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Glossary of Acronyms and Names

This Glossary of Acronyms and Names is compiled by @noorbeast and any suggestions for inclusions or corrections are most welcome.

3D Printer or 3D Printing
= Various processes used to make a three-dimensional object. In 3D printing additive processes are used, in which successive layers of material are laid down under computer control: https://en.wikipedia.org/wiki/3D_printing

AC = Refers to Assetto Cosa, a race simulation game: http://www.assettocorsa.net/en/

Accuforce = A high end commercial gaming steering wheel: http://simxperience.com/products/accessories/accuforcesteering/accuforcepro.aspx

AC motor or VFD = A variable-frequency drive (VFD) (also termed adjustable-frequency drive, variable-speed drive, AC drive, micro drive or inverter drive) is a type of adjustable-speed drive used in electro-mechanical drive systems to control Alternating Current motor speed and torque by varying motor input frequency and voltage: http://en.wikipedia.org/wiki/Variable-frequency_drive
Actuator = Converts rotary motion into linear motion to execute movement.

Ard = Arduino = A family of microcontroller boards: https://en.wikipedia.org/wiki/Arduino

Assetto Cosa = A race simulation game: http://www.assettocorsa.net/en/

Axis = Refers to the pitch, roll, yaw, surge, sway and heave movements.

Back-driving = Refers to a motor/gearbox that can be moved when un-powered: https://en.wikipedia.org/wiki/Backdrive

Ball Joint, heim joint, rose joint, tie rod end, spherical joint = All are forms of spherical bearings that connect the motor control arms to the rods and seat frame.

Bass Shaker or Buttkicker = A tactile transducer or "bass shaker" is a device which is made on the principle that low bass frequencies can be felt as well as heard: https://en.wikipedia.org/wiki/Tactile_transducer

Buttkicker or Bass Shaker = A commercial tactile transducer or "bass shaker", which is a device made on the principle that low bass frequencies can be felt as well as heard: http://thebuttkicker.com/

Carbon Fiber = A material consisting of fibers about 5–10 μm in diameter and composed mostly of carbon atoms. Carbon fibers are usually combined with other materials to form a composite. When combined with a plastic resin and wound or molded it forms carbon-fiber-reinforced polymer (often referred to as carbon fiber) which has a very high strength-to-weight ratio, and is extremely rigid although somewhat brittle: https://en.wikipedia.org/wiki/Carbon_(fiber)

COG = Center of gravity is the unique point where the weighted relative position of the distributed mass sums to zero and is balanced: http://www.xsimulator.net/community/faq/find-the-center-of-gravity-to-balance-a-motion-simulator.55/

Conical spacer or nut = Used to provide movement clearance for heim (Rose) style joints, DIY versions can be made from either appropriate sized tubing or by grinding an angle on a nut: http://www.xsimulator.net/community/attachments/dsc_0025-jpg.20442/

CPU = The electronic circuitry within a computer that carries out the instructions of a computer program by performing the basic arithmetic, logical, control and input/output (I/O) operations specified by the instructions: https://en.wikipedia.org/wiki/Central_processing_unit

Creative Commons = A non-profit organization devoted to expanding the range of creative works available for others to build upon legally and to share. The organization has released several copyright-licenses known as Creative Commons licenses free of charge to the public: https://creativecommons.org/

CSW = The ClubSport Wheel is a commercial product of Fanatec, a company specialising in high end racing related peripheral controllers including wheels, pedals and shifters: http://www.fanatec.com/au-en/wheel-bases/clubsport-wheel-base-v2-au.html

CTC = Center To Center, the distance between construction objects, most commonly used when discussing the distance between the center of the motor shaft and holes in the levers used on a motion simulator.

