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3DOF - AC Motor Platform - 95% FINISHED - 020515

Discussion in 'DIY Motion Simulator Projects' started by cthiggin, Jan 27, 2014.

  1. speedy

    speedy Well-Known Member

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    @cthiggin ... We need to see a video for any game with the V2.0 buddy ;) ...
  2. cthiggin

    cthiggin Active Member

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    Hi Speedy,
    I'm going to work tonight and tomorrow night on V2.0 and do my best to get dialed in..................IF all goes well,
    I'll try to get a video posted this weekend.
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  3. speedy

    speedy Well-Known Member

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  4. cthiggin

    cthiggin Active Member

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    Speedy & folks,

    Worked last night on a profile for AC - made very little progress.
    From what @speedy has told me, V2.0 is "very sensitive" to AC Motors........................well, that's to say the least.

    I "may" be doing something wrong..........but for me, the setup that worked in v1.3 does not work the same way in v2.0.

    I cannot get any "change" when lowering the overall sim in GameManager. Due to a back problem, I get my profile set up and working correctly, save,
    AND then if my back is flaring up, then I turn down the overall % with Game Manager which "has" worked fine............can't do it that way now.

    What I am having to do, is INCREASE the smoothing, sometimes up to 90%, in GameEngine to tame it down.

    Any ideas / or / my mistakes, please reply.

    IF this is the correct behavior of v2.0, then I know what I have to do with this version.

    Thanks, and I WILL upload a video as soon as I am dialed in.............

    Tom
  5. speedy

    speedy Well-Known Member

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    There is no problem @cthiggin having the forces 90-100% smoothed from all the additional details to suite your driving needs .

    you may also need to add some "Zeros" in the tuning center to lower the game output after driving a full loop for capturing min and max .

    1.jpg
    Last edited: Jan 13, 2017
  6. cthiggin

    cthiggin Active Member

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    Hi Speedy,
    So, you are saying with v2.0, that to lower the force (like we did in v1.3) - we INCREASE Smoothing for that purpose.

    Are we/I'm to understand that "Lowering" the percentage in Game Manager no longer works? as in v1.3?

    I'm not sure I understand "you may need to add some Zeros' in tuning center"...................
    In v1.3, I would drive a couple of laps in whatever game, say AC, capturing data, THEN Save that data. IF I wanted a DOF to react faster, I would lower the setting (ex. +2/-2 to say +1.5/-1.5)
    If I wanted a slower DOF , I would increase the setting.

    I'll capture again tonight and post my results.

    Thanks for all of your help and understanding.

    Tom
  7. speedy

    speedy Well-Known Member

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    Hi Tom ...

    yes ... by doing that you take it's percentage average not eliminating or killing it .

    The main level in manager profile editing is perfectly working and you can even adjust it while you're still in the game "window view " ... you just maybe didn't go down as much as you can effectively feel it ... give it a try to the bottom 0% .

    That is like picture related to these Yellow numbers if you increase them by a zero/s or two and save ... then the incoming future game values will be lower thus the sim will react slower .
    1.jpg
    Every thing is the same adjusting system buddy ... But, and as you may have noticed that any force can go up to 150% of its original value .
    2.jpg


    Anytime Buddy ... :thumbs
  8. cthiggin

    cthiggin Active Member

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    [​IMG] Speedy - in v1.3 - I understood DOF % was the amount of AXIS you wanted to use in Percentage -

    PLEASE CLARIFY: Your picture above tells me "that I'm inputing % of FORCE of Axis -Not amount of Axis used. If so, then I can understand why we would want to go higher
    in "Smoothing" in v2.0 versus less in v1.3???

    Please let me know on this.............
  9. speedy

    speedy Well-Known Member

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    YES Exactly that :thumbs ...
    The DOF % is the selected force value ...
    The smoothing % is how much that value will be smoothed ...
    The Axis % is how much physical range of that axis that will be used ...


    Furthermore as next picture :
    - DOF 1 - DOF 2 - DOF 3 - ..... - DOF 6 are the main 6 forces "Degree Of Freedom" plus the Extra 1 ,2 ,3 forces that could be combined , assigned , reversed , and added with different values for each Axis ...

    - Axis 1
    Axis 2
    Axis 3
    ....
    Axis 6
    are the actual available axis used for any simulator that can provide motion to it's platform ...

    - Each Axis line of 6DOF's at the end will sum total gives its output to its specifically assigned motor in the interface settings ...

    - For Axis mechanical