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FlyPT Mover 3.7

Discussion in 'FlyPt Mover' started by pmvcda, Sep 20, 2024.

  1. GTakacs

    GTakacs Member

    Joined:
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    304Coins
    Ratings:
    +19 / 2 / -0
    My Motion Simulator:
    6DOF
    Feedback: On the Pose page the manual sliders for input should not have their range defined by the output range of the motion. Case in point: I'd like to have the ability to put in 50-100 degrees/s yaw rate but I want to limit my yaw output to 10 degrees. Right now you can't do it, you have to set the limit/range to 100 and use a logistic in the filter to limit it. Note that this realistically only impact testing with the sliders, real input can be whatever it wants to be, but it would be nice to have the ability to control the input range for the slider separate from the output range limit.
  2. GTakacs

    GTakacs Member

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    My Motion Simulator:
    6DOF
    While I don't have a FFB stick and therefore no dog in this fight, I have to concur that mover does not really add much here.
    • Like Like x 1
  3. GTakacs

    GTakacs Member

    Joined:
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    My Motion Simulator:
    6DOF
    Bug:
    upload_2024-9-25_16-30-18.png

    Add Direct, click Actuator test slider.
  4. GTakacs

    GTakacs Member

    Joined:
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    +19 / 2 / -0
    My Motion Simulator:
    6DOF
    Weird Bug: if I name my Rig "MXP" I can't get it to use its value in the serial output. If I name it "MXP1" same problem. If I name it "RMXP" it works and I can reference it.
  5. GTakacs

    GTakacs Member

    Joined:
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    +19 / 2 / -0
    My Motion Simulator:
    6DOF
    I migrated my racing profile to 3.7 and it seems to work with the above issues. There are a few more but let's address them one by one.

    However a really weird one is this:
    If I start Mover and then start iRacing, I lose sound in iRacing for the engine/tires/etc. My spotter still talks to me but all other sounds are just dead.

    If I start iRacing without Mover, audio is fine. As soon as I start Mover, audio stops playing in iRacing and I can't hear a thing. Obviously this is a deal breaker immediately.

    Let me know when there is a fix for this and I'll give it a go.

    Also, the scaling on my ultrawide 4K (Odyssey 9) is set to 125% and I experience the weird sizing and resizing issues. This is on my sim rig with a single monitor which is a double 4k essentially.

    This problem likely could be only impacting 4k monitors so unless you have one you won't be able to repro.
  6. pmvcda

    pmvcda aka FlyPT

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    Portugal
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    14,390Coins
    Ratings:
    +2,423 / 17 / -0
    My Motion Simulator:
    6DOF

    Yes, i noticed this one, try to launch mover with:

    Mover.exe NoAudioDevices

    Seems iRacing is using audio in exclusive mode, unless... I have an idea of what might be the problem
  7. hexpod

    hexpod http://heXpod.xyz

    Joined:
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    Ratings:
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    My Motion Simulator:
    DC motor, 6DOF

    Yes, I've seen you as a contributor to development. Thank you very much for your efforts !

    "For DCS and ILS, the in-game FFB is used directly, and additional events are added on it."

    So that's why a custom curve for spring speed/force can't be user-defined for Il2 and DCS? Will it stay that way? The advice I received to solve my problem was to remap the spring coefficients globally in the device, which makes me think we don't really understand each other.

    "Please keep these completely separate!"

    I understand and I wouldn't be asking for help here if such an essencial feature (IMHO) wouldn't be missing in TelemFFB.

    "I was the one who made the recent UI in TelemFFB, i dont think its a good idea to route it thru mover."

    I wasn't necessarily thinking of linking TelemFFB to Mover, but Mover as an independent solution for FFB devices (Also Walmis board) where the user would have complete control over the filtering and math on each effect.
    Last edited: Sep 26, 2024 at 09:49
  8. pmvcda

    pmvcda aka FlyPT

    Joined:
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    14,390Coins
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    +2,423 / 17 / -0
    My Motion Simulator:
    6DOF
    @hexpod and @Aerosmith ,

    What we can do is not a hid ffb, but a simple hid joystick (as windows/games see it) with motors feed by Mover.
    Mover can also receive the joystick info and deal with calculating the FFB and adding effects dependent on vars.
    Not sure I'm explaining exactlly what I mean.

    This is something I thought of doing for active pedals and ffb gearbox on cars.
    I even though of changing pedals position depending on cars. Gearbox would have two motors, one simulating engine rpm and another gearbox rpm, all connected to a clutch... So it's not a hid ffb if you understand.

    In a plane yoke, you could do springs and adjust as desired.
    • Informative Informative x 1
  9. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
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    Location:
    Portugal
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    14,390Coins
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    +2,423 / 17 / -0
    My Motion Simulator:
    6DOF
    Wow...
    What I see is that when you change the key, The key in the output is not updated... It's visually, but not in the calculation showing a blank output.
    Changing the key in the string or dragging another key, updates it correctlly.
    When possible, can you confirm this please.

    Also, some confusion can come from name and key. Name is just what shows in the window while key is the important one.

