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Space requirments for a motion sim

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Disco42, Sep 28, 2015.

  1. Archie

    Archie Eternal tinkerer

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    My Motion Simulator:
    2DOF, DC motor, JRK
    US Dollar is playing havoc. Ocean Controls latest price is AUD$138.71 shipped.

    But yes I agree, good service... you can't really put a price on.
    I've never ordered from Core, but will see how I go.

    Anyway, sorry @Disco42 - I've hijacked your thread a little... As you were ;)
  2. bsft

    bsft

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    With the dollar AU the way it is , any bit cheaper is good. Thanks @Archie , i was wondering where Id get my next pair of JRKS for my next build.
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  3. Disco42

    Disco42 New Member

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    Thanks again guys, seems a lot to go through but I'm in no rush. Looking at a little bit of stuff for motors and I don't see much talked about for position accuracy. With the set ups most people run you can't get it to do tiny vibrations like a buttkicker can you? If no one worries about it I guess it's probably not that important but I like a bit of a challange. I realise it could be a big job but I'm interested in signal processing and I've studied stuff like PID controllers which I've seen mentioned as being used (wish I didn't sleep tbrough so many classes now).

    If I was to make a serious project out of this would the feedback control be a critical area to get right or would expensive motors also be critical to get greater accuracy?
  4. bsft

    bsft

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    @Disco42 , buttkickers would help for feeling engine rpm, however,road vibrations can be felt using 25:1 , 12v , 200 watt motors.
    Please refresh my memory, were you going a seat mover or full frame.
    Short story long, as a seat mover generally has less mass, it can make the finer road vibrations more evident than a foot motor frame. But saying that, and having both in the past, I really could not tell much of a difference.
    In Dirt3, I could feel the gravel and also just about every wooden slat driving across the bridge in game. An that was from a 40 mm CTC lever on seat mover and 45mm CTC lever on foot motor.
    Using a longer lever, say 60mm CTC and a short range of throw, with the right PID settings using a "certain" controller, you can get very good tactile feedback of the road surface. But that would be on a seat mover, but I think @Archie is using a fairly long lever on his.
    Buttkickers generally work off sound, so engine vibrations would be felt, while the motion provides the rest of the feedback.
    PID on that "certain" controller is via a utility program and easily accessible to set up. No code to write.
    Heres what I got from my seat mover desk racer vibration wise, just keep in mind I taped a galaxy ace phone to the side of the cushioning of the chair.
  5. Archie

    Archie Eternal tinkerer

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    My Motion Simulator:
    2DOF, DC motor, JRK
    Hey @Disco42, just to ease your concerns a little. I basically joined the forum knowing nothing. And I mean nothing. I like to tinker but motions Sims were a dark art to me. I saw a video @bsft made while I was watching YouTube at those random night hours when you click random stuff. I lurked in this forum for a while and didn't comment on much, just read, confused myself, read some more, got stuff sorted in my head, read some more, got confused... hehehe, you get the picture.

    Anyway, the point I am making is don't over think it. Yes it's good to understand the concepts but you learn as you go along. I was hung up on COG for ages, wanting to work out the 'math" and get it "spot on". However, as everyone on here will say, just balance the rig with you and all bits on it on a pipe and you're golden.
    As for PID and the JRK's these things had me worried, but it really is child's play to set up. I have 25:1 motors and these can be driven by hand, so setting them up is easy.

    Over simplified, but you plug in the feedback, centre the pot, set the JRK to full range, Learn the top and bottom and hit save. Then you manage the PID settings to make the motor more snappy.

    Of course, it's more involved than this, but once you get to that stage, the usual suspects will be more than happy to help.

    I use 45mm CTC levers and I get great feedback. Racing games are a given, but to give you some idea of the fidelity you can achieve, when I play Euro Truck Simulator 2, and drive a fully laden truck out of the yard, I can actually feel the rear wheels go over the yard divider. It's a tiny movement, but enough that I can feel it in my arse cheeks through my chair!

    Racing games are the same... Go sideways into a rumble strip and you will feel the front wheels hit first and then the Back wheels hit. It's a very strange feeling to get so much feedback from two motors!

    I joined the forum on 31st Dec 2014 and had a Motion sim built by Early Feb 2015. I did the grunt work, but the finer parts were all down to the members of this forum.

    Happy to help wherever I can.
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  6. Disco42

    Disco42 New Member

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    Cool thanks @Archie and @bsft, It'll be a full frame but even still it's good to hear that what I'm after seems to fall into the common build specs. Yeah I realise that I'm still naive to a lot of the fine details and have a lot of reading to do but it's encouraging knowing that what I'm after isn't going to involve a bunch of programming and calculating PID stability and all that jazz that I slept through. I actually thought that most simulators where more about just the big movements and speed and even that video from @bsft is kind of hard to gauge with from my little experience but the Euro Truck Simulator 2 example is pretty impressive
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  7. Nick Moxley

    Nick Moxley Well-Known Member

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    My Motion Simulator:
    2DOF, 3DOF, DC motor, JRK

    Accuracy eh, Fine Vibration you say...... Full Frame for Vibration's its Not its not going to happen, But a properly setup shoulder mount seat mover.... Oh Yaaaaaaaaa

    [​IMG]





    on the more Extreme side of "vibrations"






    FWIW, i also knew NOTHING about motion the software or the hardware when i first came here, Dave aka bsft was the main reason i said "F it lets try this" and its been awesome ever since.

    My motor's are Pgsaw 25:1 and worth 89$ a pop....far from Expensive in relative terms to what else is out there for motion hardware .....cough cough...actuators....cough cough
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  8. bsft

    bsft

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    @Nick Moxley
    "Accuracy eh, Fine Vibration you say...... Full Frame for Vibration's its Not its not going to happen, But a properly setup shoulder mount seat mover.... Oh Yaaaaaaaaa"
    asterix & obelix!.jpg
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  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    I mounted a PS3Eye camera to the right hand speaker of my compact simulator and shot this shoulder POV look at what motion feels like, first at Nordschleife then Monza using the F1SR 2006 Ferrari.

    The same motion profile is used for both tracks and the SimTools Game Manager settings are turned down to 95%, as any more is really uncomfortable and pretty much blurs your vision.

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  10. bsft

    bsft

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    nice vibration there, however, you either have sway the wrong way or too much roll set up.

    EDIT, my mistake, must be a visual thing, I just checked my video above.
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    +10,907 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Yes it is a visual illusion of sorts as the camera is moving with the seat, rather than looking at it from behind.

    It also makes it look at times like the projected image moves when in fact it is static on the wall.

    It is a bit dark but my head bobbing around relative to the seat gives a good idea of POV fine movement responses, particularly as I have the harness snugged in tight and sill bounce around.
    • Like Like x 1
    Last edited: Oct 2, 2015