CV or Constant Velocity Joint = Used in front wheel drive cars it allow a drive shaft to transmit power through a variable angle. When re-purposed for use in a motion simulator it can allow some unwanted rotational twist, which can be eliminated by constructing a diagonal pivot bar across the width of the simulator between the top and bottom frame. Not to be confused with a Uni joint: https://en.wikipedia.org/wiki/Constant-velocity_joint

D-Box = Commercial motion simulator system developed by D-Box Technologies: http://www.d-box.com/

DK1 = Development Kit 1 is the first version of the Rift sold to developers to produce Virtual Reality games, content and peripherals: https://en.wikipedia.org/wiki/Oculus_Rift

DK2 = Development Kit 2 is the second version of the Rift sold to developers to produce Virtual Reality games, content and peripherals: https://en.wikipedia.org/wiki/Oculus_Rift

DC Motor = A class of electrical machines that converts direct current electrical power into mechanical power: https://en.wikipedia.org/wiki/DC_motor

DCS = Digital Combat Simulator, a flight simulation game: http://www.digitalcombatsimulator.com/en/

Degrees Of Freedom = The number of axis parameters of the system that may vary (move) independently: https://en.wikipedia.org/wiki/Degrees_of_freedom_(mechanics)

Dirt = Dirt refers to the Colin McRae Rally series of simulation games, developed and published by Codemasters: https://en.wikipedia.org/wiki/Dirt_3

DIY = Do it yourself is the method of building, modifying, or repairing something without the aid of experts or professionals: https://en.wikipedia.org/wiki/Do_it_yourself

DOF = Degrees of freedom is the number of parameters axis of the system that may vary independently: https://en.wikipedia.org/wiki/Degrees_of_freedom_(mechanics)

dl or dld = download

Drift Axis (more commonly referred to as Traction Loss) = Refers to a motion simulator mechanical implementation of sway using a pivot point at the front of a frame and wheels or rollers at the back, which allow a controlled motor or actuator to move the back of the frame left or right through an arc.

ED = Elite Dangerous, a space simulation game: http://www.elitedangerous.com/

Elite = Elite Dangerous, a space simulation game: http://www.elitedangerous.com/

FSX = Microstoft Flight Simulator X game: https://en.wikipedia.org/wiki/Microsoft_Flight_Simulator_X

GS-4 or Gseat = A commercial motion simulator design that exerts pressure on different parts of the body to generate ans sustain motion cues, rather than moving the seat: http://www.xsimulator.net/community/marketplace/g-seat-patent.69/

Gseat, G-seat or GS-4 = A commercial motion simulator design that exerts pressure on different parts of the body to generate ans sustain motion cues, rather than moving the seat: http://www.xsimulator.net/community/marketplace/g-seat-patent.69/

F1 or Formula One = FIA Formula One World Championship (also Formula One, or F1) is the highest class of single-seat auto racing that is sanctioned by the Fédération Internationale de l'Automobile (FIA): https://en.wikipedia.org/wiki/Formula_One

Fanatec = A commercial company specialising in high end racing related peripheral controllers including wheels, pedals and shifters: http://www.fanatec.com/au-en/wheel-bases/clubsport-wheel-base-v2-au.html

FIA = Fédération Internationale de l'Automobile: http://www.fia.com/

Formula One or F1 = FIA Formula One World Championship (also Formula One, or F1) is the highest class of single-seat auto racing that is sanctioned by the Fédération Internationale de l'Automobile (FIA): https://en.wikipedia.org/wiki/Formula_One

FOV = The field of view (also field of vision, abbreviated FOV) is the extent of the observable world that is seen at any given moment: https://en.wikipedia.org/wiki/Field_of_view

Frex or 'Frex Like' = A particular style of 2DOF commercial motion simulator: http://www.frex.com/gp/motion/motionpage1.html

Full Frame = Used to describe a motion simulator design where the wheel and other controls including pedals are attached to and move with the seat.

