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#direction control valves
shriankenterprise · 1 year
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aboveaveragexx · 1 year
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How 5/2 Direction Control Valves Contribute to Pneumatic Systems
Pneumatic systems have become an integral part of various industrial applications due to their efficiency and reliability. One of the key components that play a crucial role in the operation of pneumatic systems is the 5/2 directional control valve. In this article, we'll delve into what these valves are, how they function, and the significant contributions they make to the functionality of pneumatic systems.
Pneumatic systems utilize compressed air to transmit and control power, making them essential in manufacturing, automation, and various other industries. The efficiency and precision of these systems heavily rely on the proper functioning of their components, and one such crucial component is the direction control valve.
Understanding Pneumatic Systems
Pneumatic systems are a type of machinery that uses compressed air to transmit and control energy. They are known for their cost-effectiveness, simplicity, and adaptability. These systems are widely used in applications ranging from automotive assembly lines to food packaging plants.
The Role of Direction Control Valves
Direction control valves are like the traffic signals of pneumatic systems. They regulate the flow of compressed air to different parts of the system, enabling precise control over the movement of actuators. In a pneumatic system, accurate control of direction is crucial for achieving the desired motion.
Exploring 5/2 Direction Control Valves
A 5/2 direction control valve is a specific type of valve that has five ports and two distinct positions. These valves are commonly used for controlling double-acting cylinders. They allow air to flow to and from the cylinder, determining its extension and retraction.
How Do 5/2 Directional Control Valves Work?
When a 5/2 direction control valve is in its resting position, it blocks the air supply to the cylinder and connects the exhaust port to the atmosphere. This allows the air on the piston side of the cylinder to vent, while the other side is pressurized, causing the piston to move. When the valve is actuated, it switches the airflow, causing the cylinder to retract.
Advantages of 5/2 Directional Control Valves
Precise Control: These valves offer accurate control over the movement of actuators, leading to precise positioning of components in a pneumatic system.
Quick Response: 5/2 valves respond rapidly to control signals, enabling fast and efficient operation of the system.
Energy Efficiency: By controlling the airflow to actuators, these valves contribute to energy savings and reduced operating costs.
Reliability: The simple design of 5/2 direction control valves enhances their reliability, reducing maintenance needs.
Applications in Various Industries
5/2 direction control valves find applications in a wide range of industries, including manufacturing, automotive, pharmaceuticals, and more. They are used in tasks such as material handling, sorting, clamping, and pressing.
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Factors to Consider When Choosing 5/2 Direction Control Valves
Flow Rate: Selecting a valve with the appropriate flow rate ensures optimal performance in different applications.
Operating Pressure: Understanding the pressure requirements of your system helps in choosing valves that can handle the specified conditions.
Environmental Factors: Consider factors like temperature and exposure to chemicals that might impact the valve's material and performance.
Maintenance and Troubleshooting
Regular maintenance of 5/2 direction control valves involves cleaning, lubricating, and checking for any signs of wear. Troubleshooting may involve inspecting for leaks, ensuring proper electrical connections, and replacing worn-out parts.
Comparing 5/2 and Other Control Valve Types
While 5/2 direction control valves are versatile, other valve types like 3/2 valves and 4/2 valves have their own applications. Understanding the differences helps in selecting the right valve for a specific task.
Innovations in Pneumatic Valve Technology
Advancements in pneumatic technology continue to improve the efficiency and capabilities of direction control valves. Electronic control, smart sensors, and enhanced materials are some of the areas witnessing innovation.
Future Trends and Developments
The future of 5/2 direction control valves lies in increased integration with digital control systems, allowing for even more precise and automated control. Miniaturization and enhanced energy efficiency are also expected trends.
Conclusion
In the world of pneumatic systems, the role of 5/2 direction control valves is paramount. These valves enable the accurate and efficient movement of actuators, contributing to the overall performance and reliability of various industrial processes.
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hitech-automations · 1 year
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#bestindustry#bestoffers#OnTimeDelivery#bestprice#goodservice#donateorgansavelife#DrugFreeIndia
#pneumatictimer
This is accomplished via a reservoir of oil, driven by air pressure on the top of the oil through a needle valve to control the speed. With a Proportion-Air F-Series mass flow controller, the traditional reservoir of oil is not necessary.
#bestindustry#bestoffers#OnTimeDelivery#bestprice#goodservice#donateorgansavelife#DrugFreeIndia#pneumatictimer Pneumatic timers are used in industrial systems for the precise control of air input signals. They are used in place of elec#where the use of electricity is either unavailable or unsafe#such as applications in which flammable materials are present.#biggest problem with pneumatic timers and inert gases is that gases escape into the atmosphere. There is always a consistent leak of these#so you will have to replace these gases. Using compressed air is a much more economical endeavor.#Pneumatic timers are used when you need to delay the air signal coming in or going out of your air component. Depending on the model chosen#the air time delay may be adjusted from 0.5 to 60 seconds.#Time delay valve is a combination of a pneumatically actuated 3/2 direction control valve#an air reservoir and a throttle relief valve. The time delay function is obtained by controlling the air flow rate to or from the reservoir#Control and speed in pneumatic systems are more difficult because of the compressed air than compared with electrical or hydraulic systems.#a device requires a specific speed#you might have to add more equipment to the pneumatic system to make it work at the desired levels.#This is accomplished via a reservoir of oil#driven by air pressure on the top of the oil through a needle valve to control the speed. With a Proportion-Air F-Series mass flow controll#the traditional reservoir of oil is not necessary.
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lazygamer262 · 2 years
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pedlockvalves · 2 years
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mychlapci · 2 months
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So if Ultra is training Sentinel to be his little slutty secretary, Megatron is training his little Prime to be his partner not only in bed, but in battle too.
Optimus is the only mech who's actually managed to match Megatron in battle for eons, it would be a shame to lose that prowess. Even if Optimus is lubricating through his panels and drooling at the mere sight of Megatron's spike, he's still fighting the hypnosis. At first, Megatron pays it no mind, treating Optimus the same as he would any autobot slut. But soon he notices a pattern. Optimus doesn't respond well to being told to get on his knees and fights even while under hypnosis, his iron will won't let him submit and he even manages to break through, if only just enough to get a few rebellious phrases out. However, when Megatron treats Optimus like an equal, calling him his consort, his queen, actually listens to Optimus when he talks, Optimus practically melts and is much more cooperative in berth, easily submitting and begging like how Megatron imagined the first time.
Eventually it clicks, in order to get Optimus to behave, to submit, he has to treat him like he's equal to Megatron. The hypnosis is supposed to ensure submission, but submission can come very differently between mechs. For Optimus, he will only be submissive if his partner treats him with dignity and respect.
Honestly, it's a little concerning. Optimus has been so mistreated and neglected that he can't imagine being respected in anything other than his dirtiest, kinkiest, fantasies.
Megatron isn't surprised by this, and is in fact quite upset. He's very disappointed that the council hasn't changed in the millions of years he's been gone. So, if the hypnosis will only work on Optimus if he makes him is Queen and treats him as such, then so be it.
And it works out wonderfully. Megatron trains Optimus as his equal, teaching him to fight, to manage an army, to be a leader not unlike Megatron himself. Optimus' training regimen fills out his figure, a lovely hourglass figure with wide hips and thick thighs, his waistline is wider to accommodate for his shift in stature. When Megatron is in his office doing paperwork, he convinces Optimus that a good leader knows how to keep on top of his tasks with well deserved breaks. Optimus falls for it hook, line, and sinker, helping with Megatron's paperwork. Unlike Sentinel who is perfectly content doing as he's told without question, Megatron encourages Optimus to ask questions, start debates, he's come to the conclusion that Optimus truly is the best choice in consort and must be prepared to take over the Decepticon Empire should Megatron be unavailable. All of this coxxes Optimus further and further into his trance, happily giving himself to Megatron letting him plow his valve and fill him with transfluid.
And once Optimus is sparked, whoo boy. If Megatron was pretending to respect Optimus for the sake of keeping him under hypnosis, he certainly wasn't now. Carrier's are a very serious matter to Decepticons after all, and Optimus was treated with all the respect and love as any other Decepticon carrier. This comes with the added bonus of Optimus falling even deeper into his trance.
Best thing? Even if Optimus was pulled from his trance, no one would be able to tell. Optimus is fully cognizant under hypnosis, the program is telling him "it's ok to give in, to let these big, strong, brutes take the reigns and ruin his little valve with their monster size spikes. To give them control, to let them in, to follow every direction he's given like a good little slut and beg for his overloads. To be a good little whore and take their spikes without complaint." Optimus wouldn't allow such a thing without his input, "I'll do as I'm told, I'll let them fuck me, breed me, but ONLY if I get a say in it. If we're doing this, we're doing it my way."
