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Question Only half of Axes Behave Normally - Assetto Corsa

Discussion in 'SimTools DIY Version' started by ZeGrundPilot, May 22, 2018.

  1. ZeGrundPilot

    ZeGrundPilot New Member

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    Gents,

    Greetings, Folks. I have read the docs time and again. I have read form posts carefully, I feel and did not want to just post if the answer was out there for me to research.
    I also tuned each DOF/Axis one by one. However, for whatever reason, one half of my axis works while the other seems anemic. For example: Pitch up seems to work properly while pitching down from the center point is weak, slow, not using the full range. Even more frustrating is my left turn response to sway (or roll) responds properly, but sway to the left is basically non-existent...save for returning to center point.

    Can anyone share their tuning center settings? Is it related to the % of range setting being too low? I really don't understand the purpose of the Profile Editor since its scale (- to +) does not relate to/match anything else. Is it setting the starting point/baseline for a profile? My PE setting is now at 100%. I wish the order/hierarchy of settings was a little more clear/examples given. I promise to provide some what-ifs once I figure it out.

    I only have two Axes/Motors: One pushes forward/back, the other side to side. Running Arduino Uno and SMC3 with VH2nSP30s.

    I really appreciate the assist (says the independent guy who thought he was smarter than this...)

    Screenies attached:
    AxisTune1.png AxisTune2.png LimitTune2.png
    RigSmall.jpg
  2. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Hi @ZeGrundPilot,
    1) First let's look at your Max/Min values
    Lets take for example Pitch.
    The way you have it tuned, it will react differently when it tips to one side, than the other.
    This is because you have a different Max vs Min for the Pitch input.

    For instance, when a 3 comes in for Pitch from the game.
    Because the Max value is 3.01... you get about 100% output (or tipped all the way to that side)
    However when you get a -3, because the Min is -5.5... you only get about a 55 deg tip on the other side.

    What I'm trying to show you here, is you almost always need 'balancing' for Roll, Pitch, Yaw, Sway, Extra1-3.

    2) Next let's look at your Axis Assignments.
    Lets start with something simple like this. (please swap Sway and Surge if your sim Sway's when it should Surge.
    Unstitled.jpg

    We read axis assignments from left to right.
    In your case, we should set them to use 100% of the axis, because you are only use one DOF per axis, and we want to use all of the output for this axis.
    So in the pic above, Axis1a = Sway at 100% and Axis2a = Surge at 100%.
    Reset the limits
    Unsstitled.jpg

    (For the test's, we are letting them use their full range in the limiting pic above)

    After changing these setting, please make sure that your Max/Min settings for Sway and Surge are the same number (except the Min is negative of course) and give it a ride.
    I believe you will see a huge difference.

    3) Game Manager - Profile Editor
    For now set all of these to there defaults.
    Until you get decent motion with your base settings, we wont need this part.
    (but we will come back to it so I can explain it once we get a bit further)

    Chat soon,
    yobuddy
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  3. ZeGrundPilot

    ZeGrundPilot New Member

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    OK. I am using Pitch and Sway @ 100 in this example. Rolling up and down Laguna corkscrew shows me what the game is sending. Axis Limits none (100%). Here is the balanced tuning attachment. We still go up and to center point nicely, but no real noticeable downward pitch. Left turn Sway is fully perceivable, but right sway non-existent outside of the return to center from the left-turning sway. Even low speed jerk on the wheel gives the left sway, but nothing on the right. When I swap the cables OR the direction box on the Axis DOF, I get the exact opposite. Tuning1.jpg
  4. ZeGrundPilot

    ZeGrundPilot New Member

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    By the way. I just ticked the "Balanced" button on pitch, roll, sway, surge, Extra1. Same result. No left sway registered but plenty of sway to the right. Thanks
  5. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Use Surge instead of pitch.