Game Engine (SimTools) = The program used to configure the communication between the control board, such as the JRK or Arduino, and SimTools, and to set the axis and amount of movement to be used for each game: http://www.xsimulator.net/simtools-game-engine/

Game Manager (SimTools) = Refers to the program component that connects SimTools to a game: http://www.xsimulator.net/simtools-game-manager/

Game Plugin Manager (SimTools) = refers to the program component used to install plugins: http://www.xsimulator.net/simtools-game-plugin-updater/

Geko = Commercial motion simulator that moves the upper part of the body to generate motion cues: http://www.gekosystems.com/

Hall Sensor (also see Pots) = A transducer that varies its output voltage in response to a magnetic field, used for motor positioning on a motion simulator: https://en.wikipedia.org/wiki/Hall_effect_sensor

H Bridge = An electronic circuit that enables a voltage to be applied across a load in either direction: https://en.wikipedia.org/wiki/H_bridge

Heave = To move up and down vertically as one of a motion simulator possible six degrees of freedom.

Heim joint, rose joint, tie rod end, spherical joint, ball joints = All are forms of spherical bearings that connect the motor control arms to the rods and seat frame.

HMD = A head mounted display that is worn by the user.

HOTAS = An acronym (usually capitalised) of Hands On Throttle-And-Stick, is the name given to the concept of placing buttons and switches on the throttle lever and flight control stick in an aircraft's cockpit, allowing pilots to access vital cockpit functions and fly the aircraft without having to remove their hands from the throttle and flight controls: https://en.wikipedia.org/wiki/HOTAS

IMO = In my opinion.

Inside out VR tracking = Multiple cameras facing different directions are mounted in the HMD to get views of its entire surroundings, combined with markerless tracking, where machine learning algorithms then determine where the headset is positioned within that 3D map, using feature detection to reconstruct and analyze its surroundings: https://en.wikipedia.org/wiki/VR_positional_tracking#Inside-out_Tracking

IP = An Internet Protocol address (IP address) is a numerical label assigned to each device (e.g., computer, printer) participating in a computer network that uses the Internet Protocol for communication: https://en.wikipedia.org/wiki/IP_address

IRL = Abbreviation for "In Real Life." : http://www.urbandictionary.com/define.php?term=IRL

Joystick = A game input device.

Joyrider = A style of motion simulator design: http://www.acesim.com/main.html

JRK = Highly configurable brushed DC motor controller made by Pololu: https://www.pololu.com/product/1393

Kangaroo controller = A motor controller made by Dimension Engineering: https://www.dimensionengineering.com/products/kangaroo

Kickstarter = The world's largest funding platform for creative projects: https://www.kickstarter.com/

LAN = A local area network, a computer network covering a small local area, such as a home or office.

Monster Moto Shield (MM) = A motor driver shield used in conjunction with an Arduino: http://www.xsimulator.net/community/faq/motomonster.11/category

Motion Simulator or Motion Platform = A mechanism that encapsulates occupants and creates the effect/feelings of being in a moving vehicle: https://en.wikipedia.org/wiki/Motion_simulator

NASCAR = The National Association for Stock Car Auto Racing: http://www.nascar.com/en_us/sprint-cup-series.html

Newbie, Newb, Noob, N00b, Noobie, N00bie or Nub = A slang term for a novice or newcomer, or somebody inexperienced in any profession or activity: https://en.wikipedia.org/wiki/Newbie

Newton metre, NM, Newtons = Newton metre is a unit of torque: https://en.wikipedia.org/wiki/Newton_metre

Nords = Used to refer to the Nordschleife or alternatively Nürburgring race track: https://en.wikipedia.org/wiki/Nürburgring

Obutto = Commercial static gaming cockpit frame: http://obutto.com/

Oculus = Commercial company owned by Facebook that is developing the Rift: https://en.wikipedia.org/wiki/Oculus_Rift

OpenSimWheel = An Open Source DIY direct drive steering Wheel: http://www.xsimulator.net/community/threads/diy-opensimwheel-net-selbermacher-servo-lenkrad.5699/

Open Source = A development model that promotes universal access via a free license to a product's, code, design or blueprint, and universal redistribution of that code, design or blueprint, including subsequent improvements to it by anyone: https://en.wikipedia.org/wiki/Open_source

Outside in VR tracking = Cameras are placed in stationary locations in the environment to track the position of markers on the tracked device, such as a head mounted display or controllers: https://en.wikipedia.org/wiki/VR_positional_tracking#Outside-in_Tracking

P3D = Abbreviation for Prepar3D, a flight simulation game: http://www.prepar3d.com/

Patch = Used to refer to the tool used to activate a plugin to allow motion data, by specifying the appropriate game directory: http://www.xsimulator.net/simtools-quickstart/#Patching-the-game

Pcars = Project Cars is a race simulation game: http://www.projectcarsgame.com/

Peripherals = Refers to devices plugged into the computer like wheels, joysticks and pedals.