And he does genuinely like the way Megatron treats him, it truly is a kink for him to be respected. If he's pulled out of the hypnosis, Optimus wouldn't change a thing. He's already ensured the safety of earth and it's people, his crew is being well taken care of by their handlers, and honestly? Cybertron did need to be reformed. Maybe he can convince Megatron to remove the hypnosis on the population in a few years, after Decepticon rule has been implemented and secured.
Megatron thought he played Optimus with the hypnosis? Optimus played the entire program by twisting it in his favor. Hypnosis can't make you do things you weren't capable of to begin with after all. It's a win-win situation tho, so no one's complaining.
Optimus with a kink for being respected... the implications are staggering and the possibilities are endless.
Optimus stubbornly fucks up his hypnosis because no way in hell is he letting Megatron treat him like some stupid idiot slut... He'll be his consort, sitting in a separate throne, with enough room for his growing belly, and he won't be pushed around. Megatron honestly can't believe just how much he likes it. A feisty autobot wife is much better than a plain, dumb spike-sleeve like Sentinel was turned into.
Megatron knows he's chosen right... He now has a worthy conjux helping him rule the newly conquered Cybertron, and producing heirs who'll inherit the entire empire once they're gone. This is everything he never knew he needed <3
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phoenixyfriend · 6 months
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The Shift in America's Support of Israel as of 3/25/24
Okay, so there have been three specific incidents recently that I'd like to cover for you guys.
Chuck Schumer's speech calling for a new election in Israel, which I have spoken about here and here. (3/14/24)
Congress voting to ban UNRWA funding until 2025, which I've seen a lot of people talking about, but often without an actual understanding of what the situation actually is. (It's bad, but it's not the same type of bad as people think.) (3/24/24)
The US abstaining from a UN Security Council vote, which is effectively voting against Israel when they have thus far been the only ones to use veto power in this manner. (3/25/24)
I'm not going to go into detail about Schumer, since I've already covered it. tldr: it's a very specifically worded speech that does not explicitly threaten Israel, but if you do even the slightest bit of reading between the lines, that is absolutely what is happening.
Also, before I move forward: the US may not be donating to UNRWA for the rest of the fiscal year, but you can. They have direct donation links.
UNRWA funding has been on hold for a while, but this is... complicated. Not morally, because UNRWA does need funding and to defund it is truly unconscionable, but many of the "Biden signed it into law" posts are approaching it with this implied message that UNRWA would have funding if not for Biden signing it.
Except that isn't really how the US government works. Especially this government.
Funding for 2024 was supposed to be passed months ago. We are on the verge of another government shutdown. UNRWA funding is not on the table until the House swings blue. I hate to be the one to say this, but it's... like, it's not something I can change alone. I know you're tired of hearing it, but voting in November is the key to fixing a whole lot of problems.
One of the core duties of Congress is passing budgets. For those budgets to pass, they need to be approved by the House (Republican Majority), the Senate (Democrat Majority), and the President. The reason it has taken five months to pass a yearly budget (the deadline iirc was September or October) is because anything approved by one chamber is shot down by the other.
UNRWA's de-funding is tied to Ukraine funding (and a few other things). Biden refusing to sign would not have brought back UNRWA funding. The funding is already on hold. We do not have the votes to bring it back. We just straight up do not have enough seats in the House to make that happen. Biden refusing to sign would have resulted in both UNRWA and Ukraine not having funding, indefinitely. Signing it resulted in one of the two getting funding.
This is not a situation where funding was approved and now cut. This is not a situation where money was already flowing to UNRWA. This is a situation where money wasn't going anywhere, because Congress is a split shitshow.
Think of it like this: Funding is water coming from a spigot. Congress can turn it on or off, and it's currently off. Biden can smack away the hand coming to twist the valve, but he can't touch the valve himself. That's what the presidential veto is. Unfortunately, the spigot is already off, and Biden can't twist it back on when Congress isn't already reaching to do so.
Is this bad? Yes! UNRWA's funding should never have been cut! We should still be very, very upset about this! But I need you to understand that the way the US government works is not a dictatorship. Biden cannot just overrule Congress, especially when we're on the verge of another shutdown.
I do not think it is fair or even really acceptable that UNRWA's funding was viewed as an appropriate point of compromise. I'm just, unfortunately, also aware that this particular legislation is a tug-of-war that was never going to end with funding going to Palestine, not with the current Republican control of the House.
"But Biden sent money to Israel a bunch of times--" Yeah, and he's paying for it in the polls. He's aware that people are pissed at him. That choice is already biting him in the ass.
Biden is not perfect and I am never going to claim he is, but please recognize that the UNRWA funding pull is not a current action. It is a past action that is now being sustained because the House is red. You want to bring back UNRWA funding? Get rid of Marjorie Taylor Green and her entire cohort.
The other reason I'm less than eager to view that UNRWA thing as Biden being pro-Israel is because the US has finally abstained on a UN vote instead of vetoing.
When the US has been the only voice on Israel's side in the Security Council this whole time, abstention is functionally voting against them. We already knew that 13-14 of the other 14 members were going to vote pro-ceasefire. They have been this entire time. The US abstaining is functionally agreeing.
Why did the US not just vote for the ceasefire, then? No idea. Might be a treaty thing. I don't really need to know, because the result is that the UN Security Council has finally passed a measure against Israel, and those things are legally binding, and we know it's a big step because Israel's government is not happy.
When paired with the Schumer speech from a week and a half ago, it indicates a major shift in US foreign policy.
From the Al Jazeera article:
The US had repeatedly blocked Security Council resolutions that put pressure on Israel but has increasingly shown frustration with its ally as civilian casualties mount and the UN warns of impending famine in Gaza. Speaking after the vote, US Ambassador Linda Thomas-Greenfield blamed Hamas for the delay in passing a ceasefire resolution. “We did not agree with everything with the resolution,” which she said was the reason why the US abstained. “Certain key edits were ignored, including our request to add a condemnation of Hamas,” Thomas-Greenfield said. [...] The White House said the final resolution did not have language the US considers essential and its abstention does not represent a shift in policy. But Israeli Prime Minister Benjamin Netanyahu’s office said the US failure to veto the resolution is a “clear retreat” from its previous position and would hurt war efforts against Hamas as well as efforts to release Israeli captives held in Gaza.
This action has also resulted in Israel pulling plans for "a high-level delegation" to visit the US for discussions on the invasion of Rafah (which Biden has purportedly been warning against for a while).
“We’re very disappointed that they won’t be coming to Washington, DC, to allow us to have a fulsome conversation with them about viable alternatives to them going in on the ground in Rafah,” [John] Kirby told reporters. [...] Last week, Netanyahu promised to defy US appeals and expand Israel’s military campaign to Rafah even without its ally’s support.
There are other complications and details here, such as that the resolution does not call for a permanent ceasefire, and that US tensions with Russia and China are still somehow playing a role in the negotiations over the ceasefire text, but ultimately...
The US abstaining is a good thing. Schumer's speech is a good thing. They are not enough, but they are good things. They are steps forward.
The pull of funding from UNRWA is not a good thing. It is, in fact, a very, very bad thing. It just also looks a lot like it was unavoidable.
So call your reps, and vote come November. It's a long slog and we all know it, but we can't make change without dedication.
To support my blogging so I can move out of my parents’ house, I do have a ko-fi. Alternately, you can donate to one of the charities I list in this post.
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macgyvermedical · 8 months
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Caring for Someone Who Can't Move
Requested by @control-whump
So here's the thing. Humans are meant to move. Even when we look like we're sitting still or asleep, we are moving. Constantly.
So if there's a reason someone physically cannot move, such as paralysis, unconsciousness, or a problem with sensation or drive to move, there are things we have to do to prevent injury to that person.
Why do we move?
There are a few reasons. The first is that we have blood vessels and nerves throughout the body. Any time we are still, there is pressure being placed on some part of the body- the bottom of the feet, the butt, the back, etc... That pressure on blood vessels means there is less blood getting to that area. Pressure on nerves changes how signals are sent between that part of the body and the brain. When we don't move at all, damage begins to occur to the tissue due to lack of blood flow. Too much pressure for long enough can also damage the nerves (you have experienced a mild version of this when your limb "falls asleep" and gets tingly when you try to move it after a long time of laying on it.)
Veins- while the heart pumps blood out to arteries, veins use a series of valves to push blood back to the heart. This system relies on the muscles around the veins contracting. If they didn't contract, fluid would pool in the lowest part of the body, usually the feet, which would cause swelling. This is also a problem because the lack of blood movement increases the risk of blood clots that can lead to heart attacks or strokes.
