_Addon.esp WIPAG_FarHarbor_DLC_Addon.esp WIPAG_NukaWorld_DLC_Addon.esp WIPAG_Power Armor Overhaul.esp 3dscopes-takecoverpatch.esp 3dscopes.esp AnimChemRedux.esp Arbitration - Recommended Core.esp BetterNightVision.esp BOS1 (normal).esp ConsoleEnable.esp Craftable Armor Size - Fix Material Requirements.esp Craftable Armor Size.esp D.E.C.A.Y.esp DarkerNights.esp DarkerNightsDetection.esp DeadlierDeathclaws.esp Enclave Resurgent.esp GunnerOverhaul_UniqueNPCs.esp Hard Legendary Giant Creatures.esp OCDecorator.esp OCDecoratorDLC.esp OCDispenser.esp OutfitSwitcher.esp Quieter Settlements - Contraptions.esp Quieter Settlements - Vanilla.esp Quieter Settlements - Wasteland Workshop.esp Respawnable Legendary Bosses.esp SuperMutantRedux.esp SuperMutantRedux_ArmorSmithExtended.esp Unique NPCs - Creatures and Monsters.esp Unique NPCs FarHarbor.esp Unique NPCs.esp Unique_NPCs_SuperMutantRedux.esp W.A.T.Minutemen.esp WestTekTacticalOptics.esp Workshop_Planters.esp Scavver's Toolbox.esp Better Power Armor - Normal.esp GCM.esp NPCGreetingTweak50.esp P90.esp P90NPC.esp QuickTrade.esp WheelMenu.esp ASmallAdditionStandaloneDrivablesTRUCK.esp BuildYourOwnVault.esp Conquest.esp Deadly Fog.esp EasyHacking.esp Goodfellow's Glorified Goodneighbor.esp SKKGlobalStashScrapping.esp TrucksCraftableParts.esp Backpacks of the Commonwealth.esp SettlementKeywords.esm WorkshopFramework.esm WorkshopPlus.esp mergedpatch 7-1-20.esp SmartLoadOut-DLC.esp SmartLoadOut-SK.esp SmartLoadOut.esp 
System specs -
Microsoft Windows 10 Home Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz, 2801 Mhz, 4 Core(s), 8 Logical Processor(s) (RAM)16.0 GB NVIDIA GeForce GTX 1060 
submitted by SirKrotchKickington to FalloutMods [link] [comments]

Factorio Multi Assembler

Factorio Multi Assembler
What do you want this factory to produce? Yes.
Multi Assembler in current multiplayer session

tl;dr;

I wanted to tinker around with the microcontroller mod and i "hate" the pre robotics gameplay when it comes to non bulk recipes (laser turrets, production buildings, specialized ammo...), handcrafting is slow, automation is tedious - so i engineered an factory design to produce virtually any recipe dynamically.

Demo Video

The production queue can be seen on the right with Q being the number of recipes queued at the moment.
https://streamable.com/ygnvs0

How does it work?

This screenshot provides an overview of the mostly vanilla proof of concept, only the microcontroller mod and the recipe combinator mod are required here.
Subsystem Overview
Resource provider
Source of raw resources (Iron, Wood...)
Multi Assembler
Dynamic assemblers with one microcontroller and two recipe combinators each, one reading the assemblers status, the other one setting the recipe delivered by the microcontroller, which in turn gets the recipe from the "wanted recipes" red signal network connecting the different subsystems.
Multi Assembler Microcontroller Code explained
  • See linked factorio forum post
Possible improvements / features
  • Avoid the "180 tick do while" and react to events instead, eg. inserter read hand content
  • Invert the sorting logic, removing the "set 2000" part in the code and making the red assembler network semantically more logical "the higher the signal the more i want this recipe"
Quirks and remarks
  • An mostly vanilla build as shown in the PoC above is not feasible for larger quantities, but should be possible if combined with techniques like sushi belting and increasing the initial delay of the "do while". This is not covered in the demo map as i am using the warehouse mod to work around this.
Recipe Logic
Defines what recipes can be produced based on the given resources and the recipes configured in the "production targets" constant combinators.In essence this subsystem will emit a constant signal of "1" for each recipe which a.) should and b.) can be produced to the red multi assembler network.
At the moment this subsystem is rather basic and can be improved upon (see quirks and remarks).
Recipe Logic Microcontroller Code (TOP) explained
  • See linked factorio forum post
Possible improvements / features
  • Add configurable recipe priorities aka "I want laser turrets before walls, and belts before everything else"
  • Better recipe priorities based on recipe complexity / production targets, "I want 5 assemblers to produce cables needed in bulk for circuits, while i only want one assembler at max producing power armor"
  • Possible solution: Calculate the priority based on the distance to the production target. The higher the difference between production target and in stock items, the lower the signal to the red multi assembler network.
Quirks and remarks
  • If intermediate products go missing or cannot be produced (say you manually provide blue circuits, and remove them again after an recipe with blue circuits was added to the production queue), the recipe will be stuck indefinitely in the production queue. In order to solve this, simply reset the cache combinator of this subsystem.
  • Items with large stack sizes may lead to problems if the steel chest contains less than (number of assemblers * item stack size + 1). That's because the assemblers will "eat up" all the resources of the steel chest, which in turn leads to the system thinking no resources of this type are available, and thus aborting the production.
  • Slow raw resource input or intermediate recipe production will lead to an slow flipping binary state of "I can produce this higher tier recipe" and "I no longer have enough resources for this recipe", ultimately this is a resource input problem, but it could be handled in a more graceful way for other queued recipes.
  • Depending on the setup, production targets are not hit exactly because of an production target evaluation delay when checking if the recipe should still be produced, in some cases this leads to overproduction.
Production Target Constant Combinators
Add the recipes you want the Multi Assembler to produce here. The quantity defines the production target.
Missing Resource Indicator
Will flash red if any resources required to produce an recipe are missing in the steel chest of the multi assembler.The missing resources are shown as positive values in the combinator to the right of the flashing light.
Production Queue Visualizer
Optional component, simply visualizes the amount of the currently queued recipes.

Download & Blueprints

See my post at https://forums.factorio.com/viewtopic.php?f=8&t=85141
I am new to reddit and couldn't figure out an way to post them here without adding way to many lines to this post, maybe someone can enlighten me if there is some kind of "single line code" option?
PS: I am not a native speaker, if you need clarification on some parts feel free to ask.
submitted by heximal2A to factorio [link] [comments]

KSP Loading... The KSP franchise expands

KSP Loading... The KSP franchise expands
https://preview.redd.it/oktt58zznfj31.png?width=4452&format=png&auto=webp&s=bc538b82daf11fc8ca0e88a575f4d7b7ab754b24
Welcome to our official newsletter, KSP Loading…! If you want to learn about all the current developments of the KSP franchise, then this is the place to be!

Kerbal Space Program 2

Last week at the opening night of Gamescom we announced the forthcoming sequel and newest addition to our franchise, Kerbal Space Program 2! This sequel will be expanding upon what makes Kerbal Space Program great and will bring space exploration to the next generation with exciting new features that will delight veteran and new players alike.

We’re excited to introduce you to Star Theory Games, the developer studio behind Kerbal Space Program 2!

