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Deep Axis Assigments

Discussion in 'SimTools DIY Version' started by yeniuser, Dec 19, 2015.

  1. yeniuser

    yeniuser Member

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    From the Axis Assigments Tab

    No 1. DOF1 DOF2
    Axis 1 Sway 100% ----
    Axis 2 Surge 100% ----

    No 2. DOF1 DOF2
    Axis 1 Sway 100% Surge 100%
    Axis 2 ---- ----

    No 3. DOF1 DOF2
    Axis 1 Sway 100% ----
    Axis 2 ---- Surge 100%

    What is difference among three set ups above? (pictures added below because of tab problem)
    2. In addition to this, which one represent the movement of actuator1, Axis1 of DOF1

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    Last edited: Dec 19, 2015
  2. insanegr

    insanegr !N$@n€

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    My Motion Simulator:
    2DOF, DC motor, Arduino
    pic 1 and 3 are the same, two motors (axis 1 has sway and axis 2 surge)
    pic 2 one motor with sway and surge
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  3. yeniuser

    yeniuser Member

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    Thanks...
    In picture 2, sway and surge combined ? I mean that. Does these values send to io card seperately or a single calculated data send to io card ?
    Which one?
  4. yobuddy

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

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    Hi @yeniuser ,

    In pic 2, the output would be the combination of Sway and Surge.
    For it to work right, both values of sway and surge should be 50%.
    As the total of the 2 DOF's output should be around 100%.
    Basically, each axis output can have up to 6DOF mixed to crate an axis output.

    yobuddy
  5. yeniuser

    yeniuser Member

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    Hi @yobuddy
    Regards...
    You said "For it to work right, both values of sway and surge should be 50%."
    There is something should be considered that if the maxsimum values of sway and surge are different from eachother;
    one value may reduce or weaken the other value. In other words, for example , the effect of sway may be lost in surge?
    Am I mistaken?
    Edit :
    by the way, when u use the term axis , I got it as motor or actuator !
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    We often tend to use axis loosely as shorthand for all axis, angles and forces: http://www.xsimulator.net/community/faq/dof-angles-forces.215/

    The total of the DOF allocations should be around 100%, though in practice you can go slightly higher: http://www.xsimulator.net/community/faq/axis-assignment-percentage-totals.120/

    In theory if you had just 1 DOF you could allocate 100% to it, if you use 2 DOF then you could allocate 50% to each, 3DOF 33% to each and so on. In practice you start with about 20% allocated to a DOF, tweak and test it in game including with the Tuning Center, adjust the percentage allocation up or down as needed until it feels right then, turn it off and do the next DOF the same way. When all are tested you turn them all back on together and do the final tweaking. You then have the option to create specific car/track profiles in the SimTools GameManager. SimTools also has filters that are particularly useful for flight motion profiles, but can also be used with a good racing profile.

    Generally things like heave often use much less the a 20% allocation, while sway and surge tend to have more than 20%, but it does depend on the game and the design of the simulator.

    Setting up a good motion profile take time and patients, but the results are worth it.
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    Last edited: Dec 19, 2015
  7. yeniuser

    yeniuser Member

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    As far as i see
    There is no particular way to achive the best result. Everyone has own tuning.

    Are the axis limitation percentage and tuning center percentage the same?
    Do they do the same work?
    Do they lead the same result?

    This is a longer way than i expexted?
    Tuning is more complicated than doing hardware
    Last edited: Dec 19, 2015
  8. yobuddy

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

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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
    The best way to achieve good results is to follow the outline I gave. But in some ways it is as much an art as a science, as different users have their own personal preferences when it comes to motion. There is no one size fits all.

    Unless you have a commercial simulator, and even then there will be small variations, a motion profile needs to be developed that suits the endless variations of design possibilities, including different engines, actuators, control boards and many different frame layouts.

    Similarly, no 2 games are exactly the same in how motion data is extracted or in how the the in-game physics are used.

    Hence the very best motion profiles are those that are tweaked for a particular motion simulator and game, right down to what car/track are used. An F1 does not behave like a Corvette or Cobra, Monza is very different to Nordschleife. All are unique and the very best motion profiles will be tweaked for any and all possible combinations. How far you want to go depends on what level of user experience you are trying to simulate.

    Yes it takes time. I don't know that it is harder than doing hardware but it certainly is challenging in its own way, though it gets easier with experience, particularly as your knowledge of your own rig's characteristics grow.
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    Last edited: Dec 20, 2015