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FlyPT Mover 3.7

Discussion in 'FlyPt Mover' started by pmvcda, Sep 20, 2024 at 05:58.

  1. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,929
    Location:
    Portugal
    Balance:
    14,032Coins
    Ratings:
    +2,355 / 17 / -0
    My Motion Simulator:
    6DOF
    Mover37.png

    Ok, this is a BETA for now. Many bugs and many locked areas because of them.
    Please try carefully, avoid connecting hardware at the start. Test before doing so.







    Downloads

    3.7.0 BETA (20 09 2024): Download more info in this post
    Please be patient because this is a really bad release... :oops:
    I'm going to hide and take some sleep, tomorrow you can send all the complaints.
    It's, bad but will be better








    Requirements

    Best PC you can to run games and Mover simultaneouslly.
    Windows 10 64 bits (might run on older Windows)


    Installing and lauching Mover 3.7

    Mover is a single executable file. There's no need for instalation.
    But you need .NET 8.0 installed.

    You might already have it, but if not, go here: https://dotnet.microsoft.com/download/dotnet
    Choose the .NET 8.0
    In the next page, at the bottom right download the installer for the Runtime of .NET 8.0.x by clicking the x64 for Windows.
    After the download install it. Now Mover should run.


    It uses the registry to store data and uses the network to check for new versions or access the server (with setups).
    On the options you can specify the location of plugins in multiple folders and Mover will look there for them. (some of those not available right now...)

    To access memory hooks, you need to run Mover with administrator privileges.

    You can lauch Mover from the command line and use one or more of the following options:

    Mover.exe Help, H or ?
    to show the help message

    Mover.exe xxxx.mover
    to open the local setup file specified in xxxx.mover (should contain the extension .mover)

    Mover.exe StartInTray
    to start mover minimized to the tray

    Mover.exe NoPlugins
    to start Mover without loading external plugins

    Mover.exe NoAudioDevices
    to start Mover without audio devices (no transducers)

    Mover.exe NoJoystickDevices
    to start Mover without joystick devices (can't use them in hot controls or the custom controller source)

    Mover.exe NoMidiDevices
    to start Mover without midi devices (can't use them in hot controls or the custom controller source)

    Mover.exe AllowMultipleInstances
    to allow multiple instances of Mover (careful)​



    Where is Mover 4.0?
    Mover 4.0 is mostly a new UI over the structure of this version of Mover (3.7).
    It will come later when this one is more stable. We can call it the Spaghetti Mover right now... :confused:


    THIS TEXT IS WIP
    • Like Like x 8
    • Agree Agree x 1
    • Friendly Friendly x 1
    Last edited: Sep 21, 2024 at 00:51
  2. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,929
    Location:
    Portugal
    Balance:
    14,032Coins
    Ratings:
    +2,355 / 17 / -0
    My Motion Simulator:
    6DOF
    WARNINGS Please read:

    First of all, this is a beta version, so expect many bugs.

    Be careful using Mover with your hardware.
    You should always have the emergency button at close range.
    Motion rigs can be expensive and specially dangerous for anyone (specially kids).
    Im not reponsible for any damage it might cause, physical or in the hardware.


    • Mover allows you to work "live", this means you can change anything while having motion. This can be dangerous, so be sure you know what you are doing, one of the reasons to have the 3D rig viewer. Do the tests using the viewer and when you think it's ok, connect the hardware.
    • COM ports are not detected automatically yet. Some bugs made me deactivate it. Careful with any problem it might cause (got crashes with the WITMOTION source).
    • Defining rig actuators gained a specific window and I'm not sure it's all bug free. If a rig has 2 types of actuators, you have different controls/windows for them, but usually one control/window can setup multiple actuators when they have the same specs like a linear hexapod with 6 equal actuators.
    • When using midi devices as control: They don't store the state of the controls, they work with events so if a knob is at value 0.5 when you start Mover it's value is 0.0 until you use it and it might be suddenlly 0.6.
    THIS TEXT IS WIP
    • Like Like x 3
    • Useful Useful x 1
    Last edited: Sep 20, 2024 at 12:54
  3. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,929
    Location:
    Portugal
    Balance:
    14,032Coins
    Ratings:
    +2,355 / 17 / -0
    My Motion Simulator:
    6DOF
    New features:

    You can now assign controls to the numeric up downs, checkboxes and buttons (not all, I disabled some of them).
    This allows you more control from the rig without using a keyboard and mouse (it's easy to use the same control for multiple fields...).