Learn about the new development team joining the franchise by watching the Developer Story Trailer. Watch our Cinematic Trailer below to see what we’ll be bringing to KSP2!
So what can you expect in 2020, when Kerbal Space Program 2 comes out of the VAB? These are just some of the features, you’ll be able to enjoy:
https://preview.redd.it/tiuan8ojofj31.jpg?width=1920&format=pjpg&auto=webp&s=bdd332ea7fb312fb12f389a1807edd581170b9d1

Improved Onboarding

Rocket science can be a bit overwhelming sometimes and one of the things that Star Theory has set their minds towards is helping facilitate newcomers on their journey to become space explorers. With new animated tutorials, improved UI, and fully revamped assembly and flight instructions, it will be easier than ever to put your creativity to the test, all without sacrificing any of the challenge from the original game.
https://preview.redd.it/rhjltkzlofj31.jpg?width=1920&format=pjpg&auto=webp&s=b90c58bd2e09b420fb5f02f745524a63bcec381b

Next Generation Technology

Kerbal technology is taking major steps forward in Kerbal Space Program 2. With next-generation engines, parts, fuel, and much more, prepare to venture farther within and beyond the original star system!
https://preview.redd.it/3nxvx6noofj31.jpg?width=1920&format=pjpg&auto=webp&s=01bc8bc6de13a1c6256c8df1f237652e624c287b
https://preview.redd.it/zezmj9noofj31.jpg?width=1920&format=pjpg&auto=webp&s=7119710cf21289063359a81f4f10a7ea01bc7d09

Colonies

Long term colonization of celestial bodies has become a priority for Kerbalkind. Gather resources to construct buildings, space stations, and habitations, as well as find and process unique fuel types. Eventually, these colonies become advanced enough for vehicle construction, propelling them towards deep space and beyond. It’s time for Kerbals to become a type 2 civilization!
https://preview.redd.it/oy6559mqofj31.jpg?width=1920&format=pjpg&auto=webp&s=2ff5bf472e5dc32cfc36f122b7a37ea28f071a6a

Interstellar Travel

With their next-gen tech, colonies, and resource gathering, Kerbals will reach new levels of exploration: interstellar travel. That’s right, in Kerbal Space Program 2, you’ll be able to discover extrasolar systems with whole new celestial bodies to explore. Among them: Charr, a heat-blasted world of iron; Ovin, a ringed super-Earth with relentless gravity; Rask and Rusk, a binary pair locked in a dance of death; and many more to reward exploration. What mysteries await in these alien worlds? It will be up to you to find out!
https://preview.redd.it/4oeqxn8wofj31.jpg?width=1920&format=pjpg&auto=webp&s=303f4a7178cfe7d8988673e7a072b714c5eb2aa8
https://preview.redd.it/irt8ho8wofj31.jpg?width=1920&format=pjpg&auto=webp&s=1ae34f9ab36853fd0bb381222e48941b4a7cca2c

MultiplayeModding

Modding has always been an essential part of KSP and with Kerbal Space Program 2 it will continue to be so. The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. Soon players will be able to share the challenges of deep space exploration. We’ll reveal more details on these and more features at a later time, so stay tuned!
https://preview.redd.it/qa5izxzxofj31.jpg?width=1920&format=pjpg&auto=webp&s=ffd62656ba65ce0b2a66edc00c0b83ae401926ee
Click here to see these and more screenshots in high-res.

PAX West 2019

Want to see the behind-closed-doors presentation of KSP 2 gameplay? Come by booth 1909 during normal show hours to chat with the developers, take a photo with the Jeb statue, see the presentation, and grab a PAX West exclusive KSP Flag! If you take a photo there be sure to tag @KerbalSpaceP and use #BuildFlyDream.

Kerbal Space Program Update 1.8

We are all very excited for what’s coming in 2020, but until then, there is still plenty of KSP for everyone to enjoy! Squad will continue to support the current game, and as some of you may have seen, there is some really cool stuff coming in the next update for the game [Click here to read Squad’s statement in regard to the KSP 2 announcement.
Squad’s goal will always be to provide the best experience for all KSP players. The gameplay experience will be improved even further for KSP1 with the 1.8 update. Here are some more details of what you can look forward to in this latest update.

Celestial Body Visual Improvements

If you’ve been following KSP on social media, you might have already learned that new high-quality texture maps & graphic shaders are being implemented for various celestial bodies. In update 1.8 you’ll find high quality texture maps for Mun, Duna and a few other Celestial Bodies that will be revealed along the way.
If there are any concerns that the update might hinder the game’s performance on your computers, rest easy knowing you’ll be able to select the celestial bodies’ shader quality in the settings to low (legacy), medium or high. Even for the legacy option, you can expect texture stretching errors to be vastly improved. With the high-quality option, pixel density will be maintained regardless of camera distance to the celestial body, as well as a lack of tiling problems. All in all, celestial bodies will look sharper and more realistic. Take a look for yourself.

Unity Upgrade

Update 1.8 brings an improvement that Squad has wanted to introduce for some time now - an upgrade to the underlying engine of the game to Unity 2019.2
With this upgrade there are some long-desired performance and graphic improvements, some of which come out of the box, and some which will allow further enhancements down the road.
These include:
  • KSP will now run under DX11 on the Windows platform (DX9 will no longer be supported) which allows many graphical improvements, such as those on the planetary textures.
  • A new PhysX version with the associated performance and precision improvements.
  • GPU instancing to improve rendering performance.
  • Incremental garbage collection to reduce frame rate stutters, particularly in modded installs.
  • And many others.
While this version will have a larger impact on many mods, more than 1.6 or 1.7, the process has been tested and is relatively fast. Still, there will be several changes, due to the introduction of the Roslyn compiler, which brings full C#7 support and moving to full .NET 4.x API (.NET 3.5 support is deprecated). There will be continued efforts to reduce significant impact for Modders, but the belief is this time around the benefits of this upgrade far outweigh the drawbacks.

New Parts for Breaking Ground

Update 1.8 will also include some exclusive treats for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. By combining these fan blades with small electrical rotors and the new shrouds, you’ll be able to increase the performance and thrust of your propellers. Use them to create drones, ducted fan jets, or anything you can imagine.
https://preview.redd.it/xkmjt3dxnfj31.png?width=2500&format=png&auto=webp&s=7d890da8c1776785e8deee5dc25ab2dbf6486990
Improvements are also being made to robotic part resource consumption, with better info on consumption and new improved options for power-out situations.
Remember, you can share and download crafts and missions on Curse, KerbalX, the KSP Forum and the KSP Steam Workshop.
That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter, Instagram and Facebook. Stay tuned for more exciting and upcoming news and development updates!
Happy launchings!
submitted by UomoCapra to KerbalSpaceProgram [link] [comments]

Please tell us your ideas for the upcoming project-based algorithms section of freeCodeCamp.org

