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Showroom DX - Compact Simulator

Discussion in 'DIY Motion Simulator Projects' started by noorbeast, Sep 29, 2014.

  1. bsft

    bsft

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    real nice job there. Best looking unit I have seen so far
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Thanks everyone for the kind words and encouragement...it is getting there ever so slowly, with much more still to come.
  3. bsft

    bsft

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    were you developing a moving pivot point on that?
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Yes @bsft, an adjustable pivot point is part of the existing design, so I can experiment with different simulator modes. However, at this stage though I am in a phase of sorting the sim itself and some related issues, like resolving Prepar3D crashing Simtools and sorting the Arduino with @eaorobbie's RC code for the quasi surge, so for now there is the simple carbon covers.

    I do want to build a custom fiberglass cover, which will incorporate the moving post, but I am way to busy with other things for the next few months. So instead I have just tidied things up for now, much of which is just temporary including the JRK mounts, the fan and carbon cover. As I said there is still much more to come.
  5. bsft

    bsft

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    yep, no worries , do you have any pics of the pivot moving thingy?
    I did have a look and probably missed it.
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    You can check the pictures in these earlier posts @bsft:
    http://www.xsimulator.net/community/threads/dx-racer-compact-simulator.5866/page-3#post-63007

    http://www.xsimulator.net/community/threads/dx-racer-compact-simulator.5866/page-3#post-63028

    Essentially the post is clamped to the rails and you just loosen the bolts and use the big screw at the front to adjust the post position. The seat base is drilled for three different modes, seat shaker, flight and race. The Fanatec gear was so heavy that I had to include the race mode, if I had lighter controllers I could have got away with a dual adjustable setup. There are four seat bolts to undo to change modes, all with captured nuts so it is pretty easy.

    I have started to include the built in USB cables so it is easier to switch controllers.
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    Last edited: Jan 6, 2015
  7. Blame73

    Blame73 Well-Known Member

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    Great professional inspiring work @noorbeast .The best I've seen so far!
    Looking forward to seeing the new stuff you're planning to add!
    Last edited: Jan 5, 2015
  8. SilentChill

    SilentChill Problem Maker

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    Your rig just gets better and better . It makes mine look like a piece of shite lol.


    Good work dude amazing build can't wait to see it in full action :D
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  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Thanks @Blame73 and @SilentChill.

    It has taken on a life of its own since I decided to develop it as a project, rather than just a quick test platform. Trouble is that takes time and I am really busy with other stuff for a while.

    I have done a basic profile for LFS, but only using the keyboard for control, another for DCS and I have just started on Prepar3D, which I will spend some time on, as that is for my father and recreates his student pilot combination of the Jabiru out of Launceston airport. I will try and get some video when I have someone visiting, as I want to get some advice on sharpening up the movement further. I am more interested in the fidelity rather than gross movement.

    There is some mundane stuff up next, like tidying up the wiring a little more, adding more internal usb cabling inside the frame and replacing the base bolts with counter sunk head ones, to give it a tad more clearance underneath. I think I have figured out a way to resolve the issues around mounting the rear speaker bar, but will need to find some fabrication time. I will then go back to the Arduino for the Quasi surge table.
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    Last edited: Jan 5, 2015
  10. fusednova

    fusednova Member SimAxe Beta Tester Gold Contributor

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    Really amazing work on this. I love the pro design and the attention to detail is out of this world.

    And yeah, the fan grille is just cool!
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Thanks @fusednova.

    I really appreciate that people get a kick out of my minimalist approach to tech...keep it sleek and seemingly simple.
    Last edited: Jan 6, 2015
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I have found it pretty well impossible to put together a decent flight sim profile for DCS or Prepar3D. I have not been able to get smooth graduated motion and washout is too slow to be of any use: http://www.xsimulator.net/community/threads/prepar3d-washout-way-too-slow.6175/

    I would appreciate some hints of how others have got a responsive but smooth flight profile, particularly with respect to a work around for washout.

    It was pretty easy to get a reasonable test profile for Live For Speed. In fact I have over done the gear changes and heave, just to make sure I could. I do need to tweak it a bit later, as ripple strips are good at low speed but I loose the effect at high speeds. The feeling of drift around corners with the Rift is pretty much spot on.

    At some stage I will have to move my sim so I can get a decent video of it. It is in a really awkward spot at the moment. My sim is currently set up in flight mode but here is a quick test ride video I did with my father as ride along crash test dummy, using a touch-pad keyboard for controls...so please no comments on the driving!

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  13. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    My Motion Simulator:
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    You probably know how good a pilot I am :p So I have absolutely no experience in setting up a nice and satisfying profile.
    What I can suggest is to use angular speed rather than angles. This is how much the angle changes rather than how much it is.
    Angular speed is used in the Elite: Dangerous plugin.
    I'll see if I can add these values in Extra1-3 of the P3D plugin. (This won't happen before the weekend or after though.)
  14. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I very much appreciate your efforts @value1.

    I am curious as to why washout seems to have such a slow return value, and not just with P3D. I expected that at 100% washout should pretty much snap back as soon as a roll is complete, instead it takes over 30 seconds of minor increment changes, both with P3D and DCS. My sim moves fast enough so I don't understand how to achieve an effective washout, particularly for fast jets. Any advice is most welcome.
    Last edited: Jan 8, 2015
  15. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    @yobuddy?
  16. BlazinH

    BlazinH Well-Known Member

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    Noorbeast, you do have a sleekly designed rig there! Good job!

