Help please Z Axis
November 30, 2017 07:58PM
Hi all
newbie to this 3D printing ive bought one of the Pursa i3 clones here

got it for £100 ive done a few upgrades one being changing the Zaxis 8mm threaded rods to these

ive been on the prusa calculator for changing the steps 1600 it came up with put that in but the prints still coming out very wrong Height wise,seem the nozzle is lifting to high for each layer.
tried a trial piece that should of only been 30mm came out a mess mass of filament but at 6inchs high lol
i have the Neema 17 steppers 17HDC4023-24B
where and wot do i change on the lcd to put this right?

im also thinking of putting marlin on it is there much to do or anything specific i need its 2560 Rev A board white not checked the chip yet
Re: Help please Z Axis
November 30, 2017 08:19PM
You have to also take into account the number of starts, not just the pitch of 2mm

Lead: 8mm (4 start, 8mm per turn)

for 1.8 degree stepper, 1/16 micro stepping and 8mm per rotation you get

(((360/1.8) * (1/(1/16)))/8) = 400 steps/mm

Edited 1 time(s). Last edit at 11/30/2017 08:21PM by Dust.
Re: Help please Z Axis
November 30, 2017 08:45PM
hmm so any idea where i put this info i did flick through the LCD and find zstep/mm it had 2560 something for the 8mm threaded rods. is this where i put the 400,
the other problem is where i changed the Zsteps/mm from the 2560 to wot i thought was right (1600) it reverts back to the 2560 again.
is there something im missing!!
Re: Help please Z Axis
November 30, 2017 09:03PM
yes your missing a pc, running some sort of control program (eg pronterface)

you either update the setting in firmware and then upload the new firmware (which you probably dont have as most supplier dont give it to you, even though they have to its part of the T&C for using the firmware...)

Or you connect a pc to the controller and send the commands
"M92 Z400" set set the Z steps/mm
"M500" store the value in eeprom. If you eeprom enabled.

But this can vary, depending on what firmware you using.

There is also a 3rd option, you just add "M92 Z400" to your gcode start file in your sliceing program, but this is a nasty kludge and not recommended

Looks like it might be a makerbot clone running sailfish firmware... so all bets are off (alll things makerbot is the devil from reprap point of view)

Edited 2 time(s). Last edit at 11/30/2017 09:10PM by Dust.
Re: Help please Z Axis
December 01, 2017 06:27AM
im using repetier host on my pc that its connected to,when its connected i get this info on the log screen below says marlin!!

11:16:16.833 : OpenGL version:3.3.0
11:16:16.833 : OpenGL extensions:GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
11:16:16.833 : OpenGL renderer:GeForce G 105M/PCIe/SSE2
11:16:16.833 : Using fast VBOs for rendering is possible
11:16:36.233 : Printer reset detected - initalizing
11:16:36.295 : start
11:16:36.295 : echo:Marlin1.0.0
11:16:36.295 : echo: Last Updated: Jan 4 2016 19:03:56 | Author: (John, default config)
11:16:36.295 : Compiled: Jan 4 2016
11:16:36.295 : echo: Free Memory: 3795 PlannerBufferBytes: 1232
11:16:36.295 : echo:Hardcoded Default Settings Loaded
11:16:36.295 : echoconfused smileyteps per unit:
11:16:36.295 : echo: M92 X78.74 Y78.74 Z2560.00 E105.00
11:16:36.295 : echo:Maximum feedrates (mm/s):
11:16:36.295 : echo: M203 X400.00 Y400.00 Z2.00 E45.00
11:16:36.295 : echo:Maximum Acceleration (mm/s2):
11:16:36.295 : echo: M201 X1400 Y1400 Z100 E80000
11:16:36.295 : echo:Acceleration: S=acceleration, T=retract acceleration
11:16:36.295 : echo: M204 S1400.00 T5000.00
11:16:36.295 : echo:Advanced variables: S=Min feedrate (mm/s), T=Min travel feedrate (mm/s), B=minimum segment time (ms), X=maximum XY jerk (mm/s), Z=maximum Z jerk (mm/s), E=maximum E jerk (mm/s)
11:16:36.295 : echo: M205 S0.00 T0.00 B20000 X13.50 Z0.30 E5.00
11:16:36.295 : echo:Home offset (mm):
11:16:36.295 : echo: M206 X0.00 Y0.00 Z0.00
11:16:36.295 : echotongue sticking out smileyID settings:
11:16:36.295 : echo: M301 P19.86 I1.00 D98.93
11:16:37.577 : echoconfused smileyD card ok
11:16:37.642 : FIRMWARE_NAME:Marlin V1; Sprinter/grbl mashup for gen6 FIRMWARE_URL:[] PROTOCOL_VERSION:1.0 MACHINE_TYPE:I3 Pro B EXTRUDER_COUNT:1 UUID:00000000-0000-0000-0000-000000000000
11:16:37.830 : X:0.00 Y:0.00 Z:0.00 E:0.00 Count X: 0.00 Y:0.00 Z:0.00
11:16:37.830 : echo:Active Extruder: 0
11:16:37.830 : Begin file list
11:16:37.830 : BATTER~1.GCO
11:16:37.830 : 20V_DE~1.GCO
11:16:37.845 : End file list
11:16:37.845 : Begin file list
11:16:37.845 : BATTER~1.GCO
11:16:37.845 : 20V_DE~1.GCO
11:16:37.845 : End file list
11:16:37.861 : echo:Active Extruder: 0

so do you think i allready have Marlin on there ? should i try and update marlin?
Thanks in Advance
Re: Help please Z Axis
December 01, 2017 11:51AM
Also make sure there are 3 jumpers under the driver board(s)
Re: Help please Z Axis
December 01, 2017 12:06PM
Repetier host has a built in eeprom editor, you can change the Zsteps/mm and Z max feedrate via that editor
Re: Help please Z Axis
December 01, 2017 12:29PM
yeah there are 3 jumpers in place! so does that mean i can upgrade the firmware?or is that so i can just change the steps
Re: Help please Z Axis
December 01, 2017 12:35PM
Repetier host has a built in eeprom editor, you can change the Zsteps/mm and Z max feedrate via that editor
yeah been having a play about today as ive been off work smiling smiley found out there was aeeprom editor after reading through the forum for over an hr lol
trouble is it reverts back everytime the machine is switched off .is there a way to write this to the eeprom ive saved my original settings.

ive also done a few test pieces and had a vast improvement on my prints seems to have gotten rid of the Z ribbing ..

next upgrade im hoping is autobed leveling is it possible with what ive got
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