Hello, reddit. I am Vivek Agrawal. I am responsible for developing the algorithms section of freeCodeCamp.org's upcoming project-based curriculum.
A few months back freeCodeCamp.org's founder Quincy Larson announced that we will be building a new version (viz. 7.0) of the freeCodeCamp.org's curriculum. Version 7.0 will be project-oriented. You’ll learn by building real-world apps ^_^. You can read the full announcement here, please come back here after reading the announcement :) - Help us build Version 7.0 of the freeCodeCamp curriculum 1.
If you didn't click on the announcement link let me make things clear for you. In the new project-based model you will learn web development skills by building real-world apps/games. For e.g. here's how the "Learn Basic JavaScript by Building a Role Playing Game" looks like: https://codepen.io/beaucarnes/pen/BbLWpe. You will learn by coding the app in small parts. In these 5 years of our operation, we have realized that people learn much better by actually building real-world apps so I hope now you are excited to read further ;).
Presently the algorithms section have dozens of challenges to develop problem-solving skills in our campers. The algorithmic section is not like how you might be imagining, it's not about those sorting techniques, binary search, Dijkstra, etc. It's all about problems. It's about challenging problems. I encourage you to take a quick look at the JavaScript Algorithms and Data structures section of our present curriculum: https://learn.freecodecamp.org/.
We have decided to build three different apps/games to develop algorithmic thinking in campers. Firstly we will develop a basic app which will offer problems related to arrays, strings, and other primitive data types. Then we plan to develop an intermediate app to push our camper's developed algorithmic thinking and then finally an advanced app to challenge them and to bring them to their knees.
We need your help in deciding what apps/games we should build to develop algorithmic thinking in campers. It can be a problem set you have solved in the past, your college/school assignment or maybe your own app/game. It can be anything. The only constraint is that it should have very minimal UI or best - no UI, just a console-based app/game because we want our campers to focus on the core i.e. the problem, not on the UI.
I have some options for each section, just a very rough idea of what's going on my mind right now:
Basic algorithm project: A news feed console-based application Intermediate algorithm project: Yahtzee game Advanced algorithm project: Sudoku or Robot (only one of these) But I am not satisfied with this. I want to explore more ideas and possibilities. It's your time now. Tell us your ideas on what apps/games we can build to develop algorithmic thinking in campers.
Once we finalize your idea if you wish you can build your idea into an app yourself for the freeCodeCamp.org's community. The impact you gonna create will be huge. Around millions of people around the world will use your app to learn :). We will help you with every step of development and integration. So don't worry much about it. For now, just throw your ideas by replying to this post.
And you don't worry, I’ll reply to every idea and all your queries. Before I end this I want to thank you for reading this long post and thanks for at least trying to help the awesome freeCodeCamp.org community. Thank you, my friend :)
Happy coding. <3
submitted by vkweb to learnprogramming [link] [comments]

MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to emulation [link] [comments]

Unofficial Breaking Grounds Robotics FAQ [Frequently updated]

Earlier I asked what questions people would like to see answered in a breaking grounds robotics FAQ. And here it is!
This FAQ will be regularly updated with questions and answers that might pop up later. If you have a question that needs answering, or want to suggest a question and answer that should be in the FAQ please comment below.

Q: Why are my robotic parts are not moving?

A: The most likely culprit is auto-strut, which is known to break robotic parts and invite the kraken. The easiest way is just to disable it.

Q: I disabled Auto-strut but my robotic parts still aren't moving.
A: Some mods are know to mess up the robotic parts. These mods are known to break robotic parts:
More mods will be added to this list as it becomes known that they break robotic parts. Have you found a mod that breaks robotics? Please tell us below in the comments.

Q: Do I need a controller to use the motion of the robotic parts in a simple manner; use a hinge, extend a piston?

A: No you can right click on a part and adjust its target angle manually.

Q: Can I make unpowered hinges?

A: Yes you can. Simply rightclick your hinge to make sure "motorized" is turned off. It will now act as a simple unpowered hinge. This also works for rotors and servos!

Q: How do I assign actiongroups to my robotics parts?

A: For simple actions like extending a piston more/less or spinning a rotor fasteslower you can use the new "Axis groups" where you can bind pitch yaw and roll, the keys used for translation, and some standard action groups. Simply select the key you want to bind. Select your robotic part and bind the action you want to use. (For hinges, pistons and rotation servos this will usually be "Target angle").
By default keys bound in the "axis group" will be on what is called "Incremental control" Which means that the target angle, or in the case of rotors torque, will increase or decrease based on how long you hold the key. You can turn this off by clicking the little square icon in the "Group actions" tab found in the actiongroup menu. This will turn the action group into a binary on/off.
For more complex actions, or actions that you want to also reverse like you do with solar panels. You will need to use the KAL-1000 controller. For every action group you want to assign to one or more robotic part you will need a separate KAL-1000 controller. To add a part to the controller you need to go to your action groups, select the KAL-1000 controller you want to use and then click the part and the action you want to use (for pistons, hinges and rotation servos this will almost always be "target angle"). Then right clicking the KAL-1000 controller will allow you to open its track editor where you can choose how much the hinge will angle over a desired amount of time. You do this by setting keyframes and dragging them up or down, or by manually setting an amount in the bottom right. You can also change the time of the entire track on the top right, or change the time of just one part on the bottom right.
After you have done this you can click "play" in the editor or by right clicking the KAL-1000. And the hinges will change the angles as you have selected. Lastly you will have to bind this "play" menu option to a keybind of you choosing in the actiongroup menu. You should also add the option that reverses the direction it is played in so that pressing the action group again will move your robotic parts in reverse so you can extend and retract like you would with solar panels.
You can see all of this in action in squad's funky video: https://youtu.be/61RvYquSNFc
In here the movements created are very complex but for most purposes you can just take the last keyframe, put it at the angle you want, press play, and reverse it again to retract.

Q: Why does my plane/drone spin uncontrollably?

A: Rotors generate a huge amount of torque (Force) on your craft which will cause it to spin. To fix this you will have to offset this force by adding a rotor that is spinning in the opposite direction. For single prop planes you will have to stack this inside the other prop. For planes with an even amount of props you simply have to make the rotors on one side of the plane spin the opposite direction as the ones on the other side. You can do this by richtclicking the propellers and clicking "Invert direction".
For quadcopters (Drones) if you built it with symmetry on, halve of the rotors will be generating force in the wrong direction. You can fix this by richtclicking the parts that are generating force in the wrong direction and clicking "Invert direction". This will also make it offset the torque generated by the other rotors making your quadcopter stable.
Q: I dont see reverse direction anywhere...
A: Go to your KSP settings, scroll down and find "Advanced tweakables" Make sure this is on.

Q: Do I need to start a new save to have the new breaking grounds surface features?

A: Nope, although normally they should not spawn in existing saves. You can add them to your save really easily by editing your save file.
submitted by Leuk60229 to KerbalSpaceProgram [link] [comments]

MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to MAME [link] [comments]

It's not free talk sunday but....