Maintenance of muscle tone- If you sat on a couch and "didn't move" for a week you would lose muscle tone. But not as much muscle tone as you would lose if you actually didn't move for a week due to paralysis. Plus, over long periods of disuse, tendons shorten, causing something called a contracture, which can sometimes only be treated with surgery.
If someone is able to move, we usually encourage that first. If you've ever had surgery you know that getting you up and moving is the #1 thing you will be doing as soon as you are conscious enough to do so. This prevents blood clots and speeds healing. The sooner a person can return to normal activities, even assisted, the better off they will be in the long run.
But what if the person can't move- How do we prevent problems related to immobility?
Well, a lot of times we artificially "provide" movement for the immobile person. For example, we turn people every 2 hours (basically leaning them one way for 2 hours and then the other, trying to redistribute pressure and give the nerves and blood vessels a break) to prevent skin breakdown and we do range of motion exercises for the person several times per day to prevent contractures and loss of tone.
Range of motion exercises mean moving each joint in all the directions that joint moves multiple times per session. Here is an example of assisted ROM:
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There are also other things we do to support the person overall, like making sure they have adequate nutrition (makes the skin better at tolerating sub-optimal blood flow), cleaning them up promptly when they urinate or defecate (if urine or feces sits on the skin it irritates it and causes wounds), and making sure there are no wrinkles in the sheets or clothing that presses on particular parts of the body.
What other things do we need to consider if someone doesn't move?
They're probably not able to take care of themselves in other ways, like cleaning themself or brushing their teeth. They are also probably not able to feed themself or clean themselves when they urinate or defecate, or be able to take medication for themself. So all of these things have to be done for the person.
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argumate · 1 month
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Even BMW—a company that literally has "motor" for a middle name—only deigns to reveal on its i3 product page that the motor is “AC synchronous.” Meanwhile, the engine in the base-model 3 Series a few clicks over is described as a “2.0-liter BMW TwinPower Turbo inline 4-cylinder, 16-valve 180-hp engine that combines a twin-scroll turbocharger with variable valve control (Double-VANOS and Valvetronic) and high-precision direct injection.” That's before the site goes on to describe the engine’s electronic throttle control, auto start-stop function, direct ignition system with knock control, electronically controlled engine cooling (map cooling), brake energy regeneration, and driving dynamics control with Eco Pro, Comfort, and Sport settings.
But then, it's hard to blame people for not giving a damn. Most consumers—hell, even car geeks—don’t possess the knowledge or vocabulary to authoritatively converse about electric motors, and on the surface, there would seem to be precious little indication that there’s even anything meaningful to discuss about them. It’s a lot harder to get excited about, say, the difference between permanent magnets and AC induction than it is between V8s and twin-turbo sixes. The fact that carmakers and the media don’t billboard motor innovation naturally leads the public to assume that there’s nothing much going on there.
interesting the way marketing focuses on the battery, which obviously has been the major development in the tech overall
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aboveaveragexx · 1 year
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Understanding the Basics of Pneumatic Directional Control Valves
Pneumatic directional control valves are essential components in pneumatic systems. They play a crucial role in controlling the direction of airflow and the operation of pneumatic actuators. Understanding the basics of these valves is essential for anyone working with pneumatic systems or looking to incorporate them into their applications. In this article, we will delve into the key concepts and functionalities of pneumatic directional control valves, providing you with the knowledge you need to effectively utilize them in your projects.
Pneumatic directional control valves are devices used to control the flow of compressed air in pneumatic systems. They determine the direction in which the air will flow and regulate the operation of pneumatic actuators such as cylinders and motors. These valves are widely used in various industries, including manufacturing, automotive, and robotics, due to their reliability, simplicity, and cost-effectiveness.
Types of Pneumatic Directional Control Valves
Pneumatic directional control valves are available in different types, each suitable for specific applications. The four common types include 2/2 way valves, 3/2 way valves, 5/2 way valves, and 5/3 way valves. Let's take a closer look at each of them:
2/2 Way Valves
2/2 way valves, also known as two-position, two-way valves, have two ports: one for air inlet and the other for air outlet. These valves have two positions: open and closed. In the open position, the valve allows the airflow from the inlet to the outlet, while in the closed position, it blocks the airflow.
3/2 Way Valves
3/2 way valves, also referred to as three-position, two-way valves, have three ports: one for air inlet, one for air outlet, and a third port that acts as an exhaust. These valves have three positions: normally closed (NC), normally open (NO), and a center position that blocks both the inlet and outlet ports.
5/2 Way Valves
5/2 way valves, also known as five-port, two-position valves, have five ports: two for air inlet, two for air outlet, and one exhaust port. These valves have two positions and are commonly used in applications where the actuator needs to extend or retract based on the valve's position.
5/3 Way Valves
5/3 way valves, also referred to as five-port, three-position valves, have five ports: two for air inlet, two for air outlet, and one exhaust port. These valves have three positions: center blocked, pressure to one outlet, and pressure to the other outlet. They are suitable for controlling the movement of double-acting actuators.
Working Principle of Pneumatic Directional Control Valves
Pneumatic directional control valves operate based on the interaction of various components, including the valve body, actuator, spool, springs, and seals. When the valve is actuated, the spool inside the valve body moves to specific positions, connecting or blocking the airflow between the ports. The direction and flow of the compressed air determine the movement of the connected pneumatic actuator.
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Components of Pneumatic Directional Control Valves
Understanding the components of pneumatic directional control valves is crucial for comprehending their functionality. Let's explore the key components:
Valve Body
The valve body houses all the internal components of the valve and provides the necessary passages for airflow. It is typically made of durable materials such as brass or aluminum, capable of withstanding the pressure and demands of pneumatic systems.
Actuator
The actuator is responsible for moving the spool inside the valve body. It can be a manual lever, solenoid, or pilot-operated mechanism, depending on the type of valve. The actuator's position determines the position of the spool and consequently controls the direction of airflow.
Spool
The spool is a movable element within the valve body that controls the airflow. By shifting positions, the spool either allows or blocks the passage of compressed air between the ports. The spool's design and configuration vary depending on the valve type and its intended functionality.
Springs
Springs are essential components that assist in returning the spool to its default position when the actuator is not engaged. They provide stability and ensure proper sealing when the valve is in a closed or blocked position.
Seals
Seals play a vital role in maintaining airtight connections within the valve. They prevent air leakage and ensure that the airflow is directed properly when the valve is actuated. High-quality seals are crucial for the efficient operation of pneumatic directional control valves.
Common Applications of Pneumatic Directional Control Valves
Pneumatic directional control valves find applications in various industries and systems where controlled airflow is necessary. Let's explore some common areas where these valves are widely used:
Industrial Automation
In industrial automation processes, pneumatic directional control valves are employed to control the movement of pneumatic actuators, such as cylinders and grippers. They enable precise and reliable operation, facilitating tasks such as material handling, assembly, and packaging.
Manufacturing Processes
Pneumatic directional control valves are extensively used in manufacturing processes, including machine tools, conveyor systems, and pressing operations. They enable precise control of pneumatic actuators, enhancing productivity, and ensuring smooth operation of the machinery.
Robotics
Robotic systems heavily rely on pneumatic directional control valves for controlling the movement of robotic arms, grippers, and other pneumatic-driven components. These valves enable robots to perform intricate tasks with accuracy and efficiency.
Automotive Industry
Pneumatic directional control valves play a crucial role in various automotive applications, including braking systems, suspension systems, and engine controls. They contribute to the safe and reliable operation of pneumatic-driven automotive components.
Factors to Consider When Choosing Pneumatic Directional Control Valves
Selecting the right pneumatic directional control valves for your application requires careful consideration of several factors. Here are some key factors to keep in mind:
Flow Rate and Pressure Range
The flow rate and pressure range required for your application should align with the specifications of the valve. It is crucial to ensure that the valve can handle the expected airflow and pressure without compromising performance.
Actuator Compatibility
Consider the compatibility of the valve with your pneumatic actuators. Verify that the valve's actuator mechanism aligns with the requirements of your application and can effectively control the movement of the actuators.
Environmental Conditions
Evaluate the environmental conditions in which the valve will operate. Factors such as temperature, humidity, and exposure to dust or corrosive substances can impact the valve's durability and performance. Choose valves that are designed to withstand the specific environmental challenges of your application.
Electrical Interface
If you are using solenoid-operated valves, consider the electrical interface required for their operation. Ensure compatibility with your control system and power supply to enable seamless integration.
Maintenance and Serviceability
Consider the maintenance requirements and serviceability of the valves. Easy access for inspection, cleaning, and potential repairs can significantly reduce downtime and enhance the overall efficiency of your system.
Installation and Maintenance of Pneumatic Directional Control Valves
Proper installation and regular maintenance are essential for the optimal performance of pneumatic directional control valves. Here are some key considerations:
Mounting Considerations
Follow the manufacturer's guidelines for proper valve mounting. Ensure secure and stable mounting to prevent vibration and potential damage to the valve or surrounding components.
