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2 DOF platform sim for racing and flight

Discussion in 'DIY Motion Simulator Projects' started by stomper, Aug 6, 2016.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    The code is the same, it is driving 2 axis, but there will likely be a bit of a difference when you configure the Axis Allocations and motion profile.
    • Like Like x 1
    • Informative Informative x 1
  2. stomper

    stomper Member

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    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
  3. stomper

    stomper Member

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    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    I am considering adding a seat slider for surge using 2 industrial style draw slides. How much travel forward and reverse would be needed to be very effective. Then I will need to work out a way to counter balance if needed. I haven't even got the first stage finished and already looking at expanding.
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    There are some members who have built variation of surge tables, like @Boomslangnz, @SeatTime's original rig, @Pit and @speedy's, so check those builds out.

    If you plan on using VR then generally you do not need a as much axis travel as you would normally.
  5. stomper

    stomper Member

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    @noorbeast if I add surge to the seat only instead of building a surge table would that give my sim a more realistic effect for accelerate/braking.
    I am also going to add traction loss with the lazy susan idea.
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    It really depends on what you are wanting to achieve.

    My interest is VR and haptic type cues. So I initially built a surge slide for my sim controls, rather than the seat, but I don't need it since I upgraded my sim to 3DOF, as the heave knee I use travels through a small arc, fore and aft, and I can exploit that in the motion profile to get the surge sensation I need for VR. You only need a small surge movement in VR to trick your brain, in conjunction with using a race harness that also tightens when the seat moves that small amount forward.

    At the other end of the scale it takes a lot of axis movement to try and recreate the actual surge force, and there is only so long that can be simulated before you run out of axis travel.
  7. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
    AC motor, Motion platform
    Depends how far you want to go in simulating the forces, as a 2DOF does just fine for small movements, but for extended braking/acceleration etc it is not so straight forward, some have built large surge/sway tables which I tried in a smaller setup initially, but finally went for a 6DOF to give me some other options. As an example have a look at a video below which shows my old rig and @Pit rig. As for my 6DOF first video is it using a mod that Dustin did for me in SimTools V2 to control pitch in a surge sense (also had some sway/roll). This allows very extended acceleration/braking by introducing some surge into the pitch axis. Unfortunately I could not also add any filters with this mod, so the movement is very raw :). Next video is using BFF software.


    Surge table options:

    My old system with 2 DOF seat with traction loss, surge table and a heave mod fitted to the seat itself.



    @Pit current system



    My current 6DOF



    As an better example BFF software which allows a filtered/washout - roll/pitch acceleration output.

  8. stomper

    stomper Member

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    My Motion Simulator:
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    short little video of my sim coming alive. I was LFS with my laptop while holding my phone and getting ready to stop it from rolling off the desk. will have better videos over coming days
    • Like Like x 3
  9. stomper

    stomper Member

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    I think I will hold off on adding a surge table. But I will hopfully sort out the traction loss this weekend. I just need to work out how much travel I need/want. Does yaw axis work with FSX when flying choppers? ( I will look at the thread for FSX as well to see if I can find out).
    • Like Like x 1
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    • Like Like x 1
  11. stomper

    stomper Member

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  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Yes total, as per the FAQ link.
  13. dedas

    dedas Active Member

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    My Motion Simulator:
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    Great project, i like your 3 monitor rig mount :grin
    Like to see your finished rig:thumbs
  14. stomper

    stomper Member

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    Cheers i will hopfully be running a full race test within 2 weeks waiting on a couple of deliveries and it should be ready to go with a huge thanks to @noorbeast. I stripped down my old sim (non motion) 4 months ago so i am itching to get back in drivers seat.
    • Like Like x 1
  15. stomper

    stomper Member

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    I'm doing a bit of research into adding more motors to my sim for traction and surge but I am a little confused as to the Arduino code to use, I have read @RacingMat thread on 4dof but its for 1 pin direction, but at the bottom of his tutorial it has the wiring setup for the Arduino connected to 2 motomonsters and 4 motors, so will this code work for this setup 2motomonster.png . I over think things a lot and the my head does 360's
  16. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    Just use another Arduino. Run two motors off each.
  17. stomper

    stomper Member

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    thanks That was a thought I had.
  18. RacingMat

    RacingMat Well-Known Member Gold Contributor

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    My Motion Simulator:
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    I don't understand your worry...
    4 DOF is 4 motors
    and if you use MotoMonster, you need 2 MM for 4 motors

    the code manages the 2 MM which drive the 4 motors: hence the code is fine for your 4 Dof
  19. stomper

    stomper Member

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    Hi its been a while since i have been on here but i just recently continued with my sim build and got my self som motors from motion dynamics.

    I have wired them up and have plugged in my usb for the arduino and the motors have powered up straight away. Is this right? From what i can remember from setting it up last time is that the motors should only power up when a game starts or when i start testing in sim tools. Any help would be great. The only thing i have changed from last time i tested is the motors.

    Thanks
  20. stomper

    stomper Member

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    Short video of the traction loss
    • Like Like x 2