...but: There once was this kid that got his C64 and played Giana Sisters or Maniac Mansion. Later on his first PC he played stuff like Monkey Island or Wolfenstein, Duke Nukem and Doom. He also played Half-Life and this add-on called Counter Strike, but over time he built a life, became and IT professional and began to write software. Over all those years he didn’t play anymore until 2016 when his younger brothers told him about PUBG.
Yeah and that’s where my story begins again. I was playing PUBG and I liked it, but shit was off. People knew where I was and had god like aim. I couldn’t explain it back then and I was pointed towards Twitch.tv where I started watching streamers.
Nevertheless I always felt like people were cheating. Even streamers on stream. It was just looking to weird to me. I talked to my younger brothers and they always said it would look fine and I should check what some CS:GO pros pull off.
So I started watching these things as well and I also noted weird behavior there. It’s the mechanical movements that nobody can explain to me. Most of the people even don’t really seem to see them. It’s like flicks, I called them “SNAPPING” until now, that are so fast, that the whole picture is shaking and that cannot be human. They just can’t.
During my career as software developer I programmed some robots. No, not aim-bots. Real robots in car factories. And when you do that you learn pretty fast how stupid those machines are. Especially when it comes to movement. You work in a 3D environment and when the bot has to move from one point to another it always chooses the direct path. But if the bot is actually welding the car, and has to go to a different point in the room, then the car might be in the way and you have to create additional positions that the bot has to move to, before it can reach the final position.
And those movements look 1:1 like the aim-bot shit I see a lot in FPS.
The arm moves slowly and smooth to a certain position but the change of the direction or the stop of movement is so abrupt and final that it doesn’t look human at all.
I didn’t really give anything to it anymore because people called me crazy. And then in October 2018, Black Ops 4 happened. I love the game. To me Black Ops 4 is what CS:GO probably is to the most of you. The multiplayer gives me everything I want. Fast paced, dying is part of the game idea and it just rocks my world. Dunno how else to describe it. I fell in love with it after sitting in battle royale lobbies just to die 30 seconds after I touched ground for way to long.
Knowing I’m an old fart and my reactions not being the best anymore, I’m still playing the game and love it. But I started noting totally overpowered players and began to call them out.
While some were really pissed, others didn’t even try to hide it and that’s when I began to look deeper into this. After using my Google-Fu I found some Forums where people are sharing/selling certain hacks for all kinds of FPS. Even those that have been officially lawyer-ed away, are still sold …
I also started to create videos and post them in the BlackOps4 sub after Treyarch began to respond to those videos and that’s when the fun began. To me, all the stuff happened that happened to u/The_Concept. I was called an idiot, been told hundreds of times people aren’t cheating, nothing is visible in the videos and so on. Even in game people started to tell me these things. Especially certain clans seem to be highly motivated to make me believe nobody is cheating. But when you’re a guy that comes from a mathematics and IT background and you’re more the evidence than the believer kind of person, your mindset and your opinion don’t change just because people are telling you something that you just don’t see.
Look at this:
https://np.reddit.com/Blackops4/comments/afpeb1/cheaters_i_found_20190113/
https://np.reddit.com/Blackops4/comments/afc5h7/cheaters_one_of_todays_encounters/
I started to post these after this happened:
https://np.reddit.com/Blackops4/comments/adna4c/treyarch_beenox_have_given_up_trying_to_stop/
https://np.reddit.com/Blackops4/comments/aeex33/cheater_on_pc_one_of_the_many_i_have_added/
I wonder if this is going to help with it:
https://np.reddit.com/Blackops4/comments/ag6ey7/pc_players_post_stories_or_videos_of_cheaters_read/
But anyway. Why am I writing here?
I was looking into this stuff and it’s actually harder to get your hands on information than you would think. So I found some videos that finally lead me to u/The_Concept ‘s YouTube channel and the really really good explanation of aim-bot anomalies.
When watching that video I realized that I couldn’t name a lot of things that I was seeing either and I’m just going to use the terminology he invented in the future. It’s like in science. Somebody just opens a new field of science and starts giving things names. And I guess that’s what u/The_Concept did there with his video.
But there’s one thing that I learned over the last few months that is even worse:
Hacking has become so common that people like my younger brothers, who are around 20 years old, don’t know what it looks like without any hacking or cheating anymore. They think the mechanical movements are totally normal and nothing that is out of place at all. Even showing them the aim-bot video, they couldn’t see it at some points while others seemed clear but it was hard to believe that this is really a thing.
That’s actually the worst of it all. I think when the pros would stop cheating, people would start complaining about bad aim-bots because the aim looks so weird.
Don’t get me wrong here. I don’t think all people on this planet are stupid. I just think that people like to think that what they see is right and that most of the people don’t like to questions things. They’re like sheep in a herd and that’s it.
I just hope that this cheating epidemic can be pushed back to a level that is acceptable again.
By the way I also watched other videos on u/The_Concept ‘s YouTube. And when it comes to making cheating impossible on a LAN tournament, Windows offers everything that is necessary to make that happen.
Since Windows 2000, there are certain system settings that push Windows into modes where it cannot be tempered with. The OS becomes unchangeable because Windows either boots out of a virtual image that is stored on a hard drive, or because it boots with an overlay over the real file system, storing all changes in a different location. When you reboot, that location is just not used anymore and overwritten and all the changes from the last boot are gone. The former is actually used on tablets running Windows 10, the latter has been made public with the “Shared Computer Toolkit” by Microsoft. It’s now builtin with Windows 10 and can be enabled if necessary.
There’s also the option to turn on signed only software. That means, that only binaries that are signed with a certificate, which is considered valid, can be run. Those certificates can be stored in the system wide certification store, that a normal user cannot modify. Especially with the option from above, it becomes unchangeable.
Enable these two options on a computer for a tournament, even on a machine that is used for training purposes with internet access before the tournament, and nobody will be able to start any cheat at all on any of those machines.
Since Windows 2000 and especially Windows XP, the whole Windows line has become one big line of operating systems that also include the server versions. And a lot of those features are shared across all the versions, including “home”, which makes Windows much, MUCH more powerful, when it comes to locking down an OS than Linux or any BSD out there.
It’s impressive when you look into it and see the possibilities. But these things aren’t really touched at all, because they can cause all kinds of problems when it comes to bigger IT environments. But a LAN tournament where all that has to work is CS:GO? That’s a setup that is as easy as it gets.
You don’t need any hardware here. Just Windows itself and a few settings. And together with technologies, also by Microsoft and for free, like MDT, you can create and provide images for all kinds of situations that are untouchable and unchangeable to any player.
And hey, while they’re playing, the awesome feature of RPC, which is basically built into anything Windows, that even allows DDE over the network, gives you ways to look at the process lists of the OS live, while people are playing the tournament without any kind of performance penalty.
You can monitor all machines and if there’s a process on one machine running that isn’t there on the other machines, you can pause the game and go check what’s going on.
Hell I’ll write you a Powershell script that does that and sends an alarm within ten minutes.
To give you an idea, read this:
This is about software restriction policies that can be used to only allow signed binaries, or even just certain binaries at all, independent if they’re signed or not. If the path and the hash don’t match, you loose.
https://blogs.technet.microsoft.com/datacentersecurity/2018/03/10/default-code-integrity-policy-for-windows-serve
https://docs.microsoft.com/en-us/windows/security/threat-protection/security-policy-settings/system-settings-use-certificate-rules-on-windows-executables-for-software-restriction-policies
This technology is constantly evolving, but it’s there since Windows 2000.
This is the guest mode operation on Windows 10:
https://docs.microsoft.com/en-us/windows/configuration/set-up-shared-or-guest-pc
This is the Shared Computer Toolkit with a few screenshots. It’s actually so old that I wasn’t able to find anything on microsoft.com anymore.
https://microsoft-shared-computer-toolkit-for-windows-xp.soft32.com
Note the Step 1 that prepares the disk for Windows Disk Protection.
The software was later renamed to Windows Steady State for Windows XP and evolved over time till it became completely integrated into the main operating system.
And here is a bit about the newer native boot feature of later Windows versions including Windows 10 and Windows Server 2016+:
https://docs.microsoft.com/en-us/windows-hardware/manufacture/desktop/boot-to-vhd--native-boot--add-a-virtual-hard-disk-to-the-boot-menu
And that’s just the tip of the iceberg.
So if you’re concerned about cheating on LAN tournaments and think that it cannot be prevented, let me know. I show you in video how it all works.
Ah, btw, did I mention Sandboxes? It’s something that will become part of Windows 10 in the future, but is already there for decades…
https://www.sandboxie.com
These things have different names, but have been created on BSD roughly thirty years ago as so called “Jails”. They evolved and became “change roots” on Linux and later so called containers like Docker or LXC.
But in the end it’s always a jail where you can run software and prevent access from the software to the main system and vice versa.
Cu
I hope the post is accepted now. I changed links to the NP-reddit domains. Fingers crossed.
Cu
submitted by BuntStiftLecker to VACsucks [link] [comments]

Software you would like to see added to HomelabOS?

