3
1
Back

Normal -0.768578 0.632004 0.0992881 vertex -5.83175 -5.47638 20 facet normal 0.0342449 0.29048 0.956268 vertex 7.01491 -0.282485 6.94563 vertex 5.14541 4.97595 6.88072 vertex -0.194578 -6.96824 6.94018 vertex -4.76054 5.16004 6.94563 facet normal 0.0810354 0.083183 0.993234 vertex -5.83003 -4.3315 7.92322 facet normal 0.297045 0.243779 0.92322 vertex 6.46493 -6.46493 3.76384 facet normal 0.528271 -0.643697 0.553701 vertex -4.11794 9.04239 2.94279 facet normal 0.460542 -0.643682 0.611208 vertex -6.71541 0.672644 7.35649 facet normal 0.353615 -0.331801 0.874566 facet normal 0.645449 -0.129422 0.752759 vertex -5.2499 4.56563 7.05523 facet normal -0.900373 0.423684 0.0990995 facet normal -3.359961e-15 -1.000000e+00 -2.038331e-14 facet normal 0.284755 0.938725 0.194192 vertex -2.36142 -9.8813 0 vertex 1.76336 -2.42705 0 vertex -8.31492 3.44415 3 vertex 4.9955 -7.4763 3 vertex 7.47422 4.99803 3 vertex 8.30722 -3.44096 3 vertex 1.75094 -8.81921 3 vertex 7.4763 -4.9955 3 vertex -8.99167 0 3 0 ENDBLK 5 21 330 1F 100 AcDbEntity 8 0 100 AcDbBlockEnd 0 BLOCK 5 1C 330 1B 100 AcDbEntity 8 0 100 AcDbBlockEnd 0 BLOCK 5 1C 330 1B 100 AcDbEntity 67 1 8 0 100 AcDbBlockBegin 2 *PAPER_SPACE 1 (min_thickness 0.254) (filled_areas_thickness no Binary files /dev/null and b/musescore_example.mscz differ * Knurled surface smoothing amount ); * If you want a large timer-knob style pointer? TimerKnob=0; // [0:No, 1:Yes] ////////////////////////// ////////////////////////// RingThickness = 5*1; DivotDepth = 1.5*1; MarkingWidth = 1.5*1; MarkingWidth = 1.5*1; MarkingWidth = 1.5*1; DistanceBetweenKnurls = 3*1; TimerKnobConst = 1.8*1; ////////////////////////// KnobMinorRadius = KnobDiameter/2 * (1 - TaperPercentage/100); KnobRadius = KnobMinorRadius + (KnobMajorRadius-KnobMinorRadius)/2; Divot=CapType; TaperAngle=asin(KnobHeight / (sqrt(pow(KnobHeight, 2) pow(KnobMajorRadius-KnobMinorRadius,2)))) - 90; hole_right = hole_left + 78.5; 0d370a24cd Add VCA shaek layout Adding SynthMages footprint library Notes from MK's PCB livestream - avoid non-circular holes in footprints whenever possible; some fabs charge more for ovals avoid non-circular holes in footprints whenever possible; some fabs charge more for ovals PCB layout: [front](Docs/precadsr_layout_front.pdf), [back](Docs/precadsr_layout_back.pdf) .

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