Pitch = A vertical force applied at a distance forward or aft from the center of gravity on a motion simulator, also used in reference to the same movement of a vehicle.

PID = A proportional–integral–derivative controller is a control loop mechanism employing feedback that is widely used in industrial control systems and a variety of other applications requiring continuously modulated control. A PID controller continuously calculates an error value e ( t ) {\displaystyle e(t)} e(t) as the difference between a desired setpoint (SP) and a measured process variable (PV) and applies a correction based on proportional, integral, and derivative terms (denoted P, I, and D respectively), hence the name: https://en.wikipedia.org/wiki/PID_controller

Plugin = A downloadable zip file that is installed into SimTools so a game can be patched for motion: http://www.xsimulator.net/community/marketplace/categories/downloads.1/

PM = A means to send someone a personal message, rather than post to a forum thread, functions a bit like email but is part of the forum system.

Port Forwarding = In computer networking, port forwarding or port mapping is an application of network address translation (NAT) that redirects a communication request from one address and port number combination to another while the packets are traversing a network gateway, such as a router or firewall: https://en.wikipedia.org/wiki/Port_forwarding

Pots or Potentiometer (also see Hall Sensor) = A three-terminal resistor with a sliding or rotating contact that forms an adjustable voltage divider, used for motor positioning on a motion simulator: https://en.wikipedia.org/wiki/Potentiometer

Prepar3D = A flight simulation game: http://www.prepar3d.com/

Profile = A set of motion control settings for a particular game: http://www.xsimulator.net/simtools-game-manager/#Profiles

Project Cars = A race simulation game: http://www.projectcarsgame.com/

PSU = Power supply unit.

PWM = Pulse Width Modulation, to control the speed of DC motor: https://en.wikipedia.org/wiki/Pulse-width_modulation

Rift = A virtual reality head-mounted display being developed by Oculus VR: https://en.wikipedia.org/wiki/Oculus_Rift

Roll = Rotation about the longitudinal axis of a motion simulator, also used in reference to the same movement of a vehicle.: https://en.wikipedia.org/wiki/Aircraft_principal_axes

Rose joint, heim joint, tie rod end, spherical joint, ball joints = All are forms of spherical bearings that connect the motor control arms to the rods and seat frame.

Seat Shaker = A motion simulator design where only the seat moves, independent of all peripheral controls.

Shoulder Mount = A motion simulator design where the motor rods are connected to the seat frame near the shoulders, can refer to a Seat Shaker or Full Frame configuration.

SimeXperience = Company producing commercial motion simulators and gaming peripherals: http://simxperience.com/en-us/home.aspx

Sim = A motion simulator or motion platform is a mechanism that encapsulates occupants and creates the effect/feelings of being in a moving vehicle: https://en.wikipedia.org/wiki/Motion_simulator

SimTools = Motion control software available for download on Xsimulator: http://www.xsimulator.net/simtools-motion-simulator-software/

SimVibe = Commercial software used to control bass shakers and buttkickers: http://simxperience.com/Products/SimVibe/SimVibeSoftware.aspx

SMS = Slightly Mad Studios, the Project Cars developer studio: http://www.slightlymadstudios.com/

Spherical Joint, heim joint, rose joint, tie rod end, ball joints = All are forms of spherical bearings that connect the motor control arms to the rods and seat frame.