Note, this is not intended to be an ask that anyone do anything to add this software to HomelabOS. Rather it's intended to capture the list of software I want to add eventually. Perhaps it will be of interest to others. I'm also curious to see what's on other people's lists.
Here's my top 3:
Media
Payments
Security
Collaboration
Communication
Pastebin
Filesharing
Search
Sysadmin
Accounting
submitted by cat-gun to HomelabOS [link] [comments]

Help setting up Cetus3D MkII with TinyFab CPU for Smoothieware and Cura

Help setting up Cetus3D MkII with TinyFab CPU for Smoothieware and Cura
First of all, apologies for the massive post.
I have my Cetus3D MkII with TinyFab CPU installed. I have now spent days getting the BLTouch installed and 3 point leveling working.
I am at the stage of trying to get a 20mm cube printed and have decided to use Cura for slicing and producing the G-Code and then issuing the GCode via Repetier-Host which I think TinyFab himself uses.
I not using Up Studio to print the GCode
I am totally willing to experiment to get print quality to match / exceed what I was getting in Up Studio but I am having a lot of difficulty getting started.
There are various posts re. Cura and the Cetus3D but I am not sure if they involve the TinyFab CPU or if they are just for printing GCode in UpStudio as most of the posts are over a year old now.

I'm so stuck and would appreciate any assistance. I'm a bit surprised there isn't more info on the TinyFab support site to allow a new user to get started.

My Smoothieware settings are down the bottom of the page - note gamma_max of 185.

I then calibrate the Z axis using a piece of paper under the nozzle in the center of the build plate using the following GCode:
G28 #Home all axis G1 X90 Y90 Z10 #Move nozzle to middle of plate at 10mm above zero MOVE NOZZLE DOWN GRADUALLY TO ALLOW PAPER TO FIT UNDER M306 Z0 #Set new zero location M500 #Store new zero location permanently (M500). This writes the setting in the config-override file G28 #Home axis 
This results in the axis set to X180.00, Y0.00 and Z180.10 due to the 4.90mm offset when callibrating. This can be seen by issuing an M114 command:
M114 ok C: X:180.0000 Y:0.0000 Z:180.1000 E:0.0000 

Stepper positions after performing G28 home on all axis
This is what I believe the coordinates to be in reference to the build plate before messing with any axis offsets:
https://preview.redd.it/7b4gk6u24iv21.png?width=800&format=png&auto=webp&s=b2b6134a097790546b1de8018b69580d79bfc158
Now... I have seen the Cura GCode config on Reddit and another on the Cetus3D forums and it has a couple of commands that I am quite confused by:
M206 X-180 ; offset X axis so the coordinates are 0..180 M206 Z-182.3 ; nozzle offset (TUNE before using!!) 
I don't know why I have to offset these axis. Is it to move 0,0 to the front left of the build plate as shown by origin in Cura below ? Do I have to do this if I'm printing via GCode through Repetier-Host ? Are these settings only for using Cura GCode in Up Studio ?
What is the Z axis nozzle offset doing ? I tried this thinking that it would make the origin at 0,0,180 - when I did this and issued a G1 Z180 it tried to run the Z axis off the top ie. it went up and not down to 180 as I expected.

Is this position in Cura supposed to be 0,0,180 as Smoothieware sees it ? At the moment it would be 180,0,0 in Smoothieware.
If I move to 0,0,0 this is where the print head is - this looks fine to me.
Does this mean I don't have to worry about offsetting the X and Z axis ?


https://preview.redd.it/vad6plrpyiv21.png?width=450&format=png&auto=webp&s=d65be9a9f6cbaad2afdc63ae6a1b495849794f67

The Cura GCode settings I have found are varied:


https://preview.redd.it/brems6a67iv21.png?width=703&format=png&auto=webp&s=66c07b5af5592cef9368e8d5f956a08277a966d1


https://preview.redd.it/4o6fvbb77iv21.png?width=736&format=png&auto=webp&s=14e6d0285e9270bdc3508fba8151b13711d664f5

