1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

6 dof

Discussion in 'DIY Motion Simulator Projects' started by itaaronc, Apr 27, 2015.

  1. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
    Goals: Creating a flight sim capable of the following:
    • Pitch
    • Yaw
    • Full 360* Roll
    • Heave
    • Surge
    • Sway
    Bonus goal: Works with racing.
    Bonus goal: Create an immersive and responsive rig that absolutely blows my sense of reality away.

    I will come back later hopefully within 24 hours, and start posting some designs. I am posting a picture that I saw on wikipedia; this will be my reference template, but I might make changes to motor locations and frame.

    Project Concerns: Motors and controllers. I'm thinking (with my limited knowledge) I will use Brushless DC motors, uncertain about controllers. Will probably need to ask for help in this section.
    Project Concerns: Will complexity end up reducing the performance? Is 6 dof possible with full 360* roll?

    This sums up my thoughts and mental notes.

    Attached Files:

    • Winner Winner x 1
    • Optimistic Optimistic x 1
  2. RacingMat

    RacingMat Well-Known Member Gold Contributor

    Joined:
    Feb 22, 2013
    Messages:
    2,236
    Location:
    Marseille - FRANCE
    Balance:
    20,977Coins
    Ratings:
    +2,090 / 21 / -2
    My Motion Simulator:
    2DOF, DC motor, Arduino
    hello and welcome @itaaronc !

    you've choosen an ambitious project! congrats!! :)

    As you're a beginner, here are some advices that mayu be useful as many have stopped before their 6dof achievement

    - you may start with a scaled down model to test your hardware and code. This would allow you to learn Simtools, hardware wiring, soldering and coding and/or tuning

    - you should estimate your costs and budget before starting real scale building
    yours
    Mat
    • Agree Agree x 3
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,149
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,590Coins
    Ratings:
    +10,907 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
  4. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
    Thanks @noorbeast @RacingMat, I will definitely build a model first before attempting a full scale build. I'm working on a 3d model right now, before I even think about a build process. Actually, now that I've mentioned modeling, will I need to have a perfectly balanced center of mass? If so would I need to factor in the center of mass to include a person? Just a thought that has been nagging me as I design this.
    • Like Like x 1
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,149
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,590Coins
    Ratings:
    +10,907 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Your center of gravity should factor in the user and any peripherals @itaaronc.
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,149
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,590Coins
    Ratings:
    +10,907 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    There is a FAQ that lists some design software options: http://www.xsimulator.net/community/faq/design-software.114/

    I think AutoCAD 360 and FreeCAD can both handle center of gravity calculations but am not certain, however it costs nothing to try both. I would suggest AutoCAD 360 given you are already familiar with AutoCAD 2008.

    Let us know how it goes.
  7. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
    @RacingMat and @noorbeast Been working on my drawing. I have probably an elementary understanding of motors at best so there are a few hang ups. For example. I have drawn a motor/accuator pushing along the y axis to simulate surge, and the object being moved sits on a rail to be slid forward and backward. I have another motor/accuator pushing along the z axis for pitch, the problem is, as surge moves forward, it would pull on the accuator for pitch, and as it moves back, it once again moves the accuator. Are there ways to address this with fittings or do I need to change the design?
  8. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
    Here is my progress. Dimensions are not right and some things are even just sloppy. But its meant to be more of a visual aid anyhow. april 30th.png
  9. Alexey

    Alexey Well-Known Member

    Joined:
    Sep 23, 2014
    Messages:
    452
    Occupation:
    Electronics Technician
    Location:
    Adelaide, Australia
    Balance:
    8,063Coins
    Ratings:
    +622 / 2 / -0
    My Motion Simulator:
    3DOF, DC motor, Arduino
    Isolate the axis, so think about a multi story building. The top floor houses your seat, pedals, wheel and the roll/pitch axis. Then the floor underneath that controls surge. The floor under that floor then controls sway. That's is for a 4dof simulator, a 6dof would be a little more complex and require out of the square thinking.

    In your case you can leave the pitch axis on a frame that controls roll, with surge being a separate frame that pushes the main frame.

    As shown in this professionally drawn CAD model:
    I use MS paint for all my modeling needs but it is somewhat limited as a CAD tool in like, everything.

