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FlyPT Mover

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

  1. sallerding

    sallerding Member

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    My Motion Simulator:
    AC motor, Motion platform, 6DOF
    Yes planned but still being worked on. Because it is being written voluntarily by a single member of the community (pmvcda) it will be released when he has an opportunity to complete his work. We all have to be patient, and grateful for the contribution he has made/making.
    • Agree Agree x 4
    Last edited: Aug 5, 2024
  2. Marco Annunziata

    Marco Annunziata Member Gold Contributor

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    My Motion Simulator:
    DC motor, Motion platform, 6DOF
    Maybe it would be helpful if someone would offer to support him in the development of the code. Unfortunately, I'm not a developer otherwise I would have already offered myself.
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    Given the complexities involved that is often not possible unless there are the resources to support a multi member development team.

    In the meantime we can all be appreciative of @pmvcda's efforts and FlyPt, and where we can choose to support him in whatever way is possible, given FlyPt is one of the free ways to bring our rigs to life, with a great deal of control over how that works!
    • Agree Agree x 1
  4. Marco Annunziata

    Marco Annunziata Member Gold Contributor

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    My Motion Simulator:
    DC motor, Motion platform, 6DOF

    You right! I donated with PayPal and I suggest doing the same to other users, I suggest also @pmvcda start a Patreon crowd founding to have a controlled income and to know who the supporters are
    • Winner Winner x 1
  5. Map63Vette

    Map63Vette Member

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    What exactly do you mean? I managed to get SpaceMonkey output into FlyPT by manually running the Dirt 4 source in FlyPT. SpaceMonkey outputs data in the Codemasters format that Dirt 4 uses, so it seemed to pick it up just fine. So in that regard I think you can use any of the SpaceMonkey compatible games with FlyPT as long as you configure SpaceMonkey to output in the CM3 UDP format (CM3 = Codemasters extra 3).
    • Informative Informative x 1
  6. dureiken

    dureiken Active Member

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    yes I did too, that way

    thanks
  7. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    My Motion Simulator:
    2DOF, DC motor, Arduino
    What's the current status of FlyPT Mover with Elite Dangerous? I remember there was a whole memory address thing etc. but I last touched it 2 years ago so it's outdated most likely... What's the current way to connect?
  8. dureiken

    dureiken Active Member

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    Hi, did someone tried PS5 compatibility ? maybe via SRS? thanks
  9. John Murphy

    John Murphy Member Gold Contributor

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    My Motion Simulator:
    3DOF, DC motor
    I would like to connect simtools v3 to mover and have some questions...

    - for the source do I use the simtools plugin for mover (does this work with simtools v3?) or do i use udp?
    - I know I need the output:serial configured in mover, do I also need to setup something in 'direct'?
    -if anyone already has this configured (simtools v3 -> mover -> serial interface) i'd love to see your mover file.

    ( i have axis range and max/min configured in simtools v3)
    Last edited: Aug 15, 2024
  10. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
    DC motor, 6DOF
    It’s quiet…. Any betas on the horizon?
    • Like Like x 1
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Ratings:
    +10,853 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Read back a bit in the thread, so you are up to date with the life circumstances and pragmatic realities:
    My guess Betas and Releases will be done when they are done.
  12. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
    DC motor, 6DOF
    Sure, sure
  13. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    Working on the release.
    I have to be in Gothenburg for two weeks and after that i hope to have something in the end of september.
    My last struggles are with UDP to allow reuse of data.
    Not important at first sight, but i need it for some future features. For now it will allow using the same port to send/receive data in multiple sources/outputs.
    • Like Like x 9
    • Friendly Friendly x 3
  14. michel123

    michel123 Member

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    My Motion Simulator:
    2DOF, AC motor, Arduino, Motion platform
    • Friendly Friendly x 2
  15. michel123

    michel123 Member

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    Occupation:
    cadre sncf
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    My Motion Simulator:
    2DOF, AC motor, Arduino, Motion platform
    For the creator of flyPT mover (aka FlyPT) , I have never thanked you!

    So.... THANK YOU VERY MUCH FOR THIS JEWEL AND ALL THE WORK DONE SINCE SOON.... 10 YEARS??? !!!! :thumbs

    Admirer and absolute fan, like many people we are waiting for the new version, and don't hesitate... 40 € without worries or more!!

    As soon as this comes out I'm buying!!!! ;)
    • Like Like x 3
  16. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Ratings:
    +26 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
  17. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

    Joined:
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    +26 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
    I have another issue/question - with the vibration feedback. I use 3 different sound-generating functions in Elite Dangerous - fire1, fire2 and throttle. I also use engine RPM and Gear shift in Euro Truck Simulator. They all work fine, but they share the same behaviour: when the profile is loaded they all generate loud continuos noise/vibration by default. It disappears after all sources for the sounds are triggered once. I.e. I need to press both joystick fire buttons and move the throttle a bit - and then it's all quiet and works perfectly from that point. Throttle on 0 is quiet, same for joystick - only vibrating on pressing buttons.

    What could be the reason for that? Is there any way to prevent it from vibrating on initial load, and why is it doing that? Here's how a typical transducer function looks on my profiles:
    upload_2024-8-23_17-18-15.png

    Joystick buttons and axes are mapped to otherwise unused variables - clutch in this case:
    upload_2024-8-23_17-19-41.png
  18. sallerding

    sallerding Member

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    Balance:
    344Coins
    Ratings:
    +37 / 0 / -0
    My Motion Simulator:
    AC motor, Motion platform, 6DOF
    Curious to know whether anyone has been able to use the phyphox source recently or whether it needs updating?. Wasn’t able to have it recognise some data I collected from a flight. Checking to see if it’s me or the source?
  19. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

    Joined:
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    Ratings:
    +26 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
    And another question: apparently with the custom hooks for Elite Dangerous there are different sources for the ship and the SRV (planetary vehicle), and SRV sometimes gets weird accelerations in space where it should not send anything. The SimTools plugin author simply slaps a condition there to only process SRV source when the sum of ship accelerations is 0 (i.e. when SRV is in use and not the ship). But I don't see any way I can do it in FlyPT Mover. Is it possible to assign/check specific variable in the VALUE formula so only process it when something else is 0? Or maybe reject ridiculous values beyond certain range - kinda like MAXCROP but without retaining the max value, but keeping 0 instead when the value is above threshold?
    • Informative Informative x 1
    Last edited: Aug 24, 2024
  20. smitty

    smitty Active Member

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    +168 / 1 / -0
    My Motion Simulator:
    6DOF
    yep i've had that behavior.. luckily for flight sims there are other haptic programs so im using them instead