Piping and Tubing Connections
Use appropriate piping and tubing materials that are compatible with the airflow and pressure requirements of your system. Ensure proper sealing and tight connections to prevent air leakage.
Filtration and Lubrication
Incorporate filtration and lubrication systems into your pneumatic system to protect the valves and other components from contaminants and ensure smooth operation. Regularly check and replace filters as needed, and provide adequate lubrication to prolong the valve's lifespan.
Periodic Inspection and Maintenance
Implement a schedule for periodic inspection and maintenance of the valves. This includes checking for any signs of leakage, wear, or damage, and performing necessary adjustments or repairs. Regular maintenance will help maximize the longevity and reliability of the valves.
Troubleshooting Common Issues with Pneumatic Directional Control Valves
While pneumatic directional control valves are generally reliable, certain issues may arise. Here are some common problems and possible solutions:
Valve Leakage
If you notice air leakage around the valve, check the seals and connections for any damage or misalignment. Tighten connections, replace faulty seals, or consult a professional for further assistance.
Valve Sticking or Binding
If the valve spool is sticking or binding, it may be due to dirt, debris, or insufficient lubrication. Clean the valve and ensure proper lubrication to resolve the issue. If the problem persists, consider replacing the valve.
Inconsistent Actuator Movement
If the actuator movement is inconsistent or erratic, it could indicate a problem with the valve's actuation mechanism. Check the actuator, springs, and seals for any faults or damage. Make necessary adjustments or replacements as required.
Insufficient Airflow
If the airflow from the valve to the actuator is inadequate, verify that the valve is fully open and free from any obstructions. Check the filters and tubing for any clogs or restrictions. Clean or replace the components if necessary.
Advantages and Limitations of Pneumatic Directional Control Valves
Understanding the advantages and limitations of pneumatic directional control valves is crucial for making informed decisions. Let's explore them:
Advantages
Simplicity: Pneumatic directional control valves are relatively simple in design and operation, making them easy to understand and maintain.
Cost-Effective: Compared to other control methods, pneumatic systems and valves are often more affordable, making them an attractive choice for various applications.
Reliability: Pneumatic systems are known for their reliability and can withstand harsh operating conditions.
Fast Response Time: Pneumatic directional control valves offer rapid response times, allowing for quick actuator movement and precise control.
Safety: Pneumatic systems are inherently safe, as they do not involve high voltages or pose significant risks of electrical shock.
Limitations
Limited Precision: Pneumatic systems may not provide the same level of precision as other control methods, such as hydraulic or electric systems.
Noise and Vibration: Pneumatic systems can generate noise and vibration during operation, which may require additional measures for noise reduction and stability.
Limited Energy Efficiency: Pneumatic systems can consume more energy compared to electric systems, especially when compressed air generation is inefficient.
Environmental Considerations: Compressed air generation can contribute to energy consumption and environmental impact, requiring careful consideration of sustainability.
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weirdowithaquill · 1 year
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Traintober 2023: Day 5 - It's Only Me
The Words that Mean the Most to Edward:
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Edward had been celebrating a successful rescue of Henry. Henry had just gone to push Gordon into the works siding, when he heard ballast crunch on the lineside behind him. “Driver…” “No Edward.” Edward jumped; a line of trucks behind him went flying. “It’s only me,” snorted the Fat Director, stepping around to the front of the old blue engine. “I thought I’d congratulate you on a successful job today.” “Oh, uh… thank you sir. I did my best.” The Fat Director chuckled. “That you did,” he said easily. “But next time… perhaps give Gordon some tips on what to lie about breaking down. Safety valve my hat! Did no one think to mention I was CME of the railway at one point?” With his piece said, the Fat Director strode off, leaving Edward speechless.
The old blue engine watched as James sulked away, banging the coaches roughly as he shunted them back into their sidings. “Stupid coaches, stupid passenger, stupid newspaper, stupid bootlaces…” the red engine muttered darkly under his breath. “Do you think we should keep him?” asked a familiar voice. Edward jolted – the Fat Direct—no, the Fat Controller was standing right beside his bufferbeam. “It’s only me,” chuckled Sir Topham Hatt, patting Edward’s buffer before leaning against his running board. “I just thought I’d ask your opinion on James.” Edward shot a look over at the red engine, then back at the controller. “I think he has a lot of potential sir, but I also think he needs to challenge himself to show off his potential. He’s in a new environment, with new engines and he had a crash – he’s just acting aggressive to try and hide his fear.” The Fat Controller nodded, and strode away.
“I can’t believe they would… they would say such things about me!” hissed Edward furiously, sparks shooting from his funnel as his safety-valve popped up. As much as he’d tried to keep a calm face in front of the Fat Controller, to hear the engines he’d thought of as friends treat him like they did – speak to him and belittle him for just wanting to do his job and doing the job none of them would do. It… it hurt. “It wasn’t right of them,” agreed Sir Topham Hatt, stepping into the shed from out in the cold. “I… uh… sir! I apologise, I must have sounded a right—” “Edward, please,” Sir Topham huffed, pulling up a crate and sitting down beside the old blue engine. “It’s only me.” “I… I don’t know what to think, sir. They’re meant to be my friends, and yet they treated me like ash and clinker…” Edward spent all night talking, venting out his thoughts and feelings – and when he was done, Sir Topham Hatt simply patted him on the buffer, smiled and strode out.
Edward barely managed to keep a grimace on his face, and not burst into tears. Henry was one of his closest friends on the railway – in spite of years’ worth of teasing – and here he was, lying on his side half-buried in the snow. He was groaning lowly, and the way almost every piece of his running gear was skewed in some unnatural direction made Edward feel sick – but he had to help. He had to help clear away the splinters that remained of many of the vans, then position the flatbed and the cranes so they could hoist Henry up into the air. “The signal was down sir…” Edward couldn’t bear to listen. All he could do was wait and watch as James resolutely dragged the flatbeds away. “Are you alright, Edward?” “I… don’t want to talk sir.” “Oh Edward… it’s only me,” Sir Topham said gently, taking a moment to haul himself up onto Edward’s bufferbeam to sit beside the old engine. “You can talk to me about this, it must have been traumatic to witness.” Edward couldn’t deny it, and even though it was dangerous, and against railway regulation, and all sorts of other things, Sir Topham Hatt sat on Edward’s running board as the old engine slowly puffed home, releasing all his fears and worries and letting the kindly controller into his deepest, darkest thoughts.
Edward cried at the funeral. The Fat Controller was gone – dead, and he’d left Edward and the other engines right after British Railways had announced their plans to scrap them all. While he wasn’t the first owner Edward had had, he was certainly one of the men closest to Edward’s heart – for all that some controllers said engines didn’t have hearts, and didn’t care, Edward did. Almost all the engines did, for all their various relationships with their controller had played out. Sir Topham had kept him on long after another controller would have scrapped him, had listened to him in his darkest times and sought his advice when needed. And perhaps he wasn't perfect - no human was - but all the same, he'd done a lot more for his engines than history would ever give him credit for.  “Don’t cry, Edward,” whispered a voice on the wind. “It’s only me.” And for a brief moment, Edward thought he could see Sir Topham Hatt smile at him from beside his son, their new controller.
Back to Master Post
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lazygamer262 · 2 years
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penny-anna · 1 year
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Since it's getting remodelled soon (maybe??) Here is a tour of the worst features of my terrible bathroom:
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First off: like all rooms in my flat, the door is frosted glass. I live alone so it's not really an issue but it's uhh. Weird when I have guests!
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Inexplicably there's a step up here. Toilet is jammed directly between the bath & radiator so in the winter u gotta watch out you don't let any bits of bare skin touch that hot metal!
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This colour is called avocado green and hasn't been trendy in about 40 years. It's Troubling. The monstera shower curtain is mine but was purchased to replace an existing one that was jungle patterned so it's always been styled in multiple clashing shades of green.
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Absolutely awful towel rail placement. I don't use this so it's just constantly in the way
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Pointless little light. I'm not even sure if it works, I can't actually reach the string to check
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Mystery valves
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Mould. Mercifully the new extractor fan seems to have solved this issue but really, who's to say??
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The OG shower when I moved in was this very old school mains shower. You pull the lever to direct the water up from the bath taps to the shower. And control the temperature with the taps. Getting an appropriate temperature out of it was a precision exercise. It also tended to drip scalding hot water from the taps so u had to watch what you did with your feets!! Delighted to report that due to the leak it was replaced with an actually functional one.
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I hate this stupid sink I hate it so much. I'm 5'1 I have to lean right over to brush my teeth. Terrible for hand washing. Constantly needs wiping down. I hate it here.
