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Cost effective solution in the US - (Comfortable with tinkering)

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Yoder_, Sep 3, 2014.

  1. Yoder_

    Yoder_ New Member

    Joined:
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    My Motion Simulator:
    3DOF, DC motor, Arduino
    Hey everyone,

    I've been looking at building a budget 3-dof setup, but it seems the more I read, the more conflicted I am about how to best proceed. Here's the TL;DR of what I'd like to achieve.
    • I'd like the sim to be built for the Oculus Rift. This means no monitor mount/TV mount will be required, but a camera mount (for the tracking camera) likely will be.
    • I'd like the pedals and wheel to move with the sim.
    • I'd like to use the sim for primarily racing sims, but also be useful for flight/space sims.
    I see the usual setup for beginners is the 12V gear motor + JRK controller setup. Is this my most cost effective solution?

    I've got Arduinos, and I've been playing with R/C servos, and motor + rotary encoder + h-bridge setups, and got it all working with SimTools, so I'm comfortable there I think. Can I get a better "bang for my buck" doing 24V or 36V motors and the feedbackless motor drivers with an Arduino?

    Also, if I build a 2dof+traction loss setup, with it be acceptable with flight sims?

    What's the output RPM I should shoot for?
    I see some people say 25-50RPM is good, other say 150-180RPM. I suppose it's a function of the lever arm length?

    Thanks in advance!
  2. BlazinH

    BlazinH Well-Known Member

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    Hi @Yoder_ , Welcome.
    Maybe not the most cost effective but probably the easiest to implement atm unless you need more power than it can provide.
    Not sure what you mean here. As far as the motor driver is concerned, using the highest voltage it can do will yield the most bang for your buck with it. But the overall cost depends on other cost too like the motors, power supplies, etc. of course.
    It should be at least to some extent.
    Its a function of many factors of you rigs design. You really need that first. But the faster the motors can be that can satisfactorily move the weight around is usually best, at least up to a point.

    Ps. Where in Oklahoma?
    • Agree Agree x 1
  3. bsft

    bsft

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  4. Yoder_

    Yoder_ New Member

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    My Motion Simulator:
    3DOF, DC motor, Arduino
    Thanks for the advice!

    Tulsa area.
    Last edited: Sep 3, 2014
  5. Yoder_

    Yoder_ New Member

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    My Motion Simulator:
    3DOF, DC motor, Arduino
    Sorry, I meant 2-DOF w/ traction loss. I think motion sims are just one of those "have to try it to understand it" things, like I don't know what having traction loss versus not having it is really like. I agree with you guys, with an Oculus Rift, 2DOF is probably plenty to start with. What's the affordable 12V motor in the US? Wipers are considered too weak by most, especially if I'm moving the wheels and pedals, right?
  6. Yoder_

    Yoder_ New Member

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    My Motion Simulator:
    3DOF, DC motor, Arduino
    BSFT, how do you feel about the Foot Motor Mount vs the Full Frame Mode Seat Mover here? I'm leaning toward the Foot Mount Motor design. Here's my rough design as of now. I don't have the motors in, but I was going for the end of the pedal platform, on those arms sticking out...

    The material I have in abundance (for basically free) is 1" x 1" O.D. square steel tubing.

    [​IMG]
  7. bsft

    bsft

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    wipers will do the job to start you. The long distance from the pivot is excellent leverage and a good place if you do not have the room behind you for shoulder mount and also the overall width needed for a full frame. With the wipers, leave the standard arm as a longer one on it will strain the wipers. So you will have short sharp motion.
    • Like Like x 1
  8. BlazinH

    BlazinH Well-Known Member

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    You're welcome. And too bad you are in Tulsa when I am in OKC! It may be fun to have a fellow enthusiast nearby!
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