    Besides joysticks and keyboards, you can now use midi devices
    WARNING, midi devices don't store the state of control, they work with events, so if a knob is at value 0.5, when you start Mover it's value is 0.0 until you use it and it might be suddenlly 0.6

    • On rigs you can now control the behaviour with 3 filters (assign some controls to them to make it easier to test):
      - Gain like we already have
      - Bass and treble to control the gain of low and high frequencies
    • Rigs have 3 motion alghorithms:
      - Keep moving actuators with available range - This ones moves the actuator still with range causing the loss of VR compensation and inducing strange cues. It's faster, but use only if you are sure that you never get out of range
      - Stay on last good pose - If the rig goes out of range, it stops causing a loss of motion, but keeps VR compensation.
      - Follow pretended pose even if out of range - This ones keeps movement, by scalling down motion near the out of range. It never goes out of range and keeps VR compensation, but can cause some strange cues, but not like in the first alghorithm.
    • We can now enable interpolation of data received in the sources.
      Can cause some lag, but only if the frequency is to low.
    • Some sources allow the use of a dedicated thread to get the data (MMF)
    • New filters/operations.
      The so talked IF... and some others like INTERPOLATE I added for experimentation.
      Sometimes I get confused with their behavior... please test all of them.

    • Outputs use a new code that should be way faster to generate the byte arrays.

    • New 3D graphics with better sence of depth, but no use of OpenGL or Direct3D.
      Should be light for the graphics card.

    • New Graphics module with lines and color selection for better visualization.

    • Main window looses the buttons that are replaced with a diagram showing current modules connection (some bugs there when deleting modules).

    • New default setups. On the main window you get a list of default setups that can be assigned to a specific game and vehicle.
      You can enable auto launch to open them automatically.
      Since some games don't have vehicle info, you also have general setups for all the vehicles that don't have a setup.
      This feature allows only one setup for each vehicle right now (on the future we can have more, but only one per vehicle for auto launch).

    • Introduction of variables. You can use a var in any filter/operation.
      For example in the roll calculation you can do something like:
      ADD(S0.LAT_A;S0.LAT_AG)
      Where S0 is a source with that key and LAT_A is the lateral acceleration.
      Another example:
      ADD(P1.Sway;S0.LAT_S)
      Where P1 is a pose with key P1 and S0 is a source with key S0.
      ...Might be easy to get some bugs here accessing P1.Sway in the pose P1...
      Another example:
      M2770A4A4.P24
      Where M2770A4A4 is a midi device and P24 is the pressure done in the note 24

    • Memory browser, a basic cheat engine for the crazy ones like me that want to get hooks.
      Needed this for some hooks, ended polishing it and introduced as a tool.

    • Added some basic tools to get info about software and launchers like Steam, Epic...

    • You can now patch and launch games from Mover sources.

    • Outputs have now CRC optional.

    • Motion compensation with extra settings for the ones who want to complicate like me.
    THIS TEXT IS WIP
    • Winner Winner x 4
    • Like Like x 1
    • Friendly Friendly x 1
    Last edited: Sep 20, 2024 at 18:52
  4. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,929
    Location:
    Portugal
    Balance:
    14,032Coins
    Ratings:
    +2,355 / 17 / -0
    My Motion Simulator:
    6DOF
    Known bugs and missing features:

    • Motion4Sim and Thanos outputs are disabled. Please use the serial output strings used in the previous Mover.
      Sorry, but some bugs there that can be dangerous. Let's play safe for now.
      I'm testing this weekend to be sure it's Ok.

