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Rule of thumb for travel

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Brian, Feb 7, 2014.

  1. Brian

    Brian CNC Programmer

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    Is there a rule of thumb for the amount of travel on a 3 dof flight sim rig.

    I notice on the wiper motor setup the arm on the motor looks around 4" long. Is this enough travel?
  2. eaorobbie

    eaorobbie Well-Known Member SimTools Developer Gold Contributor

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    My Motion Simulator:
    2DOF, DC motor, JRK, SimforceGT, 6DOF
    All depends on the angle you wish to use, need to draw the sim, plus beware the longer the lever the harder the motor works,
    I use 65mm levers on my SeatMover but only use about 90 deg of rotation to quicken the response speed and better the control of the chair, this equates to about 80mm of movement and more than that in a seat mover is too radical to hang on the steering wheel. In turn its about 10deg of movement.
    So best to see what your motor will handle too.

    My rule of thumb building a design for the first time is to drill multiply holes in the lever to allow adjusting while testing.
    Too many factors are involved to accurately say use this size, ie weight of sim , weight in sim, desired angle, stall current of the motor, all play a part. Me I drill 50 - 65 - 80 as a range to test with. Ah the fun of diy.
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  3. Brian

    Brian CNC Programmer

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    Ah ok!

    That would equate to 3.14" on either side or a total of 6.28" with one side being all the way up and the other being all the way down.

    I understand that the longer the arm the more torque you would need to lift.

    I'm also considering a cam plate with a follower. Maybe less torque needed! Not sure though.
  4. Historiker

    Historiker Dramamine Adict Gold Contributor

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    My Motion Simulator:
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    :cheers:thumbs:cheers
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  5. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    My Motion Simulator:
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    Hi @Brian
    The power of a motor is given. You either increase speed and reduce force by that or increase force by reducing the speed. You can't tweak this.
    You can only balance the ±speed/±force to the optimal ratio for your given simulator platform.
    So do this balancing wisely ;)
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