Issue connecting my Delta 1315
So i have my printer connected via USB to the pc, and it doesnt connect automatically. Then I change from de auto 250000 baudrate to 115200 and then it connects ,but it doesnt work at all. It remains connected but doesnt make anything. These are the console registers:
22:03:48.961 : OpenGL version:4.6.14757 Compatibility Profile Context 20.12.1 27.20.14501.28009
22:03:48.962 : OpenGL extensions:GL_AMDX_debug_output
22:03:48.964 : OpenGL renderer:AMD Radeon RX 5600 XT
22:03:48.964 : Using fast VBOs for rendering is possible
22:05:52.236 : El parámetro no es correcto.
22:05:52.236 :
22:06:47.466 : El parámetro no es correcto.
22:06:47.466 :
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Here I change baudrate
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Here I change baudrate
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22:07:54.966 : No start signal detected - forcing start
22:07:54.994 : N1 M110*34
22:08:35.095 : Communication timeout - reset send buffer block
22:08:35.095 : N2 M115*36
22:09:15.106 : Communication timeout - reset send buffer block
22:09:55.202 : Communication timeout - reset send buffer block
22:09:55.202 : N4 M114*35
22:10:35.278 : Communication timeout - reset send buffer block
22:10:35.278 : N5 M111 S6*98
22:11:15.365 : Communication timeout - reset send buffer block
22:11:15.365 : N6 T0*60
22:11:55.367 : Communication timeout - reset send buffer block
22:11:55.367 : N7 M80*28
22:12:35.466 : Communication timeout - reset send buffer block
22:12:35.466 : N8 G91*25
Comments
- Protocol not automatic
- Wrong baud rate
- A few boards need special RTS/DRT value to communicate. Important is the last value in case of switches so only 4 combinations are possible.
- Wrong port from another device.
01:18:39.580 : OpenGL extensions:GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query 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GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
01:18:39.580 : OpenGL renderer:Intel(R) UHD Graphics 630
01:18:39.580 : Using fast VBOs for rendering is possible
01:18:54.047 : No start signal detected - forcing start
01:18:54.063 : N1 M110*34
01:18:54.063 : N2 M115*36
01:18:54.063 : N3 M105*36
01:18:54.063 : N4 M114*35
01:18:54.063 : N5 M111 S6*98
01:18:54.063 : N6 T0*60
01:18:54.063 : N7 M20*22
01:18:54.063 : N8 M80*19
01:18:57.158 : N9 M105*46
01:19:00.198 : N10 M105*22
01:19:40.235 : Communication timeout - reset send buffer block
01:19:40.235 : N11 M105*23
01:19:43.059 : N12 M105*20
01:19:46.090 : N13 M105*21
01:19:49.099 : N14 M105*18
01:19:52.108 : N15 M105*19
When you say it worked flawlessly so what has changed that it now does not work?