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Old 06-11-2006, 01:48 PM
 
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Pneumatic Motion Bed Control

G'day guys,

I'm new to this forum, and this field, and it's almost not relevant but I thought you might have some wisdom or be able to point me in the right direction, please hear me out.

I am a university student studying avionics, we do a lot in control systems type stuff which brings me to my point.

I am working on a flight simulator that gets motion from a platform supported by three pneumatic actuators supplied by festo, run by three proportional control valves. This in turn is controlled by some basic software, not exactly custom set to run this sortof stuff called labview..

The major problems we are having is we have a basic PID control on each actuator, but this does not take into account the coupling of the actuators to each other through the motion platform and mass of the system (through moments of inertia), nor does it try to counter the pneumatic bounce of the system in any real way. As such the system suffers, and it is up to me to improve this performance through software coding, and modifications to the motion base (if possible).

Could any of you suggest any methods of combatting these problems?
How is the bounce of a pneumatic system compensated for in CNC applications?
etc..
any info on pneumatics applications or where to find said info would be greatly helpful.

Thanks Heaps
Scott.
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Old 06-11-2006, 02:34 PM
 
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I once saw a Festo pneumatic servo on a trade show. It was fast, precise and.... horizontal.

In the system you describe you have to deal with the low frequency response of the proportional valves and stick slip. The stick-slip will prevent your system from working. The error will grow and grow until the actuator starts to move. Then the error is to big and the result is overshoot. You will have to define these characteristics in your software, either with hard numbers or an averaging learning system.

Carel
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Old 06-11-2006, 02:36 PM
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G'day, Personally I do not associate pneumatics with proportional control valves, unless there are some advances out there I am not aware of.
I would think for applications as precise as flight simulators, you would have to go with hydraulics with servo/proportional valves to get any kind of precise control.
Or at least go air over oil.
Are you using LabView? and what are you using for feedback?
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Old 06-11-2006, 02:54 PM
 
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It works and is used in pick and place units. The advantages are: speed, reasonable positioning and no hydraulics.

Carel
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Old 06-11-2006, 03:31 PM
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Originally Posted by fkaCarel
It works and is used in pick and place units. The advantages are: speed, reasonable positioning and no hydraulics.

Carel
I could see for crude positioning, for Pick-and-place you could probably allow a large in position band, but applications like flight simulator, I just cannot see air working accurately over a non-compressible medium.
Air would not be my first choice, faced with an application like that.
Note: hydraulics can be equally as fast as pneumatics.
Al.
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Old 06-11-2006, 03:43 PM
 
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The poster is given the task to make a pneumatic platform work. It's there. And of course it's elastic. But you and I can't change that. And for what it's worth: the Festo system positions better than 1 mm. Pneumatic positioning is more cost effective than hydraulics, because you don't need the maximum speed pump capacity.

Carel
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Old 06-11-2006, 04:19 PM
 
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Commercially available flight simulators use hydraulics for precisely the reason Al-the-man describes; pneumatics 'bounce'. Proportional control valves and pneumatics, that is pure pneumatics, are a contradiction in terms. Pneumatics have been used extensively for obtaining motion on automatic lathes but the control came from hydraulic dashpot cylinders, or alternatively air over oil systems where the hydraulic aspect provides the motion control and the pneumatic side provides the driving force. To me this project sounds like the typical impractical things university profs come up with.
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Old 06-11-2006, 07:05 PM
 
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It seems like you need to have some feedforward in the control loop because overshoot will kill you. I'm curious if anyone ever modelled this system. It seems like the bouncy behavior is entirely predictable. I would like to know what feedback you are using. The thing about a flight simulator is that the visual element is by far the most important. Motion does not have to be incredibly accurate as long as it doesn't make the user wonder what the heck is going on. Unfortunately, bouncing would have that effect.

I'm assuming this is a Stewart platform.
I searched for the terms stewart platform matlab model and got 75000 hits. http://www.google.com/search?hl=en&q...=Google+Search

You also could search for simulink model and see what happens. I added pneumatic to the search terms, and got some hits.


Originally Posted by Geof
To me this project sounds like the typical impractical things university profs come up with.
I resemble that remark. Actually at my university job I would have used hydraulics. Granted, there is oil involved, but it is much better for this application. And I have a big hydraulic power unit in my lab. The other thing that can be used is the servomotor driven cylinders like Moog makes. They seem like a really good solution to this problem because the maximum force required is not that high. They would use much less energy. The other thing that should be considered is that someone with money may have wanted the university to use pneumatics, or the funding wasn't enough to use a better solution.
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Old 06-12-2006, 12:43 AM
 
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yeah, I know what u mean about hydraulics, however due to the classification of the 'lab' that the flight sim is in, we can't use hydraulics... sucks like you wouldn't believe.

For feedback we are using a linear sliding potentiometer attached to each actuator, that then goes into a Atmel micro-controller that converts to digital, does some moving average smoothing, then feeds back via RS232 (serial 57600) to the computer control running labview.

Anyone know if there are any free-source code for labview that helps to control these sort of things, eg adaptive, sliding mode, any controllers?

THinking of maybe going nuts with a fully detailed state-space analysis..

imagines a huge 12*12 state transition matrix.. *sigh*

Included: Photo of the Sim in all it's glory, can see the three pneumatics in a tripod type setup underneath.


I wish it was a stewart model, instead we got only 3 dof, pitch roll and vertical translation
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Old 06-12-2006, 01:09 AM
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Could you add air bags or springs to help support the structure and bring it to a more "counter balanced" state? Sort of like making it neutraly boyant? Then the cylenders would only be additive and not have to lift dead weight helping to cut down on the amount of force needed to start movement and not over shoot as bad.
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Old 06-12-2006, 01:16 AM
 
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hmm... *imagines large counterweights pivoted, and supplying lift to each corner of sim*
problem is, you'd have large amounts of travel for the coutnerweights to be effective (amd small enough), and also that would nearly double the inertia of the system, making it even more bouncy.

it would help to make the system more linear in some regards though.. interesting idea.. in some form it might help.

... but it's a bit out of scope of what I am meant to be doing (software control mainly)
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Old 06-12-2006, 01:33 AM
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Just a thought if all else fails and it has to go back to the drawing board.
Another question though, are the prop valves controling the air going into the cylinders? Generaly when controling how fast a cylinder moves the exahausting air is regulated allowing for higher pressures to be used and still be under control. With out knowing how the whole system is set up, I am just trying to help you eliminate any poosible design errors. I know how it can be some times. The mechanical guys blame it on the electronics, the EE's blame it on the software, and the programers blame it on the hardware, when there may be an under lying flaw that just can't be solved.
Good luck.
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