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FlyPT Mover 3.7

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

  1. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Ok, did you notice if the output was still connected?
    Did you use the general hot key?
  2. khairul nizam

    khairul nizam dadima

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    My Motion Simulator:
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    Finally, GT Sports works right away like a charm. Thanks a lot for make it possible.
    Cheers
  3. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Can you please test the directions of accelerations and rotations?
    Did not have time to be sure they are all correct.
  4. PeterW

    PeterW alias Wickie

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    I used the general hot key. And sorry, didn have a look to the outputs in detail.
    Thanks a lot!
    • Informative Informative x 1
  5. khairul nizam

    khairul nizam dadima

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    Sure. Will test as soon as I got back home.
  6. PeterW

    PeterW alias Wickie

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    @pmvcda : I have a general question and at the same time a suggestion for mover:

    I've been using mover for a few years now and I'm always impressed! However, what happens from time to time during operation are jumps in the movements. These can occur in particular when parameters are changed and the actuator suddenly and abruptly receives a new value.
    The good side:
    When changing filters in the “POSE” menu, jumps can (exemplarily) be avoided by an explicit “filter transition time” setting in the options menu. This works brilliantly!
    The bad side:
    However, in other situations, e.g. if you “play” with Loop as the source and change values, spontaneous movements can occur on the actuators because the actuator suddenly receives new values which it tries to reach at maximum speed.
    Jumps can be particularly extreme if a Com port has been lost in the “output serial” and you reconnect it.

    Until now, I found this acceptable, as my cylinders were only around 300 to 350 mm/s fast. However, due to a conversion, I now have approx. 500 mm/s and this is where the issue becomes really safety-relevant and problematic in terms of damage to the simulator.

    To cut a long story short: I kindly would like to suggest that a logic is built into mover on the output side (as the last instance, so to speak) that recognizes a jump and a kind of “transition time” is introduced so that no more jumps in the actuators can occur.

    Thank you very much for allways "having an open ear" and listening to suggestions from the community!!!

    Edit: This topic is particularly relevant when trying out new software releases, which can have new bugs and therefore jumps can occur

    Wickie
    Last edited: Oct 15, 2024
  7. michel123

    michel123 Member

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    Hello, and thank you for adding the 2 Dofs.

    There is, a priori, a bug, the connecting rods and the lever arms are reversed for me on the 3d viewer model, I did not want to go further by connecting my Rig.... and there is missing data from entry on the sizing of the Rig in question compared to the old version, or have they become useless? (dimensioning the length of the lever arm?).
  8. khairul nizam

    khairul nizam dadima

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    My Motion Simulator:
    2DOF, DC motor
    I wouldn't connect my rig too if those are my situation. Any chance to disconnect the rig and test the only motor specifically?
    Im using 2 dof too. What i've done in the previous 3.7 mover, I've choose 3dof linear actuator, and using Actuator2 and actuator 3 in the serial output section. It is working, eventhough it is not the correct way to do it.
    My rig is not actually using actuator, but it's rotating type. I've tried to change parameters for 2dof rotating in the latest 3.7.0.4, as if the motor suppose to turn in the correct direction. But, I also scared that the rotation suppose to be on the other side(my lever is pointing the opposite way) of what the 3d viewer shows.
    So, I haven't connect my rig yet, too in 3.7.0.4
  9. khairul nizam

    khairul nizam dadima

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    My Motion Simulator:
    2DOF, DC motor
    Tested without the rig connected, using 2dof rotating as rig, all pitch and rolls are showing correctly in the 3d viewer. So I assume that all the telemetry data is correctly parsed to Mover. Headshot man. I can get the rpms too. I doesn't actually expect can get all this data. It's kinda bonus for me.. Kudos
  10. michel123

    michel123 Member

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    My Motion Simulator:
    2DOF, AC motor, Arduino, Motion platform
    Yes the rig moves well, but the connecting rod and the arm are reversed, my 6 cm lever arm is at the top and my connecting rod is at the bottom attached to the engine.

    I put the same dimensions in the L1, L2 etc. configuration, so before plugging in and going further I'm waiting to see if it's a real bug or if it's me who doesn't understand anything... ..