https://preview.redd.it/1zzblj1c7iv21.png?width=763&format=png&auto=webp&s=5cfb1a15dbcc590da5425ceb1aa72abcb3d362d5
# Smoothieboard configuration file, see http://smoothieware.org/configuring-smoothie # NOTE Lines must not exceed 132 characters, and '#' characters mean what follows is ignored ## Robot module configurations : general handling of movement G-codes and slicing into moves # Basic motion configuration default_feed_rate 4000 # Default speed (mm/minute) for G1/G2/G3 moves default_seek_rate 4000 # Default speed (mm/minute) for G0 moves mm_per_arc_segment 0.0 # Fixed length for line segments that divide arcs, 0 to disable #mm_per_line_segment 5 # Cut lines into segments this size mm_max_arc_error 0.01 # The maximum error for line segments that divide arcs 0 to disable # note it is invalid for both the above be 0 # if both are used, will use largest segment length based on radius # Arm solution configuration : Cartesian robot. Translates mm positions into stepper positions alpha_steps_per_mm 160 # Steps per mm for alpha stepper beta_steps_per_mm 160 # Steps per mm for beta stepper gamma_steps_per_mm 160 # Steps per mm for gamma stepper # Planner module configuration : Look-ahead and acceleration configuration # See http://smoothieware.org/motion-control acceleration 3000 # Acceleration in mm/second/second. #z_acceleration 500 # Acceleration for Z only moves in mm/s^2, 0 uses acceleration which is the default. DO NOT SET ON A DELTA junction_deviation 0.05 # See http://smoothieware.org/motion-control#junction-deviation #z_junction_deviation 0.0 # For Z only moves, -1 uses junction_deviation, zero disables junction_deviation on z moves DO NOT SET ON A DELTA # Cartesian axis speed limits x_axis_max_speed 30000 # Maximum speed in mm/min y_axis_max_speed 30000 # Maximum speed in mm/min z_axis_max_speed 300 # Maximum speed in mm/min # Stepper module configuration # Pins are defined as ports, and pin numbers, appending "!" to the number will invert a pin # See http://smoothieware.org/pin-configuration and http://smoothieware.org/pinout alpha_step_pin 2.0 # Pin for alpha stepper step signal alpha_dir_pin 0.5 # Pin for alpha stepper direction alpha_en_pin 2.4! #0.4 # Pin for alpha enable pin alpha_current 1.5 # X stepper motor current alpha_max_rate 30000.0 # mm/min beta_step_pin 2.1 # Pin for beta stepper step signal beta_dir_pin 0.11 # Pin for beta stepper direction beta_en_pin 2.4! #0.10 # Pin for beta enable beta_current 1.5 # Y stepper motor current beta_max_rate 30000.0 # mm/min gamma_step_pin 2.2 # Pin for gamma stepper step signal gamma_dir_pin 0.20! # Pin for gamma stepper direction gamma_en_pin 2.4! # 0.19 # Pin for gamma enable gamma_current 1.5 # Z stepper motor current gamma_max_rate 300.0 # mm/min ## Extruder module configuration # See http://smoothieware.org/extruder extruder.hotend.enable true # Whether to activate the extruder module at all. All configuration is ignored if false extruder.hotend.steps_per_mm 230 # up 640*1.53 Steps per mm for extruder stepper extruder.hotend.default_feed_rate 600 # Default rate ( mm/minute ) for moves where only the extruder moves extruder.hotend.acceleration 500 # Acceleration for the stepper motor mm/sec² extruder.hotend.max_speed 50 # mm/s extruder.hotend.step_pin 2.3 # Pin for extruder step signal extruder.hotend.dir_pin 0.22 # Pin for extruder dir signal extruder.hotend.en_pin 2.4! # 0.21 # Pin for extruder enable signal # extruder offset #extruder.hotend.x_offset 0 # x offset from origin in mm #extruder.hotend.y_offset 0 # y offset from origin in mm #extruder.hotend.z_offset 0 # z offset from origin in mm # firmware retract settings when using G10/G11, these are the defaults if not defined, must be defined for each extruder if not using the defaults #extruder.hotend.retract_length 3 # retract length in mm #extruder.hotend.retract_feedrate 45 # retract feedrate in mm/sec #extruder.hotend.retract_recover_length 0 # additional length for recover #extruder.hotend.retract_recover_feedrate 8 # recover feedrate in mm/sec (should be less than retract feedrate) #extruder.hotend.retract_zlift_length 0 # zlift on retract in mm, 0 disables #extruder.hotend.retract_zlift_feedrate 6000 # zlift feedrate in mm/min (Note mm/min NOT mm/sec) delta_current 1.5 # First extruder stepper motor current # # Second extruder module configuration # extruder.hotend2.enable true # Whether to activate the extruder module at all. All configuration is ignored if false # extruder.hotend2.steps_per_mm 140 # Steps per mm for extruder stepper # extruder.hotend2.default_feed_rate 600 # Default rate ( mm/minute ) for moves where only the extruder moves # extruder.hotend2.acceleration 500 # Acceleration for the stepper motor, as of 0.6, arbitrary ratio # extruder.hotend2.max_speed 50 # mm/s # extruder.hotend2.step_pin 2.8 # Pin for extruder step signal # extruder.hotend2.dir_pin 2.6 # Pin for extruder dir signal # extruder.hotend2.en_pin 4.29 # Pin for extruder enable signal # extruder.hotend2.x_offset 0 # x offset from origin in mm # extruder.hotend2.y_offset 25.0 # y offset from origin in mm # extruder.hotend2.z_offset 0 # z offset from origin in mm # #epsilon_current 1.5 # Second extruder stepper motor current ## Laser module configuration # See http://smoothieware.org/laser laser_module_enable false # Whether to activate the laser module at all. All configuration is # ignored if false. #laser_module_pin 2.5 # this pin will be PWMed to control the laser. Only P2.0 - P2.5, P1.18, P1.20, P1.21, P1.23, P1.24, P1.26, P3.25, P3.26 # can be used since laser requires hardware PWM #laser_module_maximum_power 1.0 # this is the maximum duty cycle that will be applied to the laser #laser_module_minimum_power 0.0 # This is a value just below the minimum duty cycle that keeps the laser # active without actually burning. #laser_module_default_power 0.8 # This is the default laser power that will be used for cuts if a power has not been specified. The value is a scale between # the maximum and minimum power levels specified above #laser_module_pwm_period 20 # this sets the pwm frequency as the period in microseconds ## Temperature control configuration # See http://smoothieware.org/temperaturecontrol ######################################## ntc not used for up/cetus ## First hotend configuration #temperature_control.hotend.enable true # Whether to activate this ( "hotend" ) module at all. #temperature_control.hotend.thermistor_pin 0.23 # Pin for the thermistor to read #temperature_control.hotend.heater_pin 2.7 # Pin that controls the heater, set to nc if a readonly thermistor is being defined #temperature_control.hotend.thermistor EPCOS100K # see http://smoothieware.org/temperaturecontrol#toc5 ##temperature_control.hotend.beta 4066 # or set the beta value #temperature_control.hotend.set_m_code 104 # #temperature_control.hotend.set_and_wait_m_code 109 # #temperature_control.hotend.designator T # #temperature_control.hotend.max_temp 300 # Set maximum temperature - Will prevent heating above 300 by default #temperature_control.hotend.min_temp 20 # Set minimum temperature - Will prevent heating below if set # ## Safety control is enabled by default and can be overidden here, the values show the defaults ## See http://smoothieware.org/temperaturecontrol#runaway #temperature_control.hotend.runaway_heating_timeout 900 # How long it can take to heat up, max is 2040 seconds. ##temperature_control.hotend.runaway_cooling_timeout 0 # How long it can take to cool down if temp is set lower, max is 2040 seconds #temperature_control.hotend.runaway_range 50 # How far from the set temperature it can wander, max setting is 63°C # ## PID configuration ## See http://smoothieware.org/temperaturecontrol#pid #temperature_control.hotend.p_factor 30 # P ( proportional ) factor #temperature_control.hotend.i_factor 0.3 # I ( integral ) factor #temperature_control.hotend.d_factor 300 # D ( derivative ) factor # ##temperature_control.hotend.max_pwm 64 # max pwm, 64 is a good value if driving a 12v resistor with 24v. ####################################### # First hotend configuration temperature_control.hotend.enable true temperature_control.hotend.sensor pt100 temperature_control.hotend.thermistor_pin 0.23 temperature_control.hotend.ampmod1_pin 1.20 # UP! printer uses this to "energize" the RTD temperature_control.hotend.ampmod2_pin 1.21 # set as nc if you don't need to energize RTD