Re: jerky tool paths
hy jay dizzle, if you wish, pls try to find a toolpath made of 3-4-few entitites, that behaves slowly, and share the code
from another point of view, you could calculate the lenght of the toolpath and the required cutting time, considerind feed = constant; use this as a base line; from here :
... scale ( up / down ) the toolpaths
... change the feed rate ( up / down )
if all ok, a toolpath scaled 2 times, with a feed decreased 2 times should perform 4 times slower; idea is to find the " scale and/or feed value " where linearity is lost ( for example, if scale is too little, or feed is too high, linearity is lost ); when that point is found, pls share the code / kindly
ps : using the hi-cut pro should be ok as long as linearity is there, but even so, using this function does not guarantee a better overall cycle time / depends
ps2 : there are a few parameters and special functions that can smooth out movement, but i would check that code is as smooth as possible before activating those; for example, if you activate a motion controll function and you reduce cycle time, you may get an overall time slower then a simple g-code that is smoothed
ps3 : ultimate special function to boost hi-resolution segmented code is the hyper-surface : check this out : https://www.cnczone.com/forums/okuma...novations.html
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