    [​IMG]

    Whilst the idea will not be in your best interests to copy it will at least give you an idea on how to separate layers of axis. Some axis can be combined with others to make more compact frames. it all comes down to your mechanical imagination but most importantly, your budget. If this is going to be home built and you don't have a huge budget I would forgo full 360 roll.

    Don't forget that your electrical connections will need to spin around. Imagine holding a shoe by its laces, now spin that shoe around 30 times. What happens to the laces? They turn into a crumpled mess. Doing that to wiring will be 10 times worse. One way around this problem is to pre coil a length of wire that is far longer than you would normally require but even that only helps for a bout 15 turns in either direction. Next comes rotary couplers, which will be the most expensive part of the sim as they need to have many connections and also heavy duty. I'm sure there are other solutions but I'm not aware of them.

    With the current cost of things these days I'm not sure what you want from the sim is attainable. I would seriously recommend building a 4 dof sim first or at least something simpler than what you currently want. Then you will have the skills and knowledge to proceed with something more ambitious.
    • Like Like x 1
    • Useful Useful x 1
    • Creative Creative x 1
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,149
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,590Coins
    Ratings:
    +10,907 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Can I ask realistically what sort of budget do you have to work with? It is an ambitious project and it's not cheap.

    Of course a model will help you tease out just how complicated it may be.
    Last edited: Apr 30, 2015
  11. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
    @noorbeast, I'm kind of hoping this will make an estimate easier. I could very well just make a tiny model.

    @Alexey, Lol i try to make it look all professional, but ms paint did the same task so much better and probably in a hundredth of the time too. I know you say I should avoid that frame by frame method but I have been doing exactly that.

    I'm feeling you both about the complexity. I am out of my element. But I'm still determined to try. So ill take it slow and keep thinking of different ways about it and what happens happens. As far as price... we shall see.
    Last edited: Apr 30, 2015
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,149
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,590Coins
    Ratings:
    +10,907 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Nothing wrong with experimenting, we all learn from the outcomes be they positive or not. I am looking forward to see where your musing and model goes.
  13. RacingMat

    RacingMat Well-Known Member Gold Contributor

    Joined:
    Feb 22, 2013
    Messages:
    2,236
    Location:
    Marseille - FRANCE
    Balance:
    20,977Coins
    Ratings:
    +2,090 / 21 / -2
    My Motion Simulator:
    2DOF, DC motor, Arduino
    @itaaronc : you haven't told us what is your approximate budget: if not, we cannot really help you choosing between alternatives...
  14. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
    My budget is about 5k USD. Not including peripherals or frame.
  15. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
    Could I use something like slip rings, to transfer current?
  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,149
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,590Coins
    Ratings:
    +10,907 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Slip rings could be used and have been in some commercial motion simulators.
  17. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
  18. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
    I was thinking maybe a slightly modified Stewart Platform would work better. Would only require 1 slip ring for the peripherals.
  19. SeatTime

    SeatTime Well-Known Member

    Joined:
    Dec 27, 2013
    Messages:
    2,573
    Occupation:
    Retired
    Location:
    Brisbane Australia
    Balance:
    28,370Coins
    Ratings:
    +2,844 / 39 / -0
    My Motion Simulator:
    AC motor, Motion platform
    Go hard or go home:D . But seriously, its challenging (and costly) enough for most to build a working stewart platform, let alone a modified version with a 360 roll component:eek:. I like many would recommend for your first sim something simpler (Ie. 2dof seatmover) so you get a grasp on the complexities/cost of building a working sim which can support a large mass in motion, but it is your money and time so all the best. Just for information SimTools does not support 360+ degree sims, or the math for a true stewart platform.
  20. itaaronc

    itaaronc New Member

    Joined:
    Apr 27, 2015
    Messages:
    13
    Location:
    usa
    Balance:
    354Coins
    Ratings:
    +3 / 1 / -0
    @SeatTime Yeah I thought that I had read that elsewhere on the forum. The creator of this video was able to get his model to 360* rotation. Http://www.xsimulator.net/community/faq/prototype-360°-full-rotation-motion-simulator.113/
    I dont imply that I am that talented, and its best to assume for now that I have no talents. I'm going to build a prototype and play with it for some time. It might be possible that I end up deciding to go with a seat mover solution, but only when I can prove to myself that what I really want isn't in my best interest (too expensive, too difficult, etc). Btw what do you mean by a true stewart platform?