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The appropriate lubricant for an automatic lubrication system can be determined using a Lincoln ventmeter. Factors such as the lubricant consistency, the diameter and length of the feed line and the operating temperature are taken into account. [7] The lubricant, be it oil or grease, is dispensed from a reservoir.
The lubricity of a substance is not a material property, and cannot be measured directly. Tests are performed to quantify a lubricant's performance for a specific system. This is often done by determining how much wear is caused to a surface by a given wear-inducing object in a given amount of time. Other factors such as surface size ...
The cold-cranking simulator (CCS) is a device used to determine the low temperature performance of lubricants, when starting a cold engine (i.e. cold-cranking).In this condition, the only energy available to turn the engine comes from the starter motor and the battery, and it has been widely assumed that the system acts as a constant power viscometer.
Many lubricant applications require the lubricant to perform across a wide range of conditions, for example, automotive lubricants are required to reduce friction between engine components when the engine is started from cold (relative to the engine's operating temperatures) up to 200 °C (392 °F) when it is running. The best oils with the ...
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Input lag or input latency is the amount of time that passes between sending an electrical signal and the occurrence of a corresponding action.. In video games the term is often used to describe any latency between input and the game engine, monitor, or any other part of the signal chain reacting to that input, though all contributions of input lag are cumulative.
The NLGI consistency number is also a component of the code specified in standard ISO 6743-9 “lubricants, industrial oils and related products (class L) — classification — part 9: family X (greases)”. [1] The NLGI consistency number alone is not sufficient for specifying the grease required by a particular application.
Delta time or delta timing is a concept used amongst programmers in relation to hardware and network responsiveness. [1] In graphics programming, the term is usually used for variably updating scenery based on the elapsed time since the game last updated, [2] (i.e. the previous "frame") which will vary depending on the speed of the computer, and how much work needs to be done in the program at ...