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ttoadsandsnails · 1 year
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Alien x reader
This is an old request where the reader wanted an alien like you see in old sci-fi.
Please enjoy!
Word count: 2528
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“I trust the preparations for your mission are ready K’utzar?”
“Yes sire. All needed materials are accounted for, and the ship has had a proper inspection. I will depart within the hour.”
“Good. You are dismissed. Good luck on your travels.”
“Thank you, sire.” They bowed before turning to make their leave. 
The journey down the corridor to the docking bay was a quiet one. K’utzar being lost in thought and worry. It would be the first mission they even have gone on by themselves. 
Wringing their hands they attempted to calm down. Everything would be fine right? It’s just a simple sediment and life information retrieval. A routine procedure. What’s the worst that can happen?
 At the end of the corridor they place their palm on the scanner causing the doors to slide open revealing the massive room busy with the hustle and bustle of others working on their assigned duties. They catch a few knowing glances from those they pass. Everyone was nervous about their first solo mission. Knowing this gave K’utzar some comfort.
There it was, gleaming like a beacon in the dim sector of the bay. The place they would call home for the next twelve days. The ship was beautiful for a lack of better words. A light blue meshing with white the further you looked up to the nose. The structure, large enough to be a temporary living space as well as hold research materials, but not large enough to draw the attention of locals. K’utzar willed themselves to calm down as the nerves started rising again.
“Let's just get this over with” they said as they entered the open hatch and settled in their seat at the controls. With a firm grasp on the steering mechanism and a few switches being flipped they speak into the comm.
“G-491 ready for departure” they say as the ship whirrs to life, the interior lighting up making a soft glow cast over their grey complection. 
“All clear. Proceed with take off” a voice crackled over the speakers. With that they took off out of the bay and on to their destination, a little planet in the Milky-Way. Earth. 
With the coordinations set they relax a bit. The trip will take about twenty minutes, giving themselves some time to reflect.
“Everything will be alright” they mumble to themselves what they said earlier, glancing out at the stars whizzing past. “What’s the worst that can happen?” 
-
The sun almost fully set as you got your daily duties finished. You were spending the summer helping out on your grandparents farm while they were away on vacation. It was hard work, but thankfully, most of what you had to do was care for the animals, and keep the plants watered. Avery trailed behind you as you gathered up the tools to store them away in the small barn. Avery was your massive five year old sheepdog who was just a big sweetheart, so when she suddenly halted facing the small dense forest that surrounded the back of the barn with her fur standing erect and her lips drawn in a low growl, you were more than startled.
You whistle for her to come, thinking maybe she just saw a deer, but she didn’t budge. At this point the sky was a deep blue, making it hard to see anything other than what was illuminated by the lights of the barn. Grasping the pitchfork you stamp the handle and whistle once more calling for her. “Avery! Come on! We need to feed the chickens before we head to bed!”
A blinding light pierced through the dark foliage, bright and green in color. It made you drop your pitchfork as you tried to shield your eyes from the intensity of the beam. As sudden as it came it was gone, replaced with a soft glow emanating from far in the forest. A noise much like an air valve being released could be heard. With this Avery bolted in the direction of the light, her barks bouncing off the trees. 
“Avery!” you yelled, gathering up your pitchfork and chasing after her. It must have just been another group of teenagers going in because of a dare. You’ve never seen her react this way before though. The light quickly got closer and you saw her standing there barking at the source. Your breath caught in your throat as you gazed upon a…..ship? You were astonished by its appearance. It was like nothing you had ever seen. The light seemed to be coming from inside of the strange vessel.
You swallowed thickly, mind quickly coming to the conclusion this had to be a prank. Whoever set this up had to still be nearby. You furrowed your eyebrows, upset with the situation they had put you in. “Avery heel!” you call to her. She obeys this time, coming to your side but with sharp eyes still fixed on the vessel.
“Whoever put this here needs to show themselves immediately! This is private property!” you demand tightly gripping the handle preparing yourself for the group of teens you always catch out here to come out. What you weren’t prepared for was a small figure to come out of the open hatch of the ship holding up two, three fingered hands. Shock shot through your body as you looked into abnormally large black eyes that were placed on the smooth grey skin that made up this creature's face. It looked like something straight out of a horror film.
Losing the initial shock you roll your eyes. “I’ll admit, that’s an impressive costume, but you need to remove the mask now or I’ll do it for you” you insist with a few steps in their direction. A quiet mumble can be heard but it is indistinguishable. “What was that?” you pause about ten paces away. They twist a knob on the front of their jumpsuit and mumble again. 
“Not- costume. No- not- costume.” comes a gabled voice.
Your eyes widen. “What do you mean not a costume? Of course it’s a costume!” 
Then they blink.
You gasp and stumble back, ankle catching on a tree root causing you to fall. Avery quickly stands in between you two. The combination of your reaction and Avery's snarling appearance causes the alien to start waving their hands in a plea.
With a slap to the dial on their chest they blurt out, “Please! I come in peace! I am just doing a sample retrieval!” 
“A sample retrieval!? Are you here to abduct me!?” horror washed over your features.
“No of course not! I’m here to take samples of soil and plant matter to see if there might be something beneficial in the chemical and structural make up of this planet's matter in comparison to other planets! I have no desire to harm you!” they say stumbling over some words with how quickly they are trying to speak.
It feels like ages pass before either of you make a move. You sigh and slowly pull yourself up. Why me?
 “So.. let me get this straight. You’re here to take some dirt and leaves back with you on this” you gesture to the vessel behind them, “spaceship, so you find out if you could maybe use it for something?” They nod quickly. “And you aren’t here to take people?” This time they shake their head side to side.
You let out a small chuckle. A stroke to Avery’s head pulls her guard down and you tell her to sit. Sensing your sudden calmness causes her to calm down fully.
“Alright then. I don’t know why but I believe you. You got a name?” you say with a small smile on your lips. They visibly relax at this, smiling back “I am called K’utzar.”  
“K’utzar huh? Well K’utzar, why did you pick here of all places to do your research?” you questioned looking around at the surrounding forest. “To be honest, there isn’t much here but firs and branches.”
“I was told to conduct my research here because it was supposedly desolate of any ‘humans’, but I see now they were wrong” they sigh as they too look around.
“Well tell you what. You need different plants right?” Nod. “And wouldn’t it go faster if you had help?” Nod. “From a local?”
 K’utzars face lit up at this. “You mean you? You would help me?”
They looked ecstatic, causing you to give a large smile. “Yes, I’ll help. We can start tomorrow morning if you would like?”
 They clasp their hands together. “Yes of course! I-we will start when there is light.”
 With a wave of your hand you turn back towards the barn house. “Alright see you then. Come on Avery, it’s bedtime!” With that you make your way back, all the while thinking about the strange friendly alien. Scooping the discarded tools up you shove them back into the barn and quickly check on the animals, exhausted from the day's activities.
With the barn locked, the lights off, and Avery at your heel, you finally head off to bed. Pulling the covers up to your chin you spare a glance out of the window by your bed, and see the dim light still emanating from the woods and wonder what tomorrow will bring with your new ‘friend’.
-
Light streaming through your window onto your pillow rouses you out of a peaceful rest making you let out a groan pulling the covers over your head. K’utzar! You sit up suddenly, the sheets falling from your head. You quickly throw the covers off and change into a comfortable outfit and pull some boots on. There is a cold wetness on your leg and you look down to see Avery nudging you and whining. “Aw, sorry girl, I’m going to have you stay here today. I promise you can come tomorrow though.” You ruffle her fur and then head out the door and to the forest.
I’m pretty sure it was here? Was it all a dream? “Hello human!” a voice exclaims from behind. You whip around to see them there again, this time holding a box full of tubes and wearing a bright smile. 
“Are you ready to begin the day?” Alright, yesterday did happen. You inhale a deep breath and smile. 
“Yup! You can call me y/n btw, not just human.”
 “Oh yes! Of course!” they stutter out.
 “Well, where do we start?”
They showed you the ropes about how to properly collect samples of things using a small scoop that is then placed into a tube and sealed. The tube contained a clear liquid that would dissolve the material on contact then change color depending on what was put in. The whole process was fascinating. 
“With your help y/n, I can find different materials much quicker as you know more about this planet.” they expressed, gratitude lacing their voice. 
An idea suddenly came to mind. “You need plant matter too right?” You stood up dusting off your knees and looked at them awaiting an answer. 
“That is correct. Why?” a puzzled expression crossing their features. 
“I have a farm! I grow plants! You could take a sample from plants I’m sure you wouldn’t have access to otherwise. Here come this way.” You grab their hand pulling them along till you reach the field next to the barn. The small field is littered with a multitude of different fruits, vegetables, and herbs. K’utzar glances around at the lush produce, mouth agape.
