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81
Project Logs / Making a Prony Brake to Measure the Power of My Hot Air Engines
« Last post by vtsteam on May 19, 2025, 05:41:52 PM »
It was a lot of fun when rehabilitating No. 83, my hot air engine to see how fast it would go after each change. But top RPM is not a very good measure of a hot air engine. Since I want to go further with modifications, I really need a way to look at power output. And I'd like to build other hot air engines as well (in fact I've already started on No. 84, a Rider type engine) so a tool for the job is needed.

Enter Professor Dennis Chaddock and his Prony brake dynamometer for hot air engines, featured in September 1976 Model Engineer. This simple device was used to compare model hot air engines submitted for a new competition slated for the upcoming 1977 Model Engineer Exhibition.

This device used a steel brake drum and brake shoes of hardwood, with a notched and graduated aluminum balance arm with moveable weights. The moment was used to figure momentary torque, and in conjunction with a clockworks tachometer the power output could be arrived at arithmetically.

I'm going to use some of Professor Chaddock's design, but use a digital tach, and scale, since I already have both. Somewhat less visually elegant, but a lot easier to work out the power curve -- particularly since I can do it in Watts with minimal units conversion, by comparison with his original inch and ounce torsionometer.

Another slight variation, his was designed for a standardized motor shaft of 5/32" diameter and mine will be for 8mm, since that's what No. 83 has, and is a standard I intend to continue. Also he modestly referred to his cool little dynamometer as "a bit of oak" because of the brake shoes. Mine will be "a bit of cherry," in that case since I have a lot of that hardwood, which I cut and milled on my own property.

Here's a start, parting off the brake drum on my homemade lathe:

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And here's the cherry wood I'll be using, milled out. It's kind of surprising how small this all is, after having looked at the plans many times over the years in the magazine.  :coffee:  It really is just a little bit of... whatever!


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Project Logs / Re: Building Bernard Tekippe`s Regulator Clock
« Last post by raynerd on May 19, 2025, 01:52:54 PM »
Evening all,

I’ve not posted much over the last few weeks because I’ve been slowly building up my parts and making all the wheels and pinions. I’ve now got everything needed I think and so I decided to test the depthing. Just a short video showing progress so far….

i=9ox_YkBHVX0sn7Nh
83
Project Logs / Re: The Return of No. 83, a Hot Air Engine
« Last post by vtsteam on May 17, 2025, 04:55:05 PM »
Thanks Dwayne, Country Bubba!  :beer: :beer:
84
Software Tools / Re: Non planar slicer for 3d models
« Last post by Country Bubba on May 17, 2025, 08:19:01 AM »
In response to Eric, I tried Orca, but I can't get it to work with Octoprint.  It keeps throwing an error and I have tried everything I can find online to remedy the problem, but so far no luck. 
To me, if I can't use Octoprint, it is useless.  It has a lot of neat features that I would like to try. 
Sorry to hijack the thread.

 
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Project Logs / Re: The Return of No. 83, a Hot Air Engine
« Last post by Country Bubba on May 17, 2025, 08:14:12 AM »
Ah the sweet smell of success! Happy for you.
 :beer:
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Project Logs / Re: The Return of No. 83, a Hot Air Engine
« Last post by shipto on May 16, 2025, 12:39:44 PM »
Brilliant.  :beer:
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Software Tools / Re: Non planar slicer for 3d models
« Last post by vtsteam on May 16, 2025, 10:11:37 AM »
Thanks Eric, but Cura on Linux does what I need for the very limited amount of 3D printing I do with my toy 3D printer, an Easythreed K1.
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Software Tools / Re: Non planar slicer for 3d models
« Last post by Brass_Machine on May 16, 2025, 09:58:52 AM »
That is cool!

3D printing has taken over a lot here in my shop...

Steve, get off Cura and move to OrcaSlicer. Tons better.

Eric
89
Very cool. I tried blender and had no luck. I do use Alibre almost weekly though.
90
This is partly off-topic about mechanical contraption, that I once tried to build to find out how it works, by using 3D printed parts. But in practice, if memory serves, there was way too much accumulated friction to achieve usable, or actually enjoyable result to tinker with.

There are many variations, and from what I've read, this is a Wilson type preselector gearbox. It also has different flavors; some have more gears than others:

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So, after watching few more tutorials, this is an attempt to simulate associated parts in Blender. So far, I think I've managed to figure out how to engage gears 1, 2 and 3:



Wheel with two holes represents the output, while small, animated cube imitates gear shifting brakes.

What comes to gears in the above animation, no, I didn't model them in Blender. I guess it can be done, but some tools are just pain in the butt to work with. Instead, they were imported from a project I did in Rhinoceros. Additional objects, like linkages between gears were done in Blender, though.

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