    I will try to take an image of the 2 rigs side by side to show.
  11. pmvcda

    pmvcda aka FlyPT

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    Hi,

    Yes, there's some changes in the new Mover.
    Please show me your rig.
    Actuators have dedicated buttons to set the parameters:
    upload_2024-10-15_9-38-46.png

    When you click there, you get a popup window to set the crank and rod sizes.
    You also set the minimum and maximum value of the actuator. For example if you want it to move from -90º to 90º, set those values.
    This was made to make the window lighter (other rig types with different actuators where crazy)
    IGNORE DEFAULT POSITION, it will be removed and does nothing

    In the main window you set rig specific parameters:
    The sizes of the rig like in the old Mover (L1 to L6)
    And where are the actuators. And here it's important to understand how rotating actuators are defined in Mover.

    When setting the actuator position/direction, Mover uses the crank as a reference.
    You set the position and direction of the crank for actuator position 0º (the range defined above in the actuator button is made around that direction)
    So you can define yaw of the crank, pitch/zero of the crank and roll/tilt of the crank.
    In the 2DOF rig, Mover automatically mirrors the actuators.
    If you want the actuator crank to the other side, try changing the yaw value.
    Maybe you have a huge range defined (180 by default) in the actuator and the rig automatically chooses the correct angle to achieve the position needed for the dimensions you defined and it goes to a strange position.
    With the circle theres a line showing the zero:

    upload_2024-10-15_9-57-4.png

    Might be there a bug, but please try to achieve the correct position using this.
    Between the two Movers, there's changes that allowed setting any orientation to the actuator that where not possible before
  12. pmvcda

    pmvcda aka FlyPT

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    So actuator buttons define the actuator without taking into acount any position or direction (in direct module it's just this)
    Outside of that button in the rig module you define the actuator position/orientation in space to be calculated for a specific pose
  13. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Could something like maximum rig speed be a good solution? Would work like a crash filter.
    I could add that to the rig module and allow it to be enabled/disabled.
    Since you can now assign controls to checkboxes and numeric values this could be easilly controlled from the rig.
  14. michel123

    michel123 Member

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    actually it was me who hadn't seen the selector for actuators!!!

    It works on the viewer, I find my rig, not yet tested in real life, but so indeed it is the rotation limits which give you the position limits, simpler and more logical indeed!

    Nice job!
  15. michel123

    michel123 Member

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    Hello, another question, I just tried to connect my rig, problem... I don't have the same data sent as before.... How to find [A<Axis1a>][B<Axis2a>] in new Rig data sent to arduino?? (I know, I'm not an expert in input-output code; sorry....)
  16. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Use this: [A<R0.A1.B>][B<Ro.A2.B>]

    R0 is the key of the rig
    A1, A2, An are the actuators on the rig
    B is bit value

    This can seem confusing, but it makes possible the use of vars more explicit all over Mover
    I know that for just one rig the Axis format is simpler, but if you add fans, belt tensioner and other devices, this might become complicated.
    The way in the new Mover is explicit and kind of cascading, you can get the rig values like:

    Ro.PITCH Rig zero current pitch
    R0.A1.B = Rig zero, actuator 1 in bit format
    R0.A2.P = Rig zero, actuator 2 position in º or mm
    R0.A2.T = Rig zero, actuator 2 number of motor turns

    New controllers can use all those types of values instead of just bit values, so we need a consitent way of reaching them.

    EDIT:
    I have considered to add variable definitions where you could set something like:
    Axis1a = R0.A1.B
    But for now there's more important stuff to do
  17. michel123

    michel123 Member

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    Ok, I'll try, however I was in 500000 (choice which existed in the old version) for the transfer rate and now I can no longer select this rate.

    which means that I have to modify the SMC3 file... is there the possibility of adding this value?
  18. pmvcda

    pmvcda aka FlyPT

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    I will add that rate... Missed that one sorry.
    I added the standard ones.

    I just looked at what I have for custom vars. I will add them. It's mostly done, just need to test for repetitions and load/save from setup files.
  19. michel123

    michel123 Member

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    There is nothing serious and it is devrmining as said here (debugging), it is that each time I have to modify my SMC3 file to go from the old version to the new one....


    On the other hand, finally moves with the values [A.......][B......]but a priori too abrupt! my engines go into safety.... so I must have missed something else... I continue to test and give you the feedback.
  20. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Did you set the correct bit values and ranges on the actuators?