Steam = An internet-based digital distribution, digital rights management (DRM), multiplayer, and social networking platform developed by Valve Corporation: http://store.steampowered.com/

Stewart Platform = A 6 DOF motion simulator design: https://en.wikipedia.org/wiki/Stewart_platform

Surge = Simulated rate of change of acceleration on a motion simulator, also used in reference to the same movement of a vehicle..

Sway = Simulated movement left or right on a motion simulator, also used in reference to the same movement of a vehicle.

The Ring = Used to refer to the Nordschleife or alternatively Nürburgring race track: https://en.wikipedia.org/wiki/Nürburgring

Torque = Is the rotational equivalent of linear force: https://en.wikipedia.org/wiki/Torque

Tie Rod End, heim joint, rose joint, ball joints = All are forms of spherical bearings that connect the motor control arms to the rods and seat frame.

Traction Loss (occasionally referred to as Drift Axis) = Refers to a motion simulator mechanical implementation of sway using a pivot point at the front of a frame and wheels or rollers at the back, which allow a controlled motor or actuator to move the back of the frame left or right through an arc.

Tuning Center (SimTools) = The tool used to fine tune motion forces for games: http://www.xsimulator.net/tuning-centre/

UDP = User Datagram Protocol (UDP) is one of the core members of the Internet protocol suite, used where error checking and correction is either not necessary or is performed in the application: https://en.wikipedia.org/wiki/User_Datagram_Protocol

Uni or Universal Joint = Commonly used on the end of a car tailshaft and re-purposed as a pivot point for a motion simulator. It is a joint that allows a rod to 'bend' in any direction. It consists of a pair of hinges located close together, oriented at 90° to each other, connected by a cross shaft. Not to be confused with a CV joint: https://en.wikipedia.org/wiki/Universal_joint

USB = Universal Serial Bus is an industry standard developed in the mid-1990s that defines the cables, connectors and communications protocols used in a bus for connection, communication, and power supply between computers and computer peripherals: https://en.wikipedia.org/wiki/USB

VFD or AC motor = A variable-frequency drive (VFD) (also termed adjustable-frequency drive, variable-speed drive, AC drive, micro drive or inverter drive) is a type of adjustable-speed drive used in electro-mechanical drive systems to control AC motor speed and torque by varying motor input frequency and voltage: http://en.wikipedia.org/wiki/Variable-frequency_drive

Vive = A virtual reality HMD being developed in co-production between HTC and Valve Corporation: https://en.wikipedia.org/wiki/HTC_Vive

Volt = Unit for electric potential, electric potential difference (voltage), and electromotive force: https://en.wikipedia.org/wiki/Volt

VR = Virtual Reality refers to a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds.

Warthog = Flight simulator controls commercially produced by Thrustmaster and are modeled off those of the A10 ground attack aircraft: http://www.thrustmaster.com/products/hotas-warthog/

Watt = A unit of power: https://en.wikipedia.org/wiki/Watt

Worm Drive = Often used to refer to a type of motor/gearbox combination but is actually a gear arrangement in which a worm (which is a gear in the form of a screw) meshes with a worm gear : https://en.wikipedia.org/wiki/Worm_drive

X-sim or X-sim3 = A motion simulation software with its own community: http://x-sim.de/forum/portal.php

Xsimulator = Often used to refer to the website or community membership of Xsimulator.net: http://www.xsimulator.net/community/

Yaw = Rotation to the left or right around a central pivot axis: https://en.wikipedia.org/wiki/Yaw_(rotation)

ZIP = An archive file format that supports lossless data compression: https://en.wikipedia.org/wiki/Zip_(file_format)
#66
Sticky

What kind of simulator for me?

