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FlyPT Mover 3.7.0.9

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

  1. pmvcda

    pmvcda aka FlyPT

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    It's not there...
    In my mind it should be mirrored so I force it to be mirrored. Let me check it better.
  2. GTakacs

    GTakacs Member

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    Feature request: I know I said let's work on stability and parity but I just wanted to ask: Can we add a feature to the RPM pose so it has a engine cutoff feature where we don't get any vibration if RPM is below a certain rpm? Reason is when I'm in a car in iRacing and the engine gets shut down in the pits during repairs the RPM goes to zero and it causes really extreme vibrations at that RPM. (I think it goes to 0, I haven't checked it, all I know is that when the engine shuts off the vibrations go extreme).
  3. darkknight

    darkknight New Member

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    Eagerly waiting for the Thanos output to be enabled. V3.7 is fantastic so far, I am set-up and waiting to punch the connect button. @pmvcda I think you should start charging a subscription once this version is stable. So much work has gone into what I think is the best software for sim Stewart platforms and beyond.
    • Friendly Friendly x 1
  4. pmvcda

    pmvcda aka FlyPT

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    I'm aware of that and tried to solve it on the last build, but it needs more work.
    It's related to the transition of connect/disconnect that makes rpm go down causing the vibration. I know what to do but still did not reach that one.
    I think i can solve it for the next release.
    Hope to have a new release friday, maybe before if all goes well.
    • Like Like x 3
  5. SilentChill

    SilentChill Problem Maker

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    My Motion Simulator:
    DC motor, Arduino, Motion platform, 6DOF
    Been really busy lately so not had chance to try again but I still can't get my rig to move all I get is a clunk and the values move but the rig stays still. Using Bits doesn't work either

    upload_2024-10-23_19-42-36.png

    However all the serial devices now show up which is good :)
    Last edited: Oct 23, 2024
  6. PeterW

    PeterW alias Wickie

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    Hi Craig, do you still use the same Odrive-Firmware? I think this expects cpr and not turns, so maybe you get something like 1/8192 turns (so close to nothing) because I think Mover 3.7 gives turns to the Outputs? Maybe you already have this in mind.
    • Informative Informative x 1
  7. PeterW

    PeterW alias Wickie

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    Hi @pmvcda, today I did some more testing with the new Mover 3.7. And I think there is a bug with the In gains in the pose- from motion. When I set the In gains for example from 1 to o,2 I can not see that the values give a lower response.
    Maybe you can check this? Thanks!
    • Informative Informative x 1
  8. pmvcda

    pmvcda aka FlyPT

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    In the old Mover did you use a filter in the actuators for the CP like @PeterW said?
    You can add it in the new Mover , inside the actuators window.
  9. SilentChill

    SilentChill Problem Maker

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    I didn't use any kind of filtering in the old Mover I just put the string into Mover and it worked set at 18 bits. I have no idea why its not working I've tried everything I can think of but it just doesn't change anything. There must be some difference between the old Mover and new one to make it not move at all. I have set the bits to 32 and 64 but it makes no difference.
  10. pmvcda

    pmvcda aka FlyPT

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    Where you using decimal or byte in rhe output?
    Please share the old setup.
  11. pmvcda

    pmvcda aka FlyPT

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    @SilentChill , also it's x1 or x 1, seems there is no space in your string
  12. SilentChill

    SilentChill Problem Maker

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    Using ascii

    I was just testing with spaces and no spaces and no speed that was a quick screen grab.

    Old setup was x 0 <AxisA1> 5000 <13>
  13. arminglf

    arminglf New Member

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    Would someone be willing to share it's profile for EA WRC for an SFX100 type of rig?

    Or a good filter for Heave? I'm not 100% happy with what I get so far for Heave, I would like it have a bit more of a sinusoidal sort of movement after going though bumps for example, I feel like it's too short at the moment, and increasing gain for example just make the movements more harsh and it starts to vibrate with quick changes in the direction of the actuators which feels bad, and increasing EMALP doesn't have the effect that I want.

    I'm using EMALP(LOGISTIC(VALUE)) which works great for me in Dirt Rally 2 and Automobilista 2 but not so much with EA WRC.

    Any recommendations would be greatly appreciated, thanks.
  14. pmvcda

    pmvcda aka FlyPT

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    Found a bug causing an error in the byte format... It will be solved in the next release.
  15. pmvcda

    pmvcda aka FlyPT

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    hmmm, the logistic before the ema might generate a kind of spring effect, have to try that.
    Usually I use the logistic to limit motion to a specific range.
    Try LOGISTIC(EMALP(VALUE))
    EMALP smooths movement and EMAHP gives you the noise. Maybe try LOGISTIC(EMALP(EMAHP(VALUE)))
    In logistic use the range of the actuator
    In emalp increase value to be smoother
    In emahp increase value to get more motion and going back to zero
    You are setting the amplitude of movement with emahp, smoothing the noise with emalp and soft limiting to the range of the actuators.
  16. arminglf

    arminglf New Member

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    T
    Thanks mate I'll try this.
  17. J-1775

    J-1775 Aviator

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    Pedro, maybe a bug (or my dumbness), in 3.7.0.4: the UDP output doesn't get data from my 'Just Pose 6DoF' rig.
    Strange thing: the VR Motion Comp. module receives data.
    Both OUT modules do not have a line from the rig module.
    EDIT: I copied the 'send' string from 3.5. Has anything changed?
    Last edited: Oct 27, 2024
  18. pmvcda

    pmvcda aka FlyPT

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    Yes, it changed, but I have a bug on the output module where sending large values causes problems. It's solved for next release. Trying to publish today, but still need to make some changes in the serial.
    Don't use it right now, but please test the next release
  19. J-1775

    J-1775 Aviator

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    Will do so, THANKS!
    And Pedro, I know this is hardly the best time to ask for a new (?) feature:
    For games that provide only minimalistic output (I think of KayakVR with only pitch, roll & yaw position plus kayak speed), could you compute and provide acceleration for those axis? Or can we do so by filtering?
    Last edited: Oct 27, 2024
  20. GTakacs

    GTakacs Member

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    You can by taking the derivative of the position. Taking the 2nd derivative would give you acceleration.