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Towards doing it all in one module with lots of analog drum voices; based heavily on Moritz Klein's work, but with an attenuator, intended for use as tremolo Manual offset knob 63579cf959 Add notes about wiring SW15 cross-board Add notes about wiring SW15 cross-board Add design rules for jlcpcb 4ee6887723 Add some perfboard sections, power headers, teardrops From 9e7b04561b8893062b3378503805ddd100c7260f Mon Sep 17 00:00:00 2001 Subject: [PATCH] Add some perfboard sections, power headers, teardrops 3D Printing/Panels/AD&D 1e spell names in Filmoscope Quentin/FIREBALL VCO.png differ Binary files /dev/null and b/3D Printing/Rails/18hp_outie.stl differ Binary files a/3D Printing/AD&D 1e spell names rendered as raster using Filmoscope Quentin typeface Created by editing arbitrary text at 200-size from: https://www.myfonts.com/collections/quentin-font-urw?tab=individualStyles ... Panels/luther_triangle_vco_ .scad Normal file Unescape Hardware/PCB/precadsr/precadsr.pro Normal file Unescape Schematics/SynthMages.pretty/POT_2_PIN_Header.kicad_mod Normal file View File 3D Printing/Cases/Eurorack Modular Case/20210926_092147.jpg Executable file Unescape Schematics/SynthMages.pretty/6.3mm_NPTH_MAXJLCPCB.kicad_mod Normal file Unescape Schematics/OttosIrresistableDance/OttosIrresistableDance.kicad_pro Normal file Unescape Hardware/PCB/precadsr_Gerbers/precadsr-B_Paste.gbr Normal file Unescape Hardware/Panel/precadsr_panel_al/precadsr_panel_al.pro Normal file Unescape Hardware/PCB/precadsr/ao_symbols.dcm Normal file Unescape Hardware/PCB/precadsr_aux_Gerbers/precadsr-F_Cu.gbr Normal file Unescape Hardware/PCB/precadsr_Gerbers/precadsr-F_SilkS.gbr Normal file Unescape Hardware/PCB/precadsr/ao_tht.pretty/PinHeader_1x04_P2.54mm_Vertical.kicad_mod Normal file View File Hardware/Panel/precadsr-panel/precadsr-panel.pretty/Bigger_Push_Switch_Hole.kicad_mod Normal file Unescape // Width of module (HP) width = 17; // [1:1:84] /* [Holes] */ // Line segments for a 5mm led, with a hair of margin // margins from edges v_margin = hole_dist_top*2 + thickness; working_height = height * rotate_vector_cos; points = [ [left_edge, rotate_vector_cos * rail_depth], // top left [left_edge, 0], // drop to axis [left_edge, -extra_depth], // bottom right [right_edge, rotate_vector_sin .

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