You would like to have as much fun as us?!
Your first questions should be the following:
_______________________________________
What do you want to simulate?
driving or flying ?

flying requires wide angulations: often joyrider, 6 DOF models or gSeat like military
driving requires short range and quick movements: all models (rarely joyrider), but ideally a seat mover (2DOF) **​
_______________________________________
What principle?
2DOF seat mover (Frex, CXC, benefit of additional motion cues explained) **
2DOF with wheel and pedals on gimball
2DOF with wheel and pedals joyrider (acesim)
2DOF Flatbed (design)

3DOF with heave or under seat heave here, under frame heave here, or compact heave here.
DOF with traction loss
3DOF 360°

gSeat

6 DOF (CKAS) vulbas merchan-e wannabeaflyers RiftFlyers

unpowered flight simulators:
http://mydreamflyer.com/
http://www.cloud-flyer.com/
_______________________________________
What is your budget?
budget=sim + wheel + pedals + (shifter) + Gamer PC + screens or videoprojector + games licences

Depending on what you have left for your sim:
DC motors (Wiper, Worm) + HBridge : cheaper
SCN: more expensive
AC motors + VFD : expensive but powerful​
_______________________________________
or motorbike (credit @AlBuw) ? sb.jpg
or skying ? skying simulator.jpg
or riding ? Jumping-Sim-Slider.png
#16

DOF, Angles, Forces

axis definitions: 3.jpeg

yaw, roll and pitch are actual angles: 1.jpeg

Sway, Surge and Heave give forces: 2.jpeg
#15

What's the difference between SimTools and X-Sim?

For quantitative comparison, here some information:
PC resources consumption:
RAM
Xsim Extractor 65 Mo Ram + Xsim converter 18 Mo = 82MB for Xsim
versus GameManager 18 Mo RAM + GameEngine 14 Mo = 32MB for Simtools and 0% processor

DISK
4 MB
install file for Simtools + Microsoft .net framework (Win7 64 bits) 39 MB
54 MB
install file for Xsim 3​

SUPPORTED GAMES
~55 for Simtools
~40 for Xsim​

Simtools and X-Sim uses the following interfaces:
- USB serial: Arduino and JRK
- Net (LAN ethernet)
- SCN5 and SCN6
- No Vellerman support for Simtools but these cards are obsolete​

Features:
X-Sim 3 contains some features that Simtools doesn't have at the moment.
- ODB II interface for diagnostic software and android or iPhone dashboard programs
- buttkicker support (which is under construction for Simtools)​

Last update: 07.04.2014
#1

Types of Electrical Motors

#68

Getting started with Motion Simulation Control Basics ... How it works ?

As a start ... link the colored words together as you read .

- Motion control systems aka "Mechatronics"is what I call it Electro-Mechanical Combined Balanced Systems .
- A predefined DOF "Degree Of Freedom" expression is used for motion control system between point A to point B ... even in curved motion direction .

So Motion Controller boards as master brain are like "SimAxe ,Arduino ,... "

To build Such DOF system we must have a balanced system ... which by default is divided into two sides the mechanical motion side ... and electrical control side ... with a kind of internal communication way between them ... with a basic responsibility for both sides to watch and close guard the other side and a brain to react .

Each side has a balanced bond between two points, So we have the mechanical motion bond points and the electrical control bond points ... So we have total 4 points 2 on each side ...
The Brain "processor " always compare these bond points in pair and uses the communication way between sides to check each bond and there is NO Deference in its points ... plus giving orders to correct the unbalanced points ... So bond points must gives a "Zero error " measurement result in there own type of construction concept level ... eventually we'll get a stationary alive system .

  • The electrical control bond points names are "set point" & "new set point" as digital values for the electrical control side ...
  • The mechanical motion side points names are "motor shaft angle" & "Feedback pot shaft angle" for the mechanical motion side ...
  • Since the communication way between sides is electrically presented in signal/s ... it is time to change some colors here :
the "Feedback pot shaft angle" value will be converted into an electrical signal called "Feedback signal" ... the motor driving commands from electrical control side are called "motor signals" ... the computer commands as part of the brain is sent and received through a USB data link .​



-Mechanical side drive method: in the next video explains how the system corrects itself if the mechanical bond side is unbalanced by making an angle deference between the pot axes and the motor axes ... while the set point and the new set point remains equal in the electrical control side ...

the motor rotates the same way and angleas the pot rotates to ... and corrects that angle to zero or " follow-up mechanical DOF" ...



