<font face="Arial, Verdana">Yes, there is a lower limit to prevent a miscomputation of first step duration. If that happens the first step takes much to long and then it continuous with a much too high speed. The min jerk prevents that. It depends on steps per mm and acceleration. Here is the computation:</font>
<font face="Arial, Verdana"> float accel = RMath::max(maxAccelerationMMPerSquareSecond[X_AXIS], maxTravelAccelerationMMPerSquareSecond[X_AXIS]);</font>
<font face="Arial, Verdana"> float minimumSpeed = accel * sqrt(2.0f / (axisStepsPerMM[X_AXIS]*accel));</font>
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<font face="Arial, Verdana">so reduce acceleration to lower jerk. That was always there, only writing it to console is new.</font>