hi, i am designing a linkage to carry data from the piston in
an engine to the outside of the engine and have come into a bit of
trouble. i have successfully designed my component and was trying
to build a cosmosmotion model so i could predict the forces in the
pivots. every time i run the model, it works fine untill around
1500 rpm where appears to change rotational direction (despite me
setting it to motor clockwise) and then fail. i have included a
model of the engine without the linkage and u can see, if u motor
it to 2000rpm, that after around 8 seconds it changes direction.
anyone have any ideas what im doing wrong, any help would be
greatly apprechiated! thanks
You need to include part files, not just the assembly. Use the pack and go tool from the file menu to capture everything referenced from the assembly.
Since you are talking about the model workign at lower RPM, but at higher RPM it seems to go backwards, I believe what you are most likely seeing is a stroboscopic effect. That is that the part "appears" to be going backward based on the position of the parts at the next visible frame. Usually what this means is that there are insufficient frames to clearly see the motion. For example, if you specifcy a speed of 360 deg/sec and run a simulation for 10 seconds and only have 1 frame per second, it would look like the part is stationary when you animate it.
If the model is actually failing 9solver error message), then the most likely issue since you're dealing with high speeds is the time step intervals.
For 8000 rpm, you have one rev every 0.0075 seconds. You need to ensure that the maxium time step is a coupld of orders less than that for accurate results. Go to the advanced options and ensure it is say .00005 or less for example.
Now there is currently a limitation in SW2008/2009 where you can only animate results at 1000 frame/second, which is a result every .001 seconds. So you will get around 7 result points per revolution. Not ideal as I would prefer a result every 5-10 degrees for smooth plots.
Note that you can change your time units to milliseconds, but it doesn't get around the 1000 frame persecond limit.
I hope this gives you some ideas for addressing your problem.
Cheers,
Ian