    For sway, you still do not have even numbers in the Max/Min boxes. (thou they are close)
    May I see a pic of you axis assignments for the game?
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  6. ZeGrundPilot

    ZeGrundPilot New Member

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    Balanced min/max. 100s for DOFS and Limits. Output Tests move rig in both directions.
    Also, the rig is a pendulum. So some of Axis1a is for surge and it is shared with pitch, as the rig points up or down on the hills of the tracks. Some of Axis2a is for sway and the axis is shared with extra1 for loss of traction whereby loss of traction will be the majority of the axis. I want minimal side to side movement for the sway. I am actively, slowly getting my head around the DOF/Axis matrix...as I did not think you could list surge and sway in the same DOF column unless you wanted them acted on simultaneously...I was apparently wrong...
    Thanks AxisTest1.png
    Last edited: May 23, 2018
  7. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Great!
    (I just wanted to check if you had filters on that may be skewing the results, so thx for the pic.)

    So now to answer the question of the Game Manager - Profile Editor.
    When you slide the Sway slider, you are basically adjusting your Max/Min settings for that DOF by as much as 50% in either direction.

    If your Max/Min for Sway was 2/-2, and you slide the Sway slider in the profile editor up to +50%.
    It makes the output more sensitive by lowering the current Min/Max values down to 1/-1.

    Same goes for the other direction.
    If your Max/Min for Sway was 2/-2, and you slide the Sway slider in the profile editor down to -50%.
    You make the output less sensitive by raising the Max/Min numbers to 3/-3.

    With this in mind, you can see why I say for the best base Min/Max numbers, use a medium car on a track that has some typical bumps, turns and straits normally found in the game.

    I hope this helps buddy!
    yobuddy
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  8. ZeGrundPilot

    ZeGrundPilot New Member

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    That certainly makes sense. So, does getting full response on a left turn but no response on a right turn indicate that I need to get the tuning correct and balanced so that valid + and - values are coming in to the Game Engine? This one-sided functionality is a common thing, eh? I will try to pick a track with better left and rights to recapture min/max if that is the case then. Trying that now.

    Thanks for the patience.

    R
  9. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    You just need even numbers for most things if you want the same reactions from forces in both directions.
    Take care,
    yobuddy
  10. ZeGrundPilot

    ZeGrundPilot New Member

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    The axis responds to YAW left and right...But, Sway and Roll simply will not activate the left side of Axis 2. Manual movement in SMC3 and Simtools works, just not in game. I guess I should try LFS...I reinstalled the plugin as well. Maybe I need a fresh profile for the game...corruption?
  11. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Did you wipe out your Max/Min settings?
    Unless you reconfiguring the settings, we didn't use Yaw or Roll.
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  12. ZeGrundPilot

    ZeGrundPilot New Member

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    Yes. Replacing the plugin wipes the min/max settings.

    After the tests were unsuccessful on Axis2a using sway, I assigned a different motion to it...Yaw in this case just to see if the left side motion actually activated at all. While it was not intended to be a final setting, I wanted to test the mechanical capability and Simtools connectivity to the Arduino...This test, along with manual movements using SMC3 and Simtools move the rig left and right as it should, but neither the sway nor the roll move the rig to the left as they move the rig right. Hardware seems OK. Communication seems ok then.

    In my prototype, I have the motors center-connected via chain. So they start at the center point upon initialization. Is that the problem? Nothing happens on the left beyond that center point. Any other suggestions?

    Thanks
  13. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Since you know that it can tip left, I would suggest you have your axis assignment's wrong buddy.
    I suggest starting with a simple Sway and Surge axis assignment until your comfortable with how the axis mixing works.
    Take care,
    yobuddy
  14. ZeGrundPilot

    ZeGrundPilot New Member

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    Hi Yobuddy,

    I followed your recommendation and stripped down to the basics of Sway and Surge. I tested and Sway only moved one direction. This made me ask the question: Is my hardware broken?

    So I performed two tests:

    1 - Manual movement using the Output test. Result: Left and Right rig movement.

    2 - I temporarily swapped the Axis assignment from Sway to yaw (I will not use yaw in my final setup). I just wanted to see if any game data would move the rig to the left. Yaw moved the rig to the left and right successfully. So, I think I proved to myself that it is not a hardware problem.

    So, it does not appear that I am having a axis assignment issue at this time. Especially since the right movement responds to Sway perfectly. I will see if make a new provide does anything. Perhaps I managed to corrupt it.
    Thanks
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  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I would suggest you post pictures of all of your settings, in particular your current Axis Assignments, as well as a video that shows the screen and rig movement at the same time, both in Output Testing and then in-game.