I guess One of the most important applications in balanced motion systems is the SEGWAY ...
unbalancing "bush the handle " the mechanical side of sensors ... gives you the motion required .




-Electrical side drive method: is what motion simulator in our XSimulator.net " DIY Motion Simulator Kit " are using with some basic concepts ...
  • first concept here we are mounting back again the Feedback pot shaft with the motor shaft permanently by an appropriate decent mechanical way regarding the simulator design that is providing a certain range of motion ... this mechanical bond side form the balanced system remain FOR EVER with no mechanical error ... so actually we are reading the motor shaft angle as a variation of the feedback bot resistor as a Feedback signal
  • Second basic concept ... digitally convert and consider the" Feedback signal "as the " set point " value in the processor so this Mechanical Communication Electrical bond is FOR EVER too ... So IF [set point = Feedback signal = motor shaft angle ] ... All are equal with no deference or the error equal zero ... every thing remains stationary ...
So in such motion control system ... digital values are transferred through the input/output connections of the controller board ... Some extra LCD display output connection may be added to the board for tracking proposes only ... Information is provided to the processor as above through the USB data link from the attached PC to be the new set point ... as values from the feedback pot is considered set point ... .

Now we unbalance or "Drive " this electrical DOF system ... giving the new set point another value to make an error in the electrical side ... as hundreds of commands presenting a "new set point " per second is sent to the controller processor here what is happening ... Next steps are actually happens very very fast in real time so get ready :
  1. IF we send from the program on PC a " new set point" value to processor. So compared with the "feedback set point " coming from the feedback pot there will be difference +/- in the electrical control bond side ...
  2. Assuming it is positive deference ... then processor gives orders through output communication to the motor to rotate CW ... Regarding that feedback pot shaft mechanically mounted to motor shaft ... that CW rotation will give a "feedback set point" to the processor which while motor CW moving it is continuously compared with the " new set point " required value until " error = zero " ... then motor stop .
  3. Vise Versa for Negative deference ... then processor gives orders through output communication to the motor to rotate CCW ... regarding that feedback pot shaft mechanically mounted to motor shaft ... that CCW rotation will give a "feedback set point" to the processor which while motor CCW moving it is continuously compared with the " new set point " required value until " error = zero " ... then motor stop .

ce36be30693.gif


These three simple steps are done quickly and with further more details [for programmers ] in position approach that are called PID control ... which gives a smooth fast start fast stop as required on target .

ce36be30697.gif


For driving a wheel rolling in a straight distance from 0m.m. to 100m.m. which is called "range of motion " ... and if we have only 100 set points that called " linear motion resolution" ...
So the system can't set you on any fraction of the range ... we use higher resolution set points ... So we get smother motion along the motion range and will not notice the little jump differences between the set points ... the same concept applies to a 180 or 360 degree rotation arm as radial motion ... these items are solved pretty good in the SimTools Free Motion Control Program in this site ...


For the next video it shows how we as humans doing this as we drive a car or throw the dart and look where it goes and then correct our next strike depending on our shoulder position adjustment resolution ... and our Brain calculations .







Resolution of the motion is generated in a good program and is performed by a good motion controller PID parameters ...

Good resolution motion range is achieved by using a good feedback sensor that can accurately differentiate between the slightest change in its position and give the proper feedback ... that is also related to the motion smoothness that a motor can really produce ... that combination is has to be chosen carefully ...
There are a lot of simulators that are really doing great and there creators just used a very smart concept designs for there platforms and a well used common components that really did a great job ...

Motors used in motion simulators are endless types and shapes ... many types from many sources are used here even from the scrap yard .
the most common used around till now are DC wiper motors and DC worm gear motors big ones ...
SCN5 and SCN6 are used on a very good scale ... AC motors too are going good ...
but there are no projects till now that are using stepper motors, servo motors, BLDC motors " too expensive drivers for such motors " ...


Now, If you still have questions or you want to read more just go Here .
Or you find this post informative enough then go to the next step ...
Have a look and understand the SimTools program here in the Tutorials section .
#38

What interfaces with Simtools?

#39