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Question How to Capture Motion Inputs via Network Interface

Discussion in 'Commercial Simulators and Peripherie' started by jake_iris, Nov 26, 2024 at 00:47.

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  1. jake_iris

    jake_iris New Member

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    Hello,

    I am attempting to capture the motion inputs in a network interface. i.e.

    upload_2024-11-25_15-43-59.png

    I am currently reading in <Axis1a><Axis2a> etc... Which works fine, however I want to read the values above. Is there a way to do this? Looking for some type of variable which I can pass into my Interface - Output in my network tab, maybe something like <MotionInputRoll><MotionInputPitch>.

    Thanks!
  2. yobuddy

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

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    The pic is input from the game, I think you mean over UDP?
    What output interface are you using?
    Chat soon,
    Dustin
  3. jake_iris

    jake_iris New Member

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    Hey,

    Yea I want to stream these motion input values out over UDP, in the Network Interface.
    upload_2024-11-26_9-53-22.png

    This is what I am currently doing in my Network tab, however I would like the motion input values instead of <Axis1a>...<Axis6a>.

    Thanks!
  4. yobuddy

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

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    I'm afraid that is not how the system works, as simply sending the games output somewhere won't run a simulator is all. Could you explain a bit more of what your trying to do?
  5. jake_iris

    jake_iris New Member

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    My Motion Simulator:
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    We have our own motion platform, already with inverse kinematics and washouts. We are hoping to just receive some raw acceleration values from the game that we can then pass to our software. I have sent you an email on your "Contact Us" page with some more information about our company and product.
  6. yobuddy

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

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    The software uses the raw inputs and the max/min values to produce a number between 1 and -1. this value goes to the axis assignment where the dof's get mixed for output. Then the value is handed off to the interface plugin, and the output is scaled according to the users settings.

    You can simply set one dof per axis. so for instance <Axis1a> only provides the surge data for instance. Knowing that you have a max/min value for surge of say 5/-5. then if the interface output is 8 bit, an output of 0 would be a -5, 255 would be 5 and 127 would be zero.
    Hope this helps,
    Dustin
    • Informative Informative x 1
  7. jake_iris

    jake_iris New Member

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    This is what I was doing before, I had one axis assigned to each DoF at 100%.

    However I was noticing that when I was testing the settings, by moving the sliders, along with having the sliders virtual output open. That changing the slider of one DoF, would effect other axis'.

    i.e. When I move the move the roll slider in the testing window, I notice that all my other AxisXa are also moving with it.

    I was under the assumption that if I had assigned each DoF to its own axis, then when I test and alter one DoF I should only see the associated axis moving in the virtual output sliders window, not all other axis too.

    I have attached a photo displaying what I mean. Here roll is assigned to Axis1a, yet we see all other axis' move with roll.

    upload_2024-11-27_10-23-0.png
  8. yobuddy

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

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    What axis plugin are you using buddy?
  9. jake_iris

    jake_iris New Member

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    My Motion Simulator:
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    Generic 3D linear
  10. jake_iris

    jake_iris New Member

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    Ah, I just tried with generic 2d basic and I am getting what I intended.
    • Like Like x 1