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No movement in games

Discussion in 'SimTools DIY Version' started by jamiebird76, Jun 12, 2015.

  1. jamiebird76

    jamiebird76 New Member

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    My Motion Simulator:
    2DOF, SCN5
    So ive recently converted my Fex SCM to simtools and on the surface everything is running fine.

    Ive got the actuators moving after changing the ID of the right SCN but i cant get any motion working in any of the simulators when the games are running.

    The output testing DOF does not work at all but Axis output give left and right motion but no fowards and backwards.
  2. yobuddy

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

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    Check the Axis Assignments for each game in GameEngine.

    If you fill out the default profile in Axis Assignments, all newly installed game plugins will have these settings as the default.

    If you installed the plugins before setting up a default axis assignment, then the new games have no axis assignments at all. And therefore you have no motion.

    What type of simulator do you have?
    yobuddy
    • Agree Agree x 1
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    For troubleshooting purposes it helps if you post screenshots of all of your settings.
    • Agree Agree x 1
  4. GIB SimRacing

    GIB SimRacing Active Member

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    My Motion Simulator:
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    As noorbeast said, screenshots of your settings would help. Have you patched the game for motion within SimTools?
  5. jamiebird76

    jamiebird76 New Member

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    My Motion Simulator:
    2DOF, SCN5
    Ive attached my settings. I have a frex simconmotion converted using the guide on this site. Movement is working in game engine but there is no movement in game.
    Capture Axis Settings.PNG
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    You really need to supply more information about what you have and have not done.

    Have you followed the manual: http://www.xsimulator.net/simtools-complete-documentation/

    When you say "Movement is working in game engine" can we assume you have tested it in the Output Settings, if so have you verified the axis directions are correct?

    Have you patched the game for motion and what game is it?

    Is the status showing as connected for the game?

    Have you established base settings in the Tuning Center? http://www.xsimulator.net/community/faq/set-base-tuning-motion-values-in-the-tuning-center.122/
  7. insanegr

    insanegr !N$@n€

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    • Agree Agree x 1
  8. jamiebird76

    jamiebird76 New Member

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    My Motion Simulator:
    2DOF, SCN5
    When you say "Movement is working in game engine" can we assume you have tested it in the Output Settings, if so have you verified the axis directions are correct?
    Correct

    Have you patched the game for motion and what game is it?
    Yes. Project cars

    Is the status showing as connected for the game?
    No idea how to check this.

    Have you established base settings in the Tuning Center? http://www.xsimulator.net/community/faq/set-base-tuning-motion-values-in-the-tuning-center.122/
    No. let me read the thread and try.
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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  10. GIB SimRacing

    GIB SimRacing Active Member

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    Can we also assume that you are using only 1 PC? Not trying to go over a network between game engine and manager? If you are using 2 PC's make sure they both have a static IP address and that the correct IP is entered into the game manager.
  11. jamiebird76

    jamiebird76 New Member

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    My Motion Simulator:
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    OK i followed the guide and i now have some movement. I can hear the actuator moving but the movement is so slight its not really noticeable.

    The simulator is running on one pc only.
  12. GIB SimRacing

    GIB SimRacing Active Member

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    Nice, one step closer. :thumbs
    You have to play around with the tuning centre now to set up the forces better. Try smaller numbers for your forces in the tuning centre and see how that goes. Not sure if there is a better way but that's what I did. I had the same thing when I first got motion working. The movement was very little until I started changing the numbers in the tuning centre. Or better yet, start pCars and click "capture min/max" within the tuning centre.

    http://www.xsimulator.net/tuning-centre/
    • Like Like x 1
  13. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  14. jamiebird76

    jamiebird76 New Member

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    My Motion Simulator:
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    sorry for the delay in replying been busy with work. The tuning centre has helped but the side to side motion is lacking. When using the Frex software the feeling of changing direction was large and quite similar to the feeling in a real car, as was the feeling of chicanes. The simtools motion is lacking so id like to try and replicate the sideways G again. Ive ran the tuning centre in a bunch of cars from a mx5 to f1 car.

    On the good side the simtools is doing a great job replicating going up and down hills. Frex could never do that.
  15. GTHQ_koop

    GTHQ_koop Active Member

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    Sound a bit like my 1st "issues"..

    I changed the axis to sway and surge, then check the output testing. (bottom 2 options)
    Also check if it's on 10ms.

    Don't really know if I'm helping but those are just my 2 cents :)
    • Like Like x 1
  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Can you please post your full Axis and Tuning Center settings.

    From the limited info so far you seem not to have sway configured. Go back to your axis settings and turn everything off except surge, set that to 20% and test, adjust if needed until it feels right. Then turn it off and do sway by itself the same way, then heave. Try around 10% for heave in the axis settings and 0.5 in the Tuning Center. Then do roll and pitch last, keeping in mind that things like surge and pitch can somewhat cancel each other out when all axis are mixed. Refine in the Tuning Center when all axis are enabled.
    • Agree Agree x 2
  17. GIB SimRacing

    GIB SimRacing Active Member

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    I agree with noorbeast. For starters, set up sway just by itself and get the side-to-side movement the way you want it.
    When I first started setting my sim up, I used roll instead of sway thinking that was the force for your side-to-side movement until I got pointed into the right direction.
  18. jamiebird76

    jamiebird76 New Member

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    My Motion Simulator:
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    here are the settings. I have two SCN5 actuators. Im not sure the difference between the axis and the DOF and how they limit movement. When you refer to axis set to surge and sway should that be done on the same axis or on each DOF?

    Attached Files:

  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    Set them like you have, make DOF4 sway and DOF5 heave. Then followed the instructions I already gave, set the percentage at 20% for surge test and adjust in The Tuning Center with the others off, then sway and so on.

    You can go slightly over but you want to be as close to 100% when you total the % allocations together. Some people do not use roll and pitch, which does allow a greater % allocation for surge, sway and heave, but it is personal preference, I use them all.
  20. FattySteve

    FattySteve New Member Gold Contributor

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    My Motion Simulator:
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    sorry for using this page asking my questions.
    i have similar questions about Sim tools.

    Set the Sim tools as the Guide and not Set up the interface part because i just don't make the arduino part (so there's still none com port)

    my question is,In this situation can I check the data such as roll or pitch catch from the FSX in the "virtual testing" in the output testing or see in the "tuning center“?
    for now,they data don't move as the plane move in FSX. Should i change some my set up? Or must build an arduino first.?

    I think its better check the data from game first. then check the output which will be the input of arduino and then check output from arduino which is input of motors.
    i think this progress may help me do less error in building one.

    Here's my setup picture.
    [​IMG]
    [​IMG]

    BTW open SIMengine and manager with admin
    Simtool have way to monitor the angle of plane in roll pitch and yaw?