    EDIT: OK After some more testing, it's worst than I thought.... Looking for the bug right now
    • Like Like x 1
    Last edited: Sep 26, 2024 at 10:29
  10. hexpod

    hexpod http://heXpod.xyz

    Joined:
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    My Motion Simulator:
    DC motor, 6DOF
    You said two motors car shifter ? :

    https://m.youtube.com/shorts/yfft-NoujPw
  11. darkknight

    darkknight New Member

    Joined:
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    My Motion Simulator:
    6DOF
    REALLY jealous as I can't get past this error. Is it only me? I've uninstalled/re-installed creative/realtek drivers/ .net 8 and used the .net repair tool. What have I missed?:
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentOutOfRangeException: length ('-1') must be a non-negative value. (Parameter 'length')
    Actual value was -1.
    at System.ArgumentOutOfRangeException.ThrowNegative[T](T value, String paramName)
    at System.ArgumentOutOfRangeException.ThrowIfNegative[T](T value, String paramName)
    at System.String.ThrowSubstringArgumentOutOfRange(Int32 startIndex, Int32 length)
    at System.String.Substring(Int32 startIndex, Int32 length)
    at Mover.Devices.Serials.UpdateDevices() in C:\Users\pedro\source\repos\Mover3\App\Devices\Serials.cs:line 78
    at Mover.Main.Main.Main_Load(Object sender, EventArgs e) in C:\Users\pedro\source\repos\Mover3\App\Main\Main.cs:line 94
    at System.Windows.Forms.Form.OnLoad(EventArgs e)
    at Mover.UI.Window.OnLoad(EventArgs e) in C:\Users\pedro\source\repos\Mover3\App\UI\Window.cs:line 132
    at System.Windows.Forms.Control.CreateControl(Boolean ignoreVisible)
    at System.Windows.Forms.Control.CreateControl()
    at System.Windows.Forms.Control.WmShowWindow(Message& m)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at Mover.UI.Window.WndProc(Message& m) in C:\Users\pedro\source\repos\Mover3\App\UI\Window.cs:line 254
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(HWND hWnd, MessageId msg, WPARAM wparam, LPARAM lparam)


    ************** Loaded Assemblies **************
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    ************** JIT Debugging **************
  12. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,997
    Location:
    Portugal
    Balance:
    14,390Coins
    Ratings:
    +2,423 / 17 / -0
    My Motion Simulator:
    6DOF

    Please, try running Mover with this command line:

    Mover.exe NoAudioDevices

    Also try to disconnect serial devices... sorry
  13. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
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    1,997
    Location:
    Portugal
    Balance:
    14,390Coins
    Ratings:
    +2,423 / 17 / -0
    My Motion Simulator:
    6DOF
    Yes, kind of that. But I thought of simulating the drive axis with two motors. Almost a real gearbox.
  14. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,151
    Location:
    berlin
    Balance:
    7,432Coins
    Ratings:
    +353 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
    It looks like regular Rhino FFB Joystick base with two motors and something like 6:1 belt reduction.

    Edit: I imagine you can easily simulate the resistance spots to match pretty well the resistance of a real car gearbox
    Last edited: Sep 26, 2024 at 14:53
  15. Avee

    Avee Virtual Pilot

    Joined:
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    1,088Coins
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    +31 / 0 / -0
    My Motion Simulator:
    2DOF
    I think the Moza FFB joystick base is planned to have this kind of functionality.
  16. pmvcda

    pmvcda aka FlyPT

    Joined:
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    Location:
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    14,390Coins
    Ratings:
    +2,423 / 17 / -0
    My Motion Simulator:
    6DOF
    Ok, we are going to have a new build tomorrow.

    -I made some changes to vars. Mainly joysticks and midis.
    We can now assign a control to a var by detecting it.
    The changes solved the problems described by @GTakacs

    -Also solved the bug in direct actuators

    -Hope I get VTOLVR working tomorrow

    -Also working on a solution for GT games

    -Looking at iRacing audio problem...:think

    -Working in Thanos card also, not sure it will be ready.
    • Winner Winner x 1
    • Friendly Friendly x 1
  17. GTakacs

    GTakacs Member

    Joined:
    Mar 4, 2024
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    54
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    304Coins
    Ratings:
    +19 / 2 / -0
    My Motion Simulator:
    6DOF
    Awesome! Thanks! I'll do some more testing tonight of the current build but looking forward to the new and improved one.
  18. PeterW

    PeterW alias Wickie

    Joined:
    Oct 21, 2018
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    207
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    Dipl. Ing. Mb (FH)
    Location:
    Germany
    Balance:
    1,637Coins
    Ratings:
    +370 / 3 / -0
    My Motion Simulator:
    6DOF
    Hi Pedro!
    I did some first adaptations and tests with Mover 3.7 on my 6DOF Odrive-Rig.

    I modified the "old" output-string to the new one: "p 0 <R0.A2.T> <13>p 1 <R0.A3.T> <13>" (here for the actuators 2 and 3).
    I used the motor turns T for my Odrive, because the official Odrive firmware expects the positon in turns (thanks for this feature !!!!)
    So far so good.
    After some try and error with some settings, the actuators moved to the expected start positon - WOW :)
    But as you can see here in this short video :
    it seems that my rig gets only the full turns (integers) and not the decimals (floating) ??
    In the serial-output-window I was only able to switch between "binary" and "ASCII" but I was not able to choose "decimal" like in the "old" mover. Maybe this could be the reason?

    Attached Files:

    • Informative Informative x 1
    Last edited: Sep 26, 2024 at 20:57
  19. GTakacs

    GTakacs Member

    Joined:
    Mar 4, 2024
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    54
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    304Coins
    Ratings:
    +19 / 2 / -0
    My Motion Simulator:
    6DOF
    HAve
    Try using <<R0.A1.T> instead of <R0.A1.T>. That should set the output to a double (float)
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  20. hexpod

    hexpod http://heXpod.xyz

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