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SimTools v3 Public Beta

Discussion in 'Tutorials and Tips by the Developer' started by yobuddy, Sep 26, 2022.

  1. yobuddy

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

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    Hi @spyderwash,
    Please make sure you have installed the latest SimTools update. (As it has a profiling fix in it)
    I just did a quick test with LFS (as I don't have rf2 handy) but with LFS anyway, I can stop and restart the game plugin just fine. one click to stop, two clicks to restart.

    But I will have one of the guys (with this game installed) give it a shot later, and see what we find.
    Chat soon,
    yobuddy
  2. spyderwash

    spyderwash genesy sim

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    My Motion Simulator:
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    now i understand my double click was not fast enough
    thanks for your quick reply
  3. yobuddy

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

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    Anytime buddy! :thumbs
  4. Racer54098

    Racer54098 New Member

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    My Motion Simulator:
    Motion platform, 4DOF
    Ok, now I understand. I tested it and yes, profile changes when the vehicle changes. Thank you!
    • Like Like x 1
  5. John Murphy

    John Murphy Member Gold Contributor

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    My Motion Simulator:
    3DOF, DC motor
    I added the following to the simtools v3 lua for DCS and it completely eliminates the spikes that DCS induces when starting from a stop on the ground. I need some further testing to see if it messes anything up, and I may add an if statement to avoid processing this logic if not on the ground, but early results are really good. I tried addressing this with various approaches to spike filters, but any filter that removes these spikes also dampens the motions that you actually want to come through. Eliminating them at the source like this works much better (so far).

    --Eliminate ground spikes
    local speed = LoGetVectorVelocity()
    local speed_mag = math.sqrt(speed.x*speed.x + speed.y*speed.y + speed.z*speed.z)

    if (speed_mag < 1) and (math.sqrt(slot_sway*slot_sway) > 0.01) then
    slot_sway = 0.01
    end

    Note to @yobuddy.. this is completely different than the spikes we're working on separately.
    • Informative Informative x 1
    Last edited by a moderator: Sep 9, 2024
  6. darkknight

    darkknight New Member

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    My Motion Simulator:
    6DOF
    I'm not sure whether this is a bug with Axis 1a of the 6DOF linear hexapod interface.
    I'm using the flypt actuator order for my Stewart platform and everything works as expected in flypt.
    I can't seem to get roll working in simtools v3beta - all other axis behave as expected however, roll appears to move in the pitch axis between actuator 1 and 5 but works correctly in the virtual output? Is there something that I've missed? Screenshot 2024-09-09 221800.jpg Screenshot 2024-09-09 221701.jpg Screenshot 2024-09-09 221530.jpg Screenshot 2024-09-09 221439.png
  7. yobuddy

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

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    Hi @John Murphy,
    I'm confused as to why the only output we need to eliminate is sway ? (As this seems to pretty much turn sway off when speed equals zero.) We could add the speed_mag to the plugin so we can do something with it directly in the plugin.

    Is this something that the network plugin and your python script is not fixing? I just wounder if it's part of the original problem is all? btw, I got the test plugin done, and will send it to you shortly.

    Hi @darkknight,
    "roll appears to move in the pitch axis between actuator 1 and 5 but works correctly in the virtual output?"
    This seems strange, as the same output calculations that run the virtual output plugins, is the same data that is sent for output for the sim. Combing thru the code today thou, I did find a small bug in the boundary filter. Could you show me what filters you are using in the axis assignments? (You can PM me if you want, so we don't clog up this thread.)

    Just a thought, is this the output order you are expecting?
    upload_2024-9-10_12-28-27.png
  8. John Murphy

    John Murphy Member Gold Contributor

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    My Motion Simulator:
    3DOF, DC motor
    The spikes caused by moving from a stop in DCS are different than the spikes I see in MSFS.

    In DCS, the spikes come from the sim and they can be seen in the Virtual Sliders in simtools. They occur whether I use the serial interface or the network interface with my python script and only occur in sway. There have been numerous reports of this behavior to Eagle Dynamics (along with spikes related to the carrier cat hookup), however they have never been resolved.

    In MSFS, the spikes do not come from the sim (they do not show up in the virtual sliders) and they do not occur when using the network interface. They only occur with the serial interface.
  9. yobuddy

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

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    Thanks for the explanation, we could simply block the output from the game until speed > 0 maybe? There may be a couple of things to try here.

    I sent you the test interface to try out, let me know how it goes.
  10. darkknight

    darkknight New Member

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    My Motion Simulator:
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    Thank you. I thought it was strange as I am not seeing what I expect from the virtual output. The axis order you have shown is correct. The only filter I am using is smoothing at 100% for all axis during testing.
  11. VFX Pro

    VFX Pro Member

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    My Motion Simulator:
    Motion platform, 6DOF
    I don't know if this frustrating issue has been reported, but the Simtools do not always receive telemetry from iRacing thus motion rig cannot work. I'm also usim SimHub for haptic feedback and SimPro Manager from Simagic. I cannot tell if the issue is with iracing either.