You let go of their hand, using it to grab a bright red tomato off of the nearest vine and hand it to them causing them to place the box down. “That is a tomato, over there are blueberries, the tall ones are corn, and those are squash.” You tell as you walk them through the plants closest to you. 
They turn the tomato over in their hands, observing the way it shines in the sunlight. Dark eyes glance up into your own, they look flabbergasted. “This is all so much to take in. I feel overwhelmed by your generosity. This planet is beautiful so far from what I’ve seen, and there is so much more to do then I first thought” they say as they hand the tomato back. “I have a favor to ask of you.” they lean over and shuffle through the box. In their hands seems to be a notebook? “I was wondering if you would record the names of the plants and the information you know about them. Your knowledge would be a most helpful addition to our research.”
They wanted you to take notes? “What will you do while I do this?” you question as you take the notebook. 
“I will continue taking samples!” they beamed. “There is so much work to do! Shall we get started then?”
You chuckle at their enthusiasm and nod. With that you both started on your work, you taking the occasional break to water some plants or check on the animals all the while asking K’utzar where they were from and what it’s like in space. 
By the end of the day you two had a sizable chunk of work done. You wipe the sweat off your brow and hand the notebook back to K’utzar. “Here you are. I had a lot of fun helping you today. It sure beats my normal farmwork.” 
They place the notebook under their arm and grasp your hands. “Thank you. I enjoyed today with you more than I have enjoyed a day in a long time. You are a wonderful being and I am lucky to be in your presence y/n.”
You don’t know why, but their words caused heat to rise in your cheeks. “Will you need my help tomorrow?” you say looking away because of their intense gaze. 
“Yes, I will.”
“I will be here around the same time then.” you spoke quietly, slinking your hands away and heading up the steps of the house. 
“I will look forward to our time spent together. Have a plentiful rest y/n.” they shouted at your retreating form. 
“You too!” you called back as you swiftly shut the door behind you and slumped against it. In no time Avery was at your side joyously lapping at your flushed face. You laugh and push her off. “Yes hello to you too.” She settles herself down next to you, head placed in your lap while you skritch at her ear. 
Today really was great. The idea of seeing K’utzar tomorrow made your heartbeat quicken. The conversations you had today showed you just how kind they are and how much they truly loved their job. You could get used to this. Someone to talk to, share thoughts to, it made you excited for tomorrow. 
You promptly stood up, ready to head to bed. As you settle into the soft linen you can’t help but wonder what tomorrow will bring. You turn your body toward the window seeing the dim light still glowing from the foliage. With a grin on your face you are lulled to sleep with thoughts of your new companion.          
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mychlapci · 1 month
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I know we’re like. Kinda over it by now? But I can’t stop thinking about ageswap Prowl at an Autobot high command “meeting.” As in, a much more casual affair than a true meeting, where there’s some trivia shit to go over but it’s mostly just an excuse for them all to see each other. Sometimes casually. Sometimes for kinky sex. Prowl’s standing against the wall behind his mentors taking notes like a good little trainee as Optimus settles some minor issues and command talks shop. Except Prowl’s still expected to keep his spike hard all the time for Sunstreaker and Sideswipe—to help him learn some self control, allegedly. And there’s really nothing sexy about bureaucracy for Prowl… so he needs to sneak a little rub to his panel. He can’t just leave, after all, and he really doesn’t want to have to ask for his spankings if he fails. It feels so naughty and so very good, surreptitiously groping his crotch plating and cycling his calipers down on the vibrating plug in his pussy.
He probably even thinks he’s getting away with it, which is cute. Prowl’s trying so hard to stifle his cute little noises, cooling fans trying to kick in. There’s so many mechs in the room, not one paying Prowl any attention as he pets and grabs his panel. His spike twitches uselessly, but it pings against the inside of his panel as it returns to full pressurization. Of course, at that point literally everyone has noticed and was just waiting for Prowl to slip up. Now everyone stares openly, and Prowl can’t help but whimper. Spike throbbing in time with the purr of his engine.
“Sorry,” he mumbles, faceplates hot. Someone laughs outright. It only makes Prowl shuffle on the spot, charge climbing. Sideswipe sighs deeply, Sunstreaker scowls. But the Prime only beckons.
Standing so close to the mech, his direct attention makes Prowl swallow hard.
“And just what were you doing over there, young mech?” Optimus asks, a knowing smile curling at the edges of his mouth.
“‘M supposed to keep my spike hard, Prime,” Prowl mumbles to his feet, “I’m a good mech, promise.” The whole room is staring, optics burning into the trainee. Jazz leans back in his chair, feet kicked up onto the conference table. Groping his own modesty plate.
“Well then,” Optimus says mildly, hauling Prowl up to sit him on his lap, “why don’t you open this up so that we can all see how very good you are?” Always on his best behavior for his mentors, Prowl’s panel opens with a click and a hiss. His wet, plugged pussy and achy spike are on display tow the room, legs spread by Optimus’ hand. His red biolights flare with his arousal.
And Prowl spends the whole meeting there, panel open and either playing with his spike or trying desperately not to overload when Optimus begins teasing it. Fiddling with the sound or sliding his huge fingers up the length. Right where everyone can see, where everyone is watching Prowl try not to fall to pieces. His little, ringed spike is so hot in his hand.
“Prime,” Prowl gasps when he feels the mech pull his plug free, the head of his spike already lining up to push inside. Pussy stretching deliciously around the huge shaft with a pleasant burn. Prowl’s still clutching at his notes pad with one hand and his own cock with the other.
“Hush, Prowl,” Optimus soothes as he settles in to his needy little spikewarmer, “the big mechs are talking.”
i'm never over ageswap Prowl. i still have an ask or two, i just haven't gotten to them yet. crying emoji...
I have been wanting to incorporate Optimus into it for a while. Of course he'd know... all his officers would have told him about the hot shot cadet with a tactician's processor and a big mouth. And over time, he'd learn just how they came to like him so much.
mhmm Prowl spike-warming Optimus... it's such a huge stretch, so intense even for his well-trained valve, and he can only squirm and shake in his lap, trying so hard not to move... Maybe Optimus starts to rock his hips into him once the meeting ends, or maybe he just dismisses the young cadet, telling him he's done a wonderful job and can leave now,.. He watches as Prowl stuffs his hot little spike back into his panels and limps out of the room, only to be snatched up by Sunny and Sides once out the door.
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canmom · 3 months
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l'aventure de canmom à annecy - épisode deux: XR
so I'm going to abandon all semblance of chronological order at this point.
just like last year there was an VR room operating on a morning booking system - each thing had two headsets and a signup sheet. I didn't get to try every one but I did get most of them. enough that the volunteers noticed me coming back every day x3
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^ some random people immersed in the Wired
this is easily the longest annecy post so far... so please read on for a big old discussion of the unique difficulties faced by VR film as a medium, and how this year's annecy films meet them... or more often don't.
so annecy's vr films section is for essentially linear vr projects (i refuse to write "experiences") that can be watched/played in less than an hour. i don't know if that's a hard rule but that's how long all the ones here were!
let's get the technical stuff out of the way: the Quest 2/3 was by far the headset of choice. some ran natively, some were PCVR with a wire connecting to a computer, and some were 360° videos which played back on the headset with 3dof tracking. some had a degree of interactivity, up to about a 'walking simulator' level. the average runtime was between 20m and an hour.
the preamble: on the limitations of VR
the big question I have with XR movies is basically... how well does it actually use the medium? like, is it doing anything that wouldn't work better as a flatscreen game or a film?
this might seem like a high bar to clear, like why shouldn't it be in VR - but VR is uncomfortable, the headset is expensive etc etc, and that's before even the formal stuff I'm about to get into. so that's 'why not'. and also, this is a new medium, I want to see what unique features it has to offer!
