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including using the GS-4 with SimTools

Controlling the original GS-4 and DIY G-Seats with SimTools

Simtools 2.4 setup to prevent negative vales and movement

► simtools
To prevent negative vales and movement take @yobuddy's advice and use SimTools v2.4, then allocate a '0' for the min value in Sway and Roll.

This basically turns off the negative inputs for this DOF

We should be able to do this without modified plugins like this. :cheers
First Game Engine needs to be in "Expert" mode, this gives us separate Min/Max files for both (a) and (b) Axis Assignments.
Then setup you axis assignments like this.

Notice this is the - (a) Axis Assignments.

Notice this is the - (b) Axis Assignments.

Then in Tuning Center, make sure both sets of Min/Max settings for (a) & (b) Axis assignments are the same, except for sway.
For (a) Axis Assignment use a sway like this.

And for (b) Axis Assignments use a sway like this.

What you have essentially done here is turn off sway in one direction for each axis (the 0 turns them off in that direction.)
Now all you have to do is change your interface output.
Wherever you are using <Axis2a> Change it to <Axis2b>.

With this example above, all game plugins should be usable without modification.
If anything in the example needs more explaining, let me know!
Take care, :thumbs

►in your code:
We're sending 8 bits to Arduino as per interface settings, so that means values between 0 and 255. 0-127 is -ve and 128-255 is positive (heave/surge)

I can't do -ve DOF so I have this line that clips anything 0-127 and 128 is minimum

if (actuatorPosition[currentActuator]<128) actuatorPosition[currentActuator]=128;

So now the values are 128-255 and these are mapped to the values which go to the servo as per below. These numbers vary servo by servo and with ASMC/E you even need to tweak for individual servos depending on how the tiny pots might have been adjusted for sensitivity.

Using SimTools with SimExperience GS4 G-Seat

In SimTools Interface Settings just use these settings with the Serial Interface: https://www.xsimulator.net/community/threads/simtools-and-simxperience-gs-4.7050/#post-127901

* Interface_Profile *

Arduino code for servo G-Seats

***** To prevent negative values and movement take @yobuddy's advice and use SimTools v2.4, then allocate a '0' for the min value in Sway and Roll.

***** Arduino code for G-Seats by @Spit40: https://www.xsimulator.net/community/threads/007-g-seat-ultra-compact-servo-based.10470/#post-139756

***** RC servo Code for Arduino UNO - 2DOF - Expandable 2.0: by eaorobbie
interface setup - IMPORTANT - Assuming a 2DOF for SimTools 2 the Interface Output should be set like this R<Axis1a>~L<Axis2a>~

and for expanding code to use more servo http://www.xsimulator.net/community/threads/my-project-guide-me.5682/#post-59262
To add servos to my code , for example to include 4DOF with my code

Line 9 - How many Servos to use.
const int kActuatorCount = 4;

Line 13 - The Identifier used for Servo
const char kActuatorName[kActuatorCount] = { 'R', 'L' , 'F', 'B' };

Line 14 - Where is Servo is connected
const int kPins[kActuatorCount] = {3, 5, 6, 9};

Line 15 - 17 - Sets the scaleing in degrees of movement used , this is set for 180 deg if counting from 0
const int kActuatorScale[kActuatorCount][2] = { { 0, 179 } , // Right Actuator scaling
{ 179, 0 } , // Left side Actuator scaling
{ 179, 0 } , // Front side Actuator scaling
{ 179, 0 } }; // Back side Actuator scaling

Line 21 - Sets the Initial position of servo when in starts in Degree's
int actuatorPosition[kActuatorCount] = {90, 90, 90, 90};

Note in lines 15-17 if servo moves the wrong direction you can simply invert them by changing the scaling.


DIY pneumatic G-Seat by xxpelle

Check out @xxpelle's innovative servo driven pneumatic G-Seat: https://www.xsimulator.net/communit...imulator-dof-reality.8570/page-38#post-163816

Material list for a self-constructed pneumatic G-seat: https://www.xsimulator.net/communit...imulator-dof-reality.8570/page-39#post-163957

Settings: https://www.xsimulator.net/communit...imulator-dof-reality.8570/page-43#post-166682

RC Arduino code: https://www.xsimulator.net/community/threads/my-vr-simrig-h2-from-dof-reality.12519/#post-167010

4 x CYS-S8218 40 kg Metallgetriebe Digital High Torque HV Servo

1 x ARDUINO UNO R3 ATmega328P ATmega16U2 Development Board with USB Cable Pro

1 x DC 5V 30A 150W Power Supply

4 x Kistenband 150x35mm

4 x Montagekissen 17x15cm

4 x Montagekissen 27x13cm

4 x T-piece hose connector plastic POM 5mm

1 x Cable tie assortment

Fabric for the pillows "27x13cm"

Velcro fasteners to fix the pillows "27x13cm on the seat and 17x15cm on the pump"





DIY pneumatic Gseat + Office chair traction loss by Jumping Coin

gHead gHelmet gSkull DIY systems

► here is a functionnal gHead bowden cable system made by sberns!:popcorn

► here a bladder gHead system by @Banfy
Having your head being moved by an external device feels really like having a helmet with G-Force.
Finally i have just put a bladder behind my head, under the seat cover (red spot) and it give quite good results considering how simple it is to implement ;-)

I can set it either for breaking or accelerating. I prefer the acceleration mode (simulating the helmet being compressed to the seat)

G Helmet by means of propulsive air jets

► Frex HeadMotion system
2013 system => https://www.xsimulator.net/community/threads/frex-motion-head-system.4991/

2020 system => https://www.facebook.com/FrexGP/videos/frex-head-motion-system-prototype/738851742814563/

►video from Haptec


► concept from @BlazinH
I use springs also but it appears for a different reason. I use torque only motor drivers therefore when a force ceases there is not a return to what would be considered neutral position because positional feedback is not present. In real life your head naturally snaps back to a position that feels natural and that's how my system works too. However there is some inherent resistance to movement in my actuators drivetrains so I use springs to provide just enough counterforce so your head doesn't feel a resistance when righting itself.

► an idea from @Trigen