Replies: 4 comments 2 replies
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This might be an overkill for this, but a PID controller may help regulate this. Also depending on your situation a medium motor (45503-1) may be better. |
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Can you share the code you are using (or even better a minimal example)? At 1% duty cycle, there should not even be enough torque to make the motor turn. If you are using the |
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Sorry for taking so long to get back @Project516, we're one step ahead of you! We already implemented one because the resistance was very jerky. @dlech, just a bit of context. We are trying to simulate a spring mass damper. So we have an industrial motor, and when that industrial motor goes to reach it's set position, we want the LEGO EV3 motor to resist that motion in proportion to the industrial motor's position (how far away it has gone from the starting point), its velocity and its acceleration. So when the motor goes from coast to engaged, there is a big jump in the "stall" torque (this is the torque that appears to keep something locked in place). This torque is about 0.1Nm, and the max rated torque for the EV3 motor is 0.17Nm, which gives us a very narrow range. If there are any ideas or thoughts on how to fix this issue (probably no way to overcome it using that EV3 motor (?), it's all very much appreciated! Thanks very much |
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There's too much "stiction" in the LEGO Motors for that application - I think you want a purely magnetic brake for what you are trying to accomplish ...
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Ralph Hempel
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On Thu, Jul 31, 2025, at 11:10 AM, Seán Reilly wrote:
Sorry for taking so long to get back
@Project516 <https://github.com/Project516>, we're one step ahead of you! We already implemented one because the resistance was very jerky.
@dlech <https://github.com/dlech>, just a bit of context. We are trying to simulate a spring mass damper. So we have an industrial motor, and when that industrial motor goes to reach it's set position, we want the LEGO EV3 motor to resist that motion in proportion to the industrial motor's position (how far away it has gone from the starting point), its velocity and its acceleration.
So when the motor goes from coast to engaged, there is a big jump in the "stall" torque (this is the torque that appears to keep something locked in place). This torque is about 0.1Nm, and the max rated torque for the EV3 motor is 0.17Nm, which gives us a very narrow range.
If there are any ideas or thoughts on how to fix this issue (probably no way to overcome it using that EV3 motor (?), it's all very much appreciated!
Thanks very much
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Hello,
I hope you're all keeping well!
I am an engineer and I'm creating a demonstrator using industrial parts, but I'm actually testing the machine with LEGO Technic.
I'm trying to create a simulation of a system (I don't think the specifics are important but I'll gladly explain it more if anyone needs to know) using LEGO Technic. I have flashed an EV3 controller, and I'm writing code for it in VS Code via the inbuilt extension. I am using a Large EV3 motor to simulate the system. However, one issue that I am facing is that the duty cycle of the motor when it goes from 0 percent to 1 percent creates a massive jump in torque, i.e the difference between the coasting and the actual torque control being engaged does not increase linearly, rather it spikes, and then it goes linearly going from 1 to 2 percent to 2 to 3 percent to 3 to 4 percent, etc.
Does anyone have any fix for this? It's no bother buying a different LEGO motor or a third party LEGO motor (as long as it still has connectivity with the EV3).
Any help would be greatly appreciated
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