I'm sure I've said this before, but despite on the face of it being more 'inmersive' than traditional flatscreen games or films, VR is actually a pretty restrictive medium! compared to flatscreen games with their many 'buttons', you are very limited in the possible interactions. your main interaction is to 'pick up' and 'hold' objects, but this is close enough to actual physical interaction to highlight how much it isn't. what it actually means is that you position your hand or controller in a trigger and press a grab button or pinch your fingers, at which point the object snaps to your hand and moves weightlessly with it.
you also can't accelerate the pov too much without causing motion sickness, etc etc.
ok, what about film? well, compared to film, the big big thing VR lacks is the frame of the camera. you can't cut, you can't frame a subject, you don't have long shots or closeups, you can't even rely on the player/viewer looking in the direction of an interesting thing.
since movement is also tricky in VR due to the motion sickness problem, you're also limited in your ability to steer the viewer to interesting sights with Valve-style 'vistas' using the level architecture. it's not impossible - Valve themselves have their familiar vistas in HL Alyx - but it's something that depends on the player being able to move through a large space, so it doesn't fit these kinds of movie-like project so well. otherwise you can draw attention to a direction using various means, like visual effects that converge on a spot, or just keeping most of the action in the same area.
what you can also do, closer to camerawork, is move the viewer's point of view, and shrink or enlarge their surroundings. the language of VR 'shots' is still far from defined, but we have a few recurring ones: standing in a normal sized room, the giant's view in a tiny city, the floating perspective looking down on a diorama, the ant's eye view inside something regular sized.
how about theatre, which also has most of these limitations? well, compared to being in person with a real human being, you're limited by the capabilities of realtime animation systems and the rendering tech available on the device. you're looking at the character in a slightly fuzzy low resolution and unless you have AAA money which noone in VR does, you're a bit limited in the 'acting' you can pull off. this may change if the apple vision pro gets popular - apple already have a 'gertie the dinosaur' style demo where a very detailed dinosaur emerges from a portal - but it's definitely out of reach of most teams working on the Quest.
so compared to all these other media, what does XR offer?
compared to film and theatre, there is the game aspect of agency: a story feels different if you are the one doing it. so most VR narrative games have characters interact with the player somehow, though this introduces the problem of how to write the player into a story without feeling like you're railroading them or that they're superfluous to the real story.
it's very easy to undercut this sense of agency by having an amount that's not zero but still too small, e.g. if it just feels like the player is touching a button that lights up then you wonder why they even bothered.
the role that most games put the (vaguely defined) player character in is 'terrifying violence doer'. this is a fairly easy role to write around, and it gives the player a lot of control of the 'how' while letting the writer control the 'what' and 'where' and 'why'. similarly if the player's role is something like 'puzzle solver'. but for a purely narrative presentation, these roles don't exist.
still, this is the idea that a lot of VR rests on: an 'immersive experience' which puts the player into the story.
the other big thing that VR has is the joy of experiencing visual effects in 3D. particles, trails, transforming geometric shapes etc are cool on a flat screen and even cooler in stereo vision where you can move your head around. another benefit is spatial audio by default - something that is gradually coming to games but provided 'for free' by vr consoles.
in the land of games, you also have incredibly precise position and direction input... as long as it's in arm's length of the player. the most successful genres of VR games (so far) use this: a lot of shooting games, and some games that let you interact with physics objects, offer 3D jigsaw puzzles, or simulate sports to provide some real exercise. it can be really good for rhythm games as beat saber demonstrates.
VR is also really for social games like VRChat - similar to MMOs but with the benefits of more complex tracking in lieu of canned animations.
but... none of these fit the form of a predictable 15-50 minute narrative sequence! they're not films! so the VR films category at annecy is a tough problem to crack.
last year, the VR project that most impressed me was one that put you in the seat of a novice spotter in a bomber in the second world war. this was a great fit for a lot of reasons. you are in a vehicle so you have no reason to move from seated; the scenario is full of loud scary sounds that can make full use of spatial audio; your 'character' is well-defined but also doesn't have much reason to speak within the scenario. this had a small amount of interaction (by pointing your head) which you could actually fail, making it a bit closer to a game, and also giving you reason to play close attention to the bombed out cityscape below you. it did a fantastic job of capturing the tension of a dangerous air mission, the pilot character interacting with you was compelling, and overall it really benefited from being in VR.
this year's films
sadly nothing I saw this year comes close to that. but still, some are interesting, so let's go through them!
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My favourite this year was probably Flow - completely unrelated to the movie in the main competition, though they share the trait of being completely wordless, conveying their story simply through imagery and music.
Flow's big trick is a very cool visual effect where characters and objects are conveyed the trails left behind by little particles, causing them to appear ghostlike . At first you're just flying through a cityscape, passing various people on the street and in the subway, with the particle trails conveying the breaths of the passengers; gradually a storm brews, the trails becoming the wind that tears at everything.
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I believe this was a prerendered film, with only 3dof tracking - i think i saw some compression artefacts at some point. So it's less technically impressive than if they managed to do it realtime but it does make full use of the power this gives to render loads of particles and move rapidly through different scenes. it was also an effect that benefitted from the ability to put you in the middle of it - something that would not work as well on a flat screen.
But it also benefitted a lot from being more film-like. It has an original soundtrack, and progresses without input from the player. There's no awkward 'player' character to write around, no space you stand about in. The film can simply unfold and let you appreciate it. In this case, no interaction is better than bad interaction.
My Inner Ear Quartet from Japan did not do anything particularly novel with the medium, but to my mind it had by far the most compelling story. It tells of a young, introverted boy who habitually digs in the dirt for objects that other people would consider trash. The title refers to a string quartet which he hears when he cries, imagined to be in his inner ear; also there is a pair of tiny shrimp which he saw grow in a net.
The first half is narrated by a man who turns out to be the boy grown up, now a hearing aid salesman. While the boy abandons his box of treasures, as an adult he returns to collecting and documenting abandoned objects as a kind of urban explorer.
The geometry here is stylised in a kind of rough, children's drawing way. I think this could have been pushed further with more complex shaders but it works. For the most part, you're watching as an invisible observer seated on a floating chair. At certain points, the viewpoint is taken inside the boy's ear, or into the tin of treasures, where you can grab the objects and get the boy's brief, poetic description of each one.
I liked this story because it had substance, but left enough up to interpretation to be engaging. By showing the treasures to us with the descriptions we get to understand why they might be significant to the boy. It plays well with the classic anime theme of objects as vessels for emotional significance. I think it would have worked just as well on a flat screen, but I enjoyed my time with it.
Now the rest...
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The Age of the Monster had some things going for it, but honestly I think this one shouldn't have been in VR. It's basically a film about how bad we're fucking up the planet, putting us in the house of a man who works in the nuclear industry in the 70s up to a future where the cooling towers lie in ruins. The 'monster' is a giant anthro catfish, seen first as a B-movie monster and dream vision and finally as a real kaiju scale creature in the final future scene.
We're told about the economic circumstances that led to the man getting this job, and his relief at working in nuclear during the oil crisis; we're told about the infamous repressed oil industry report about how climate change is gonna be a thing; we're told about the man's fraught relationship with his radical daughter who is furious about his extractivist ways. Then we get a collapse and humans learn to take the force of nature more seriously, i forget the exact phrasing they used.
The main problem is? These are mostly things you are told, by voiceover. There is some environmental storytelling in the evolution of the house but not enough to convey much without the v/o. the film does not seem to have the confidence in its imagery to show us what it's trying to say.
I feel like the film's vision of the post-collapse future, with flocks of birds flying over a wide river and collapsed overgrown cooling towers, is a huge missed opportunity. Here's an opportunity to apply some true visual imagination of how humans might live in a climate changed future... but nah, giant catfish kaiju just kinda hanging out there.
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The environmental message is generally a stance I sympathise with, but the film doesn't make a good case for it on a propaganda level. We see the cooling towers outside the window and eventually the house, flooded, but it does little to make the collapse narrative emotionally compelling - and I question a little the choice to make it nuclear focused in a film about climate change. It's probably based on an actual guy, right? Maybe someone's parent? But... despite putting us in his shoes i don't really feel like i understand him very well.
Does this seem harsh? I know full well how involved vr dev is, and even simple things can take weeks. But i also want someone to make the most of this medium. To make something as compelling as the best short films on the main screens.
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Gargoyle Doyle tells another 'skipping though time' story, depicting a gargoyle on an 800 year old church from its construction through to demolition. I would compare this one perhaps to a puppet theatre - it certainly stands out in terms of character animation, with Doyle played by Jason Isaacs as a classic grumpy old British theatre guy, his foyle foil a goofy statue of monk acting as a drainpipe with a penchant for puns.
I didn't get to watch this one in full, since I got to sub in for someone who left early (thanks to the volunteer who took pity on me when it was fully booked lol). So I didn't see the full arc of this. What I saw was... definitely edutainment material, but pretty well done. The player is cast as a visitor to a future museum and nature reserve built on the site of the church. It seems like this was originally shown in a real museum in Venice, with the 'in the museum' sections portrayed in mixed reality; obvs this wouldn't work at Annecy so they have these virtual too.
The narrative as a whole seems a tad self congratulatory and pat, with Doyle learning a valuable lesson about not being a cunt to his only friends as he's resurrected in the museum, and it doesn't do a whole lot with the VR framing, but taking it as an educational puppet show, it works pretty well - the voice performances are good and the jokes, while a little predictable, work for the kid-friendly style it's going for. I'm not sure it really needed to be 40 minutes long, but I can see they wanted to go maximalist for a proof of concept like this. It is kinda limited by the rendering capabilities of the Quest, the lack of shadows in particular, and could definitely benefit from some baked lighting given the relatively static scenes, but I give it a lot of credit for the character animation and VA.