temperature_control.hotend.slope 0.0257604875 temperature_control.hotend.yintercept -18.54 temperature_control.hotend.heater_pin 2.7 temperature_control.hotend.set_m_code 104 temperature_control.hotend.set_and_wait_m_code 109 temperature_control.hotend.designator T temperature_control.hotend.max_temp 300 temperature_control.hotend.min_temp -10 # Safety control is enabled by default and can be overidden here, the values show the defaults # See http://smoothieware.org/temperaturecontrol#runaway temperature_control.hotend.runaway_heating_timeout 1200 # How long it can take to heat up, max is 2040 seconds. #temperature_control.hotend.runaway_cooling_timeout 0 # How long it can take to cool down if temp is set lower, max is 2040 seconds temperature_control.hotend.runaway_range 50 # How far from the set temperature it can wander, max setting is 63°C ## PID configuration ## See http://smoothieware.org/temperaturecontrol#pid temperature_control.hotend.p_factor 22 #23.0 temperature_control.hotend.i_factor 1.047 #1.104 temperature_control.hotend.d_factor 115 #120 temperature_control.hotend.max_pwm 200 # 160 # max pwm, 64 is a good value if driving a 12v resistor with 24v. ####################################### optional use underside port as 2nd extruder # second hotend configuration temperature_control.hotend2.enable false # Whether to activate this ( "hotend" ) module at all. temperature_control.hotend2.thermistor_pin 0.26 # Pin for the thermistor to read temperature_control.hotend2.heater_pin 0.4 # Pin that controls the heater, set to nc if a readonly thermistor is being defined #temperature_control.hotend2.thermistor EPCOS100K # see http://smoothieware.org/temperaturecontrol#toc5 temperature_control.hotend2.beta 3950 # or set the beta value temperature_control.hotend2.set_m_code 104 # temperature_control.hotend2.set_and_wait_m_code 109 # temperature_control.hotend2.designator T1 # temperature_control.hotend2.max_temp 300 # Set maximum temperature - Will prevent heating above 300 by default temperature_control.hotend2.min_temp 20 # Set minimum temperature - Will prevent heating below if set # Safety control is enabled by default and can be overidden here, the values show the defaults # See http://smoothieware.org/temperaturecontrol#runaway temperature_control.hotend2.runaway_heating_timeout 900 # How long it can take to heat up, max is 2040 seconds. #temperature_control.hotend2.runaway_cooling_timeout 0 # How long it can take to cool down if temp is set lower, max is 2040 seconds temperature_control.hotend2.runaway_range 50 # How far from the set temperature it can wander, max setting is 63°C # PID configuration # See http://smoothieware.org/temperaturecontrol#pid #temperature_control.hotend2.p_factor 30 # P ( proportional ) factor #temperature_control.hotend2.i_factor 0.3 # I ( integral ) factor #temperature_control.hotend2.d_factor 300 # D ( derivative ) factor ##temperature_control.hotend2.max_pwm 64 # max pwm, 64 is a good value if driving a 12v resistor with 24v. ####################################### ###################################### Cetus use the underside port as bed control enable for tinyfab heatbed driver temperature_control.bed.enable false # Whether to activate this ( "hotend" ) module at all. temperature_control.bed.thermistor_pin 0.26 # Pin for the thermistor to read temperature_control.bed.heater_pin 0.4 # Pin that controls the heater #temperature_control.bed.thermistor Honeywell100K # See http://smoothieware.org/temperaturecontrol#thermistor temperature_control.bed.beta 3950 # Or set the beta value temperature_control.bed.set_m_code 140 # M-code to set the temperature for this module temperature_control.bed.set_and_wait_m_code 190 # M-code to set-and-wait for this module temperature_control.bed.designator B # Designator letter for this module # Bang-bang ( simplified ) control # See http://smoothieware.org/temperaturecontrol#bang-bang temperature_control.bed.bang_bang false # set to true to use bang bang control rather than PID temperature_control.bed.hysteresis 2.0 # set to the temperature in degrees C to use as hysteresis ################################ # when using bang bang ################################ UP plus/mini use internal bed control # temperature_control.bed.enable true # temperature_control.bed.sensor pt100 # temperature_control.bed.slope 0.0234092253 # temperature_control.bed.yintercept -2.85 # temperature_control.bed.thermistor_pin 0.24 # temperature_control.bed.heater_pin 2.5 # temperature_control.bed.set_m_code 140 # temperature_control.bed.set_and_wait_m_code 190 # temperature_control.bed.designator B # temperature_control.bed.bang_bang true # temperature_control.bed.hysteresis 1.0 # #temperature_control.bed.p_factor 13.7 # #temperature_control.bed.i_factor 0.097 # #temperature_control.bed.d_factor 24 ################################# ## Switch modules # See http://smoothieware.org/switch switch.psu.enable true # turn atx on/off switch.psu.input_on_command M80 # switch.psu.input_off_command M81 # switch.psu.output_pin 2.4 # open drain, inverted switch.psu.startup_state false switch.psu.output_type digital # on/off only switch.psu.failsafe_set_to 1 # so the ATX turns off on a system crash switch.psu.ignore_on_halt true # so the ATX does not turn off on a HALT condition (like limit trigger) # However leave commented or set to false if you want the ATX to turn off for an over heat fault condition switch.buzzer.enable true ## true # switch.buzzer.output_pin 0.25 # #switch.motor.enable false # true #switch.motor.output_pin 2.4 #switch.motor.startup_state true ## Switch module for fan control switch.fan.enable true # switch.fan.input_on_command M106 # switch.fan.input_off_command M107 # switch.fan.output_pin 2.5 # 2.15 # 1.18 switch.fan.output_type pwm # pwm output settable with S parameter in the input_on_comand switch.fan.max_pwm 255 # set max pwm for the pin default is 255 #switch.misc.enable true # #switch.misc.input_on_command M42 # #switch.misc.input_off_command M43 # #switch.misc.output_pin 2.4 # #switch.misc.output_type digital # just an on or off pin switch.buzzer.enable true # switch.buzzer.output_pin 0.25 switch.servo.enable true switch.servo.input_on_command M280 #97.0 # 100 - 3% switch.servo.input_off_command M280 #93.0 # 100 - 7% switch.servo.output_pin 1.18 # Pin connected to the aux-port switch.servo.output_type hwpwm # H/W PWM output settable switch.servo.pwm_period_ms 20 # Default is 50Hz ## Temperatureswitch # See http://smoothieware.org/temperatureswitch # Automatically toggle a switch at a specified temperature. Different ones of these may be defined to monitor different temperatures and switch different swithxes # Useful to turn on a fan or water pump to cool the hotend #temperatureswitch.hotend.enable true # #temperatureswitch.hotend.designator T # first character of the temperature control designator to use as the temperature sensor to monitor #temperatureswitch.hotend.switch misc # select which switch to use, matches the name of the defined switch #temperatureswitch.hotend.threshold_temp 60.0 # temperature to turn on (if rising) or off the switch #temperatureswitch.hotend.heatup_poll 15 # poll heatup at 15 sec intervals #temperatureswitch.hotend.cooldown_poll 60 # poll cooldown at 60 sec intervals ## Endstops # See http://smoothieware.org/endstops endstops_enable true # The endstop module is enabled by default and can be disabled here #corexy_homing false # Set to true if homing on a hbot or corexy #alpha_min_endstop 1.25^ # Pin to read min endstop, add a ! to invert if endstop is NO connected to ground alpha_max_endstop 1.24^ # Pin to read max endstop, uncomment this and comment the above if using max endstops alpha_homing_direction home_to_max # Or set to home_to_max and set alpha_max and uncomment the alpha_max_endstop alpha_min 0 # This gets loaded as the current position after homing when home_to_min is set alpha_max 180 # This gets loaded as the current position after homing when home_to_max is set beta_min_endstop 1.26^ # Pin to read min endstop, add a ! to invert if endstop is NO connected to ground #beta_max_endstop 1.27^ # Pin to read max endstop, uncomment this and comment the above if using max endstops beta_homing_direction home_to_min # Or set to home_to_max and set alpha_max and uncomment the alpha_max_endstop beta_min 0 # This gets loaded as the current position after homing when