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FlyPT Mover

Discussion in 'FlyPt Mover' started by pmvcda, May 30, 2019.

  1. VirtualObsession

    VirtualObsession Member Gold Contributor

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    My Motion Simulator:
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    I'm trying to demo MSFS2020 and the motion simulator to people with no experience of piloting a plane.
    I'm using a flight recorder for MSFS2020. Something like: https://flightsim.to/file/8163/flight-recorder.
    The telemetry coming from SimConnect through playback is quite rough, like flying through lots of turbulence. I assume this is due to the resolution of the recorded data by the flight recorder or maybe something else is going on?
  2. pmvcda

    pmvcda aka FlyPT

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    That one is done
    upload_2021-9-1_14-3-59.png
    • Like Like x 3
  3. pmvcda

    pmvcda aka FlyPT

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    I need to see the data.
    How are you playing it in Mover?
    Sorry don't know this recorder.
    You can use a phone with Phyphox. The player included in Mover can read the data recorded by it.

    upload_2021-9-1_14-6-35.png

    There's instructions somewhere in this topic. Give me aminute

    EDIT: Here: https://www.xsimulator.net/community/threads/flypt-mover.13464/page-18#post-185169
    Last edited: Sep 1, 2021
  4. VirtualObsession

    VirtualObsession Member Gold Contributor

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    FS doesn't yet have its own native flight recorder, so they are all 3rd party. But it's on their roadmap.

    I'm recording a flight and playing it back through MSFS2020 to recreate the flight visually. It's not a recorder to specifically record telemetry for Mover. However, when playing back a recorded flight, the FS2020 (SIMCONNECT) module receives telemetry, although not of the same quality as experienced during the recording.

    I have used the Mover recorder and player, but that doesn't playback to FS and control aircraft.
  5. pmvcda

    pmvcda aka FlyPT

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    Ok, I understand.
    Can't test right now, but that might be low resolution/frequency data. Is there an otion to increase the rate of data capture in that app?
  6. VirtualObsession

    VirtualObsession Member Gold Contributor

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    There might be in the code itself. But don't trouble yourself.:thumbs I'll take a look at https://github.com/nguyenquyhy/Flight-Recorder
    • Like Like x 1
  7. hexpod

    hexpod http://heXpod.xyz

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    Thousands thanks for all those fixes and new features.

    Concerning il2, I have every 10s. a periodic very brief kick in the “shooting force” (at least in bf109 G14). Otherwise this gunnery exaggeration works great !

    Can it be on the mover side or it’s another bug to report to the il2 dev ?
    Last edited: Sep 2, 2021
  8. pmvcda

    pmvcda aka FlyPT

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    I have to test it.
    Data from the gusn is a bit messy.
    There's no response on the forums :(
  9. hexpod

    hexpod http://heXpod.xyz

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    @pmvcda How about the smoothing transition to exit “out of pose” state ?

    Coud we attempt something in that matter ?
  10. pmvcda

    pmvcda aka FlyPT

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    You spoke with me about something.
    Sorry, please explain me again.
    Was that when we enable disable poses in the rig?
  11. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    You have the “out of pose” feature which is IMO a excellent safety addition.

    Now, once in “out of pose” the connection to all motors is stopped and that’s normal behavior.

    During “out of pose” period, the rig makes virtually all kind of movements which the physical platform can’t accomplish. The issue is that the “”out of pose” exit pose” (sorry for confusion terms) is not the same as the entry pose (where the platform has been stopped).... which produces a violent kick trying as fast as possible to catch the new possible pose state.

    The question is if we could smooth this “exit state” so the platform runs smoothly to the new possible pose after being frozen in “out of pose”

    I hope it makes sense
  12. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    Maybe just a smoothing ramp similar to what we have while changing filtering values could also be applied when the physical platform exits “out of pose” and regains again the motion ability.
  13. pmvcda

    pmvcda aka FlyPT

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    OH OK, sorry.
    It's possible, I already made some changes for that.
    It's a s curve transition lke when we connect the sources.
    But it's between poses values.
    • Like Like x 1
  14. pmvcda

    pmvcda aka FlyPT

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    Same as the sources. But on the pose values. I think it's enough
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  15. Nuno lo

    Nuno lo New Member Gold Contributor

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    Hi noob here. Just built a 6 dof hexapod with 80st motors and thanos. Is there any simplified video tutorial on applying filters. I can't wrap my head around it lol. TIA guys.
    Assetto corsa star wars squadron is my games of choice
  16. pmvcda

    pmvcda aka FlyPT

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    Take a look here: https://www.flyptmover.com/basics/filters

    Next Mover version is going to include an easier setup. I think I'm going to call it black box.
    First one is specific for cars and makes filtering "invisible".

    If feedback is good I might go for an aircraft version.
    • Like Like x 1
  17. Nuno lo

    Nuno lo New Member Gold Contributor

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    Hi mate thanks for your quick reply. I've had a look at that but still very confused. I have a light grasp on it. My main issue is the amount of filtering I need to apply.
    When will black box be ready to download?
    I had a sfx 150 and coming from srs this is definitely out of my league atm
  18. pmvcda

    pmvcda aka FlyPT

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    Next 3 to 4 days. Maybe earlier.
    Let me put this out. I think it will be easier.
    Something like smooth, amplitude and gain. not much for each dof.
    UI is not ready, or I would post it here.
    • Informative Informative x 1
  19. Nuno lo

    Nuno lo New Member Gold Contributor

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    Thanks for that. Cant wait. I the mean time. I'll keep tinkering
  20. Nuno lo

    Nuno lo New Member Gold Contributor

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    Also I watched your dirt tuning video on YouTube. If I apply the filters in the same way or similar to assetto corsa. Would that achieve a similar result with some fine tuning? Also is there anywhere i could turn down the overall movement of the rig or do i need to individually dial each dof down?