Apparently the jury liked this one too because it won the competition!
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Nana Lou has been in development a few years apparently, casting the player in the role of a psychopomp spirit whose role is to ease the passing of a woman dying of a stroke. Visually, this is one of the best looking, with elaborate forest scenes and strong environment design.
What I really like about this one is its use, at times, of a diorama-like presentation where the player looks down on tiny characters in a room. This is a concept I've wanted to try in VR for a while, and it's cool to see someone do it.
I found the kind of spiritual aspect of the story a lot more underwhelming. The player is accompanied by two other spirits who explain everything that's going on and point out the significance of all the imagery. The player is informed they have an important role, but they don't have a name and can't talk back, and the only interaction is to grab floating photos to initiate flashbacks.
I wish this film had had the confidence to trust in its acting and visual storytelling. While Nana Lou's life is a bit too lacking in serious conflict to make the premise work, it would still be far more interesting and compelling with the frame story largely trimmed. You could still cast the player as a psychopomp but you don't need to have a greek chorus telling them what to click on!
The actual story concerns Lou's relationship with her daughter, who became estranged when she quit university to raise her child, instead of staying on as Lou thought she should. This caused them to spend decades estranged. Finding out this story frees up the daughter's spirit as well, and the penultimate scene has her speak to Lou and make up.
There's definitely something to work with there, but the main delivery mechanism is rather ponderous narration triggered by interacting with objects, with the dramatic scenes largely having taken place off screen. Like The Age of the Monster, it suffers a severe telling-not-showing problem.
It's a shame because there are nice touches here. When you are beside Lou's bed in the hospital, your touch leaves a glow effect which is very evocative. The acting is solid, though the script undermines it a bit.
I don't think narration is evil - evidently, Yuri and I used it in our film, it's a very efficient way to convey information - but I do think it requires a lot of thought put into style and rhythm.
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Spots of Light... ok. This one tells the story of an Israeli soldier who lost his sight in the Lebanon war, and later regained it temporarily through surgery. Given my general feelings about the Israeli military (presently carrying out a genocide), I was definitely not disposed to like this one. Nevertheless, it was the only one free so I decided to give it a shot.
This is one of those films where you interview someone and then put an animation to it. So this guy tells you what it was like to be blind and then not blind to see his family briefly, and it's illustrated with various images. And (if i remember right) some parts are on tvs showing video (and if you're using vr to embed a flat screen what is even the point??). When he's blind, everything disappears except vague outlines suggested by small points of light.
Ultimately this is a film about blindness, not the war (of course, meaning this is a person who could leave the war behind - though not to make light of the cruelty of conscription). Making a film about the experience of blindness in a purely visual medium is a choice all right, and I don't feel like this film expressed anything unexpected about it - he was sad to lose his sight, glad to see his family, depressed to lose it again but ultimately at peace. Which is conveyed, of course, primarily by narration.
So yeah this one didn't do much for me!
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Stay Alive My Son, now. Agh. This one was... this one was a mess.
So this one is about the Cambodian genocide, right. It's based on a memoir by a survivor of the genocide, Pin Yathay, who became separated from his wife and son while fleeing the Khmer Rouge.
The way this is presented is essentially a walking simulator that takes you through a dungeon-like environment full of skeletons. Every so often you encounter 3D films - filmed with some kind of depth camera - showing actors playing out scenes from the life of the family. There is also a frame story where you visit Pin Yathay in his modern day house, where he sees a digital reconstruction of how his son might look as an adult
This one is difficult to review because it was severely marred by technical issues with the spatial audio, which caused the sound to cut out when you turned your head the wrong way or moved it to the wrong place. It would probably be less of a rough experience if the audio worked as intended. Nevertheless, I have plenty of reservations with the way the story is told as well.
It seems the director of the VR experience (fine! I'll write experience, there isn't a better noun for this kind of thing that sits between game and film) met Pin Yathay, there's video of her speaking to him at the end, but he had pretty minimal creative input beyond providing inspiration through his memoir. So this is a Greek/US interpretation of the Cambodian genocide. The narrative it tells is basically: Yathay and his family are living a pretty idyllic life, then the Khmer Rouge happens, seemingly not for any particular reason. Yathay and his family are evacuated and then put to hard labour growing rice; eventually, their son is put to work too, so fearing for his life, they flee into the jungle.
The Cambodian genocide is - obviously! - one of the worst atrocities of the whole bloody 20th century, and the circumstances surrounding it are worth reading about (though pretty unremittingly bleak). But you won't learn much about, say, cold war geopolitical alignment, Prince Sihanouk, the absolutely horrific civil war, the different ideologies in play in the Marxist milieu that influenced Pol Pot, or the spillover from Vietnam and the massive bombing by the Americans here which helped put the Khmer Rouge in power. You definitely won't learn much about the Cambodia that existed before the war. Instead, you're mostly traversing a dungeon that could come from any horror game, shining your torch on the things you're told to in order to unlock another segment of narration from (the actor playing) Yathay. It is, in pretty literal terms, a tour of atrocities.
Unfortunately the '3D film of actors' conceit doesn't really work because... even audio issues aside, the acting is pretty unconvincing. For some reason - perhaps that subtitles are tricky in VR - the dialogue is in accented English rather than Cambodian, and it's pretty quickly evident that they just have one guy in the role of 'Khmer Rouge soldier' and the lines he's given are kinda awkward. The horror game aesthetics of the environments and the amateur actors and costumes all clash pretty badly. The 3D filming is also kind of jank, only really working if you're fairly close to the camera position, so you aren't really free to move too far even if the audio didn't crap out.
The basic feelings it's trying to explore - the horror of living through a genocide, separation from a child, guilt for abandoning him, not knowing if he's alive or dead - is definitely worth depicting, but honestly this would have been far far better expressed as a 10-20 minute film than a slow 55 minute VR walking sim. The more abstract bits toward the end with paper plane imagery and a Buddhist temple (where you have to put a block in a slot to unlock a door) also feel too jank and videogamey to really have much impact, though by that point I had been wrestling with the audio for nearly an hour so I wasn't in the most receptive mood.
But all the execution flaws aside, that leaves the question of what even is the right way to portray a genocide artistically? This approach is very abstract, reducing the events to dislocated symbols - propaganda posters, the tree against which children were dashed - which perhaps might reflect how fragmented memory becomes, but seems to be wasting the potential of VR to establish you in a place. But then, I guess rice fields are harder to render than enclosed dark rooms.
Speaking of rendering, this was PCVR, so your torch casts shadows and it has other features that would be hard on realtime. But the lack of ambient light and general harshness of the materials adds to the 'horror game' feel.
There is something here about how genocides become associated with certain images. For Cambodia, it is primarily phrases like 'killing fields' and the stacked skulls in the genocide memorials such as Choeung Ek - few people know the name of the memorial in the west, but I think everyone who's heard of the genocide has seen the big stack of skulls. I imagine this is what all the skeletons in this experience are supposed to call to mind: they're representatives of the many ways people died. The problem that this kind of environmental storytelling has long ago been made kind of camp by videogames. A photo of a stack of real skeletons still has power to disturb, but less so a low poly 3D skeleton.
Should it have tried for a realism? The idea of trying to realistically simulate the experience of living in Cambodia though the genocide is kind of ghoulish, and I'm glad they didn't take that approach. But the 'tour of images' approach falls flat. I think The Most Precious of Cargoes elsewhere in the festival makes a stronger case for how to approach a topic like a genocide in a consciously constructed way, but it also has the ability to be in dialogue with a lot of other films made about the Holocaust. There is less in English about the Cambodian genocide - the viewer can't even be assumed to know what happened.
Overall, I think it would be possible to make a much stronger film about the genocide in Cambodia. But I'm not sure what that film would look like. I did learn one thing from this story, which is that there is a reality show in Cambodia which shows survivors of the genocide being reunited with their families. Not much is made of this here, it's something of a background detail. What would it be like to grow up in the shadow of an event like that? I wish the film had been willing to portray more of modern Cambodia - and I hope at some point someone in Cambodia will have a film at this festival, in VR or not, which can talk about it all from the first person.
Is there a good way to try to answer the curiosity of people who live safely in rich countries about what it is like to go through an actual genocide... using a Meta Quest 2 VR headset that costs a few hundred quid? I don't really know, but this film could have done with being a bit more reflective, I feel. So it goes.
the others
there were three films I couldn't see - The Imaginary Friend, Oto's Planet and Emperor. If I get some other chance to try them I'll write about them too!
Overall I felt a bit disappointed with the VR this year, but also I kind of want to put my money where my mouth is and try my hand at making this kind of thing. I do have the technical knowledge at least!
If you read all this, thank you.
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