home_to_min is set beta_max 180 # This gets loaded as the current position after homing when home_to_max is set #gamma_min_endstop 1.29^ # Pin to read min endstop, add a ! to invert if endstop is NO connected to ground gamma_max_endstop 1.28^ # Pin to read max endstop, uncomment this and comment the above if using max endstops gamma_homing_direction home_to_max # Or set to home_to_max and set alpha_max and uncomment the alpha_max_endstop gamma_min 0 # This gets loaded as the current position after homing when home_to_min is set gamma_max 185 #This gets loaded as the current position after homing when home_to_max is set alpha_max_travel 190 # 190 # Max travel in mm for alpha/X axis when homing beta_max_travel 190 # 190 # Max travel in mm for beta/Y axis when homing gamma_max_travel 190 #9 # 190 # Max travel in mm for gamma/Z axis when homing # Optional enable limit switches, actions will stop if any enabled limit switch is triggered (all are set for delta) #alpha_limit_enable false # Set to true to enable X min and max limit switches #beta_limit_enable false # Set to true to enable Y min and max limit switches #gamma_limit_enable false # Set to true to enable Z min and max limit switches # Endstops home at their fast feedrate first, then once the endstop is found they home again at their slow feedrate for accuracy alpha_fast_homing_rate_mm_s 50 # Alpha/X fast homing feedrate in mm/second alpha_slow_homing_rate_mm_s 25 # Alpha/X slow homing feedrate in mm/second beta_fast_homing_rate_mm_s 50 # Beta/Y fast homing feedrate in mm/second beta_slow_homing_rate_mm_s 25 # Beta/Y slow homing feedrate in mm/second gamma_fast_homing_rate_mm_s 4 # Gamma/Z fast homing feedrate in mm/second gamma_slow_homing_rate_mm_s 2 # Gamma/Z slow homing feedrate in mm/second alpha_homing_retract_mm 5 # Distance to retract from the endstop after it is hit for alpha/X beta_homing_retract_mm 5 # Distance to retract from the endstop after it is hit for beta/Y gamma_homing_retract_mm 5 # Distance to retract from the endstop after it is hit for gamma/Z # Optional enable limit switches, actions will stop if any enabled limit switch is triggered (all are set for delta) #alpha_limit_enable false # Set to true to enable X min and max limit switches #beta_limit_enable false # Set to true to enable Y min and max limit switches #gamma_limit_enable false # Set to true to enable Z min and max limit switches # optional order in which axis will home, default is they all home at the same time, # if this is set it will force each axis to home one at a time in the specified order #homing_order XYZ # X axis followed by Y then Z last #move_to_origin_after_home false # Move XY to 0,0 after homing #endstop_debounce_count 100 # Uncomment if you get noise on your endstops, default is 100 #endstop_debounce_ms 1 # Uncomment if you get noise on your endstops, default is 1 millisecond debounce home_z_first true # Uncomment and set to true to home the Z first, otherwise Z homes after XY # End of endstop config # Delete the above endstop section and uncomment next line and copy and edit Snippets/abc-endstop.config file to enable endstops for ABC axis #include abc-endstop.config ## Z-probe # See http://smoothieware.org/zprobe #zprobe.enable false # Set to true to enable a zprobe #zprobe.probe_pin 2.13 #2.13!^ # Pin probe is attached to, if NC remove the ! (2.13 = door check port) #zprobe.slow_feedrate 5 # Mm/sec probe feed rate #zprobe.debounce_count 100 # Set if noisy #zprobe.fast_feedrate 100 # Move feedrate mm/sec #zprobe.probe_height 10 # How much above bed to start probe #gamma_min_endstop nc # Normally 1.28. Change to nc to prevent conflict, zprobe.enable true zprobe.probe_pin 2.13 zprobe.slow_feedrate 5 zprobe.fast_feedrate 100 zprobe.probe_height 10 gamma_min_endstop nc # Normally 1.28. Change to nc to prevent conflict, # Levelling strategy # Example for 3-point levelling strategy, see wiki documentation for other strategies leveling-strategy.three-point-leveling.enable true leveling-strategy.three-point-leveling.point1 10,10 # # first probe point leveling-strategy.three-point-leveling.point2 170,10 ##second probe point leveling-strategy.three-point-leveling.point3 170,170 #ird probe point leveling-strategy.three-point-leveling.home_first false # home the XY axis before probing leveling-strategy.three-point-leveling.tolerance 0.03 leveling-strategy.three-point-leveling.probe_offsets 40,-20,0 #37.6,-19.5,0 #based on the bracket leveling-strategy.three-point-leveling.save_plane false ## # Panel See http://smoothieware.org/panel panel.enable 0 # true # set to true to enable the panel code # Example viki2 config for Re-ARM with IDC cable panel.lcd viki2 # set type of panel panel.spi_channel 0 # set spi channel to use P0_18,P0_15 MOSI,SCLK panel.spi_cs_pin 0.16 # set spi chip select panel.spi_frequency 200000 panel.encoder_a_pin 3.26!^ # encoder pin panel.encoder_b_pin 3.25!^ # encoder pin panel.click_button_pin 2.11!^ # click button panel.a0_pin 2.6 # st7565 needs an a0 panel.contrast 4 # override contrast setting (default is 9) panel.encoder_resolution 4 # override number of clicks to move 1 item (default is 4) panel.pause_button_enable true #panel.button_pause_pin 1.22!^ # kill/pause set one of these for the auxilliary button on viki2 panel.back_button_pin 1.22!^ # back button recommended to use this on EXP1 panel.buzz_pin 0.25 # pin for buzzer on EXP2 panel.red_led_pin 2.8 # pin for red led on viki2 on EXP1 panel.blue_led_pin 4.29 # pin for blue led on viki2 on EXP1 panel.external_sd true # set to true if there is an extrernal sdcard on the panel panel.external_sd.spi_channel 0 # set spi channel the sdcard is on panel.external_sd.spi_cs_pin 1.23 # set spi chip select for the sdcard panel.external_sd.sdcd_pin 1.31!^ # sd detect signal (set to nc if no sdcard detect) panel.menu_offset 0 # some panels will need 1 here panel.reverse false # reverse the lcd ## Custom menus : Example of a custom menu entry, which will show up in the Custom entry. # NOTE _ gets converted to space in the menu and commands, | is used to separate multiple commands custom_menu.power_on.enable true # custom_menu.power_on.name Power_on # custom_menu.power_on.command M80 # custom_menu.power_off.enable true # custom_menu.power_off.name Power_off # custom_menu.power_off.command M81 # custom_menu.fan_on.enable true # custom_menu.fan_on.name Fan_on # custom_menu.fan_on.command M106_P0_S255 # custom_menu.fan_off.enable true # custom_menu.fan_off.name Fan_off # custom_menu.fan_off.command M107_P0 # custom_menu.Suspend.enable true # custom_menu.Suspend.name Suspend # custom_menu.Suspend.command M600 # custom_menu.Resume.enable true # custom_menu.Resume.name Resume # custom_menu.Resume.command M601 # ## Network settings # See http://smoothieware.org/network network.enable false # Enable the ethernet network services network.webserver.enable true # Enable the webserver network.telnet.enable true # Enable the telnet server #network.ip_address auto # Use dhcp to get ip address # Uncomment the 3 below to manually setup ip address network.ip_address 192.168.0.100 # The IP address network.ip_mask 255.255.255.0 # The ip mask network.ip_gateway 192.168.0.1 # The gateway address #network.mac_override xx.xx.xx.xx.xx.xx # Override the mac address, only do this if you have a conflict ## System configuration # Serial communications configuration ( baud rate defaults to 9600 if undefined ) # For communication over the UART port, *not* the USB/Serial port uart0.baud_rate 115200 # Baud rate for the default hardware serial port second_usb_serial_enable false # This enables a second USB serial port leds_disable true # disable using leds after config loaded #play_led_disable true # disable the play led # Kill button maybe assigned to a different pin, set to the onboard pin by default # See http://smoothieware.org/killbutton kill_button_enable true # set to true to enable a kill button kill_button_pin 2.12 # kill button pin. default is same as pause button 2.12 (2.11 is another good choice) #msd_disable false # disable the MSD (USB SDCARD) when set to true (needs special binary) #dfu_enable false # for linux developers, set to true to enable DFU # Only needed on a smoothieboard # See http://smoothieware.org/currentcontrol currentcontrol_module_enable false # Control stepper motor current via the configuration file 
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