    The motion rig initializes when iRacing loads, but when starting to drive, nothing happens.

    Anyone else with this problem?
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    iRacing devs introduced a bug in the latest updater with respect to telemetry, scroll back through the thread for details, as this is a known issue outside the scope of SimTools to resolve.
  13. Bouzigues Bastien

    Bouzigues Bastien Bastos26 Gold Contributor

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    Hi All,
    I have trouble to go with GP BIKES.
    In V3, I have no motions in game, it's seems SIMTOOLS don't receive inputs from the game.
    So, I decided to test it with Simtool V2 and I can't patch the game, the message is "Invalid path".
    Since few weeks, I tested all solutions that I found on the forum but no working solutions.
    Please help !
    Thanks in advance
  14. yobuddy

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

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    Hi @Bouzigues Bastien,
    For SimTools v3, do you have a motion interface setup? If not, you will need to set one up, or SimTools will think there is no reason to compute the motion side of things, as motion output is not needed.
  15. SoftKitty

    SoftKitty Member

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    My Motion Simulator:
    AC motor, 6DOF
    No limits 2
    Currently in steam VR mode, no telemetry data can be received.

    If I use the normal monitor mode, the motion output works fine.
    but in Steam VR mode, no motion data was sent out and in virtual output no slider was moving.

    Simtools version: V3
    License: Pro
    Interface: Serial
    in game Launch Options "--telemetry --telemetryport=15151" was added as patching notes required.
    Two years ago motion worked fine with steam VR mode as I can remeber, I haven't tried if for a long time.

    Thanks.
    Last edited: Oct 9, 2024
  16. Bouzigues Bastien

    Bouzigues Bastien Bastos26 Gold Contributor

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    Thanks @yobuddy for your prompt reply !
    I use a DOF plateform with an arduino UNO R3.
    Here pictures of my settings.
    All is mooving great in "test" mode.
    I use GP BIKES (STEAM version)
    Do you see default in my settings ?

    Attached Files:

  17. yobuddy

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

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    You have Auto profiling on, so my guess is when you get in the game the profile changes to a blank one? (As the default profile is not saved with working settings yet?) Please uncheck the Auto profiling and give it another go buddy.
    upload_2024-10-9_17-22-42.png
    • Informative Informative x 1
  18. Michail

    Michail Member Gold Contributor

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    Hello everyone,

    Since the global pandemic, I’ve been getting into motion rigs. I started with SimTools 2 and the Live for Speed demo, and later got myself a lovely DIY license.

    In the meantime, I discovered FlyPT Mover and switched to it because it supports motion compensation with a virtual tracker. My rig, a 2DOF with traction loss, was quite similar to the DOF Reality H3. I’ve since rebuilt my rig into a 3DOF, but none of the rig poses in FlyPT Mover quite fit my setup.

    Recently, I tried SimTools 3, and to be honest, I’m really loving it! The parking feature (even after replugging the power) is incredibly handy. I even designed a custom holder for my Pimax Crystal controller for motion compensation, and it works much better than the virtual tracker in FlyPT Mover. However, when EMI problems occur, it can get really frustrating.

    So, my question is: How possible would it be to get a virtual tracker output for motion compensation in OpenXR and OpenVR?

    Yesterday, I spoke with someone in an online race who mentioned that SimHub has a virtual tracker output as well. Do you plan to integrate virtual tracker support in a future release of SimTools 3? Or is there a workaround to use SimTools data as a source for virtual tracker output in FlyPT Mover while still keeping the motion control on SimTools 3?

    Thanks in advance for your help!
  19. William816

    William816 New Member

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    My Motion Simulator:
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    I build up the simulator. There is no problem when testing. However, when going into the game. There is no input from game to simtools v3.

    Anybody has the same situation? Thanks.




    upload_2024-10-18_18-34-3.png
  20. cstdarknight

    cstdarknight New Member

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    My Motion Simulator:
    2DOF, 3DOF, DC motor, Arduino
    Tried using the latest Sim Tools 3 profile (now that it is released) and it seems weird (Although I am new and don't know if it is this profile or another persons). Have a 2DOF seat.
    • The "Roll" profile seems to only work if I do a "loop" (which I would expect pitch to respond to).
    • Pitch doesn't seem to work at all though.
    • I set it up with Sway, Heave and Surge and it is great for "pitch" type maneuvers.
      • Can't get roll working at all but I think it is a problem with the profile or with the game output.