    But what axis are you using to make your flight profiles? I suggest you start out with pitch and roll only to make a profile for commercial type aircraft. All you should need to do is increase or decrease the maximum values in the tuning center until the pitch and roll angles of your rig matches the pitch and roll angles of the aircraft and your done. No washout is required. I used a level app with degrees output on my cell phone to determine my rigs angles but its not that critical. Your rig should move smoothly from one side to other now if it is capable of doing so. If it doesn’t you probably need more power or a higher gear ratio.

    After you get this working then I would try making a profile for military and acrobatic aircraft by using roll acceleration and pitch acceleration if they are available with a washout back to center. If roll and pitch accelerations are not available, they can be calculated by subtracting where you are from where you were, but accurate results can be a tricky proposition due to timing differences in measurements; at least that was the problem I was having. I haven’t been flight siming for a couple of years now though and I never came up with a solution that satisfied me. Good luck!

    Ps. Shouldn’t 100% washout be the longest and 0% is no washout?
  17. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Thanks @BlazinH,I really appreciate your assistance.

    I will try an explain myself better and my observations thus far, as I may be making assumptions that are not valid.

    I am just doing pitch and roll on 2DOF. I have actually allowed 95% of full movement on both axis as in the Rift you only have the sensation of movement, not other visual ques, so I have allowed just short of the maximum possible rig movement. I have played with acceleration and that works but only complicates me trying to get the washout set, so it is disabled at the moment.

    If I set washout low, say 1% or 5% and do a full 360 roll to the left the rig will remain rolled to the left after the joystick is released and I am unable to detect any washout movement to correct it. If I set washout at 100% I can detect the washout movement but it is very jerky, the rig will eventually return itself to level after 30 seconds or more.

    My expectation, which may be wrong, is that the rig must transition from a rolled position to level smoothly and that washout is used for that purpose once the input is released. The simulation I want is that the rig remains rolled to the left while I maintain that joystick input, say for a spin, with the rig coming back to level once the joystick input is released.
  18. BlazinH

    BlazinH Well-Known Member

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    I’m glad to assist @noorbeast when there is something that I think I may be able to help with one way or the other.

    The way I see it, there can’t be a washout from the pitch or roll axis because the pitch and roll axis don’t naturally return to level (or center) when you let off the stick, they always stay at the same angles the aircraft is at. So when simtools is trying to washout, I believe the axis just keep trying to go back to the correct angles they are being told they should be at. You need to use angular speeds as value1 states, or pitch and roll acceleration rates by my terminology. As you center the flight stick after movement, accelerations stop, so without a washout your rig should immediately be returning to center at the same rate the accelerations are ceasing. But this is not a natural feeling to be moved in an opposing direction (back to level) when the accelerations stop, they normally simply cease. Therefore, how a washout should work in this case, is it allows the rig to slowly return back to level as the accelerations cease, so it is not actually noticeable you are moving (accelerating) in a direction that you shouldn’t be. Of course, with something like an acrobatic aircraft, you don’t usually have time to let slow washouts complete before another turn is made so you must find a compromise on how fast to washout. I’m only stating how a washout should work though since I have not tried the washout function with simtools myself yet.
  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Thanks for the help @BlazinH, it is very much appreciated.

    If I have my head around your explanation then washout is relative to the induced angle not the plane. So 1% washout pretty much reinforces the initial input prior to the joystick being released (sim remains in rolled position) and 100% washout results in a very slow incremental return to level, where washout is actually acting on the current released position of the joystick, not the previous roll position. Is that what you mean?

    Can you give an example of a base setting for SimTools that produce angular speeds/acceleration rates. What actual combination of settings gives that effect?
  20. BlazinH

    BlazinH Well-Known Member

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    I will try to explain things further if possible. There are actually two different instances where someone may wish to use a washout of the motion from my point of view. One is that they wish their rig to return to its center position more slowly than it normally would after performing a maneuver. The other is that as their rig is nearing its limits in travel, they wish to washout the motion so it doesn’t just instantly stop at the rigs limits.

    I assume you know the purpose of a washout is an attempt to control movements that don’t feel correct so you aren’t able to feel them. For example, if you are attempting a 360 degree roll, but your rigs limit in movement is only 30 degrees in each direction, it will quickly get to 30 degrees and then just abruptly stop moving which does not feel right. Therefore, at say 20 degrees tilt of your rig as an example, you would start washing out the motion so it doesn’t make an abrupt stop at the 30 degree limit, but a controlled one starting from 20 degrees out. Theoretically, when a washout like this case works properly, even though your rig will stop moving altogether at 30 degrees, your brain should be telling you that you are still rotating in your 360-degree roll. But what happens when your 360 roll is about completed? Your rig is still tilted 30 degrees when it should now be leveling out. Without another washout to return the rig to center slowly, the rig will snap to center when the turn is completed causing an opposite acceleration to be felt when there actually should be no acceleration felt at all since you are simply trying to right what is now an error in the rigs position.

    As far as simtools goes, currently there is no way to calculate acceleration rates out of pitch and roll angles within the program itself unless it can be done within a games plugin somehow. Therefore, hopefully @value1 will be able to find the actual acceleration rates coming from the games themselves and put them on the “extra” axis as he stated. Acceleration rates can be calculated from a secondary source however; e.g. in an arduino or a standalone program being driven by simtools data output. For it to be done within simtools itself, an interface would need to be added to the program to accomplish the task I think.

    As stated previously, I have not be active with flight sims for a couple of years now. But I know that DCS Flaming Cliffs 2 has rotational accelerations available so I assume they can be found in DCS World also. And FSX have what they call rotational velocities available but the output is in feet per second which makes no since to me when dealing with rotation. I was never able to get things working with them but maybe that’s because they are not the proper values. Those are the only two programs I experimented with though.