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Re: [PSUBS-MAILIST] Reverse engineering in CAD
Hi Ian,
i have been considering platforms for control of the sub. off the shelf is good. reliability and availability are considerations, as is responsiveness.
I figure PLCs should do the job for low level interfacing, hardware drivers and controllers etc.
A PC (or more likely a lan) is the obvious platform, but windows has some real drawbacks (redundancy through a LAN is good). LINUX sounds great but i would need to learn it :(
I do however have an XBOX SDK cdrom in front of me and it sounds like an interesting proposition the more i think about it. I would still have a steep learning curve but some of the pros:
off the shelf
powerful processor, turnkey system
interfaces inbuilt for joysticks/controls
simulator/actual controls would be the same (test at home, pick up, plug in and run on a mission)
missions could be 'replayed' later on the simulator (possibly complete with video etc)
could be adapted as a 'blackbox'
simulator software could be sold as a game?
common platform and 'control set' (eg thrusters, sensors etc) for interchange with psubbers
some drawbacks:
interfacing to ancilliary PC systems/LANs
co-ordinating video logs with sensor recordings, control sequence logs, timestamps etc
robustness and housing for submarine environment, recovery issues if sub accident
software development environment is proprietary
just some thoughts to share. i know the group has visited the platform issue before, but i dont believe from the 'xbox with integrated simulator' angle.
cheers
peter
-----Original Message-----
From: Ian Roxborough <irox@ix.netcom.com>
Sent: Jun 19, 2004 3:29 AM
To: personal_submersibles@psubs.org
Subject: Re: [PSUBS-MAILIST] Reverse engineering in CAD
Hi Steve,
I've not been doing much work on the DynaMechs K350 simulation, but I do
have some clues to follow once I get sometime to work on it. Mainly, I
need to recalculate the moment of inertia every time I adjust the VBT
(since the mass of the vessel will have changed).
Once I complete the control software for Solo I'll revisit the K350 sim.
It's my (long term) intend that the control software can be interfaced to
the simulator as well. So you could try out a control setup/configuration
in the simulator, and if you like it, then you can use the same configuration
files to configure the controls of a sub.
Ian.
On Thu, 17 Jun 2004 20:55:35 -0700
Steven Mills <cirtemoeg@juno.com> wrote:
> [ Off Subject ]
> [ Re:Subject: Submersible Design Software
> Date: Mon, 20 Oct 2003 ]
>
> Ian,
>
> were you able to resolve the data conflict and run your model
> thru "DynaMechs" ?
>
> --Steve
>
>
> On Thu, 17 Jun 2004 18:59:17 -0700 Ian Roxborough <irox@ix.netcom.com>
> writes:
> >
> > Hi Peter,
> >
> > I don't really know anything about autocad2004, but if it's worth
> > it's
> > salt then it I'll probably have the following features.
> >
> > NURBS!
> >
> > See if your cad/modeling software has Nurbs support (Nurbs are just
> > fancy curves or a fancy word for curves). You should be able to use
> > the Nurbs tool to create some boat like curves, similar to the ribs
> > of a woodern boat (you may want search drawning Nurbs or curves on
> > the internet or in the library, but if mess around long enough
> > you'll
> > probably get the hang of it).
> >
> > Once you have enough curves (draw them a foot a part, or whatever
> > you
> > think it takes) to get it to start looking boat-ish, then save your
> > work and look for a "skinning" tool. A "skinning" tool (I've no
> > idea
> > what it will be called in autocad) should allow you to select all
> > your
> > curves, then create a skin that fits prefectly over the curves.
> > You'll
> > probably find that you have to edit the curves a few times before it
> > starts looking correct.
> >
> > But that's pretty much it. Not too different from the join the
> > dots,
> > only with curves.... ;-)
> >
> > If your doing solid modelling, then hopefully there is tool for
> > giving
> > the skin 'thickness' or volume. Otherwise you might have to create
> > a
> > copy of the hull and shrink it down by a very very small amount and
> > put
> > it inside the bigger hull skin, then joint the two object together.
> > The
> > distance between the inner and outer skin determines how thick the
> > hull
> > will be.
> >
> > This is how I would tackle the problem, but it's probably worth
> > noting
> > that the software I use to do this type of thing isn't a true solid
> > modeller.
> >
> > Hope this helps.
> >
> > Ian.
> >
> >.........................cut...............................
>
>
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