    • Server is disabled for now give me some days to make sure everything is ok (it's not my local server, I now use an external and safer one).

    • Plugins are not 100% yet. Give me some time to clean the edges. Would be a problem to have plugins developped to stop working one week later...

    • Telemetry is disabled. It's 80% done, but not usable right now. This allows us to record data from the sources and use it like a telemetry tool with a 3D viewer and graphics (not to advanced but enough for me).

    • Missing images on the rigs (I'm a bit lazy with that one...) please use the 3D viewer.

    • Missing images in the modules when displayed on the diagram

    • Some rigs are missing like the 2DOF (sorry, they where not ready yet).

    • The rotating hexapod seems to have a bug when rotating it for wall mount, specially when changing the actuators direction.

    • VTOL VR source is not working. Missing the mod on the Steam Workshop (API changed and I need to make some updates).

    • Pose from tires (not suspension) is still WIP. This is mostly for traction loss from tires data.

    • Missing the black box modules for poses (to simplify setups by hiding the filters behind basic controls).

    • The old basic poses where removed and it's not in my plan to make them. I think no one used them (idea was to use the graphics to preview in/out values).

    • Some filters/operations have bugs, specilly the ones allowing graphic editing with nodes (the code is a crazy recursive nightmare, let me solve other problems first).

    • Code is made for changing the visual style with a slider from white to black. This is not concluded since it's not reaching all the controls, reason to be hidden (low priority).

    • When setting variables in the filters/operations, I want to add detection to simplify it's use.
      Names are keys not easilly recognisable.

    • Outputs are not connecting to modules in the diagram (just a visual bug).

    • Help buttons are useless...

    • Custom sources disabled for safety (except joystick/midi custom source)


    THIS TEXT IS WIP
    • Like Like x 1
    • Informative Informative x 1
    • Friendly Friendly x 1
    Last edited: Sep 20, 2024 at 19:03
  5. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,929
    Location:
    Portugal
    Balance:
    14,032Coins
    Ratings:
    +2,355 / 17 / -0
    My Motion Simulator:
    6DOF
    THIS TEXT IS WIP
    • Like Like x 1
    Last edited: Sep 20, 2024 at 14:02
  6. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,929
    Location:
    Portugal
    Balance:
    14,032Coins
    Ratings:
    +2,355 / 17 / -0
    My Motion Simulator:
    6DOF
    THIS TEXT IS WIP

    Sorry for the empty posts...
    Will update on the next days
    • Like Like x 1
    Last edited: Sep 20, 2024 at 12:49
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    20,899
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    147,110Coins
    Ratings:
    +10,856 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    • Like Like x 1
  8. cprelot

    cprelot New Member

    Joined:
    Jul 27, 2017
    Messages:
    10
    Occupation:
    3D Senior Artist
    Location:
    Montreal
    Balance:
    136Coins
    Ratings:
    +4 / 0 / -0
    My Motion Simulator:
    Arduino, Motion platform, 6DOF
    It's finally happening! thank you so much for your hard work
    can't wait to try ...F5 refresh...F5 refresh LOL
  9. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,929
    Location:
    Portugal
    Balance:
    14,032Coins
    Ratings:
    +2,355 / 17 / -0
    My Motion Simulator:
    6DOF
    Mover 3.7.0.0 BETA

    First public build of the new Mover.

    WARNING
    Missing many parts
    Many many bugs
    It's really BETA but will get better fast
    Please read the above posts

    Why is it so bad?
    Because I made many experiments... Seems an excuse and it is:p
    • Like Like x 1
    • Winner Winner x 1
    Last edited: Sep 21, 2024 at 00:51
  10. Markypops

    Markypops New Member

    Joined:
    Aug 27, 2024
    Messages:
    6
    Balance:
    52Coins
    Ratings:
    +1 / 0 / -0
    My Motion Simulator:
    6DOF
    Being able to use multiple variables in expressions :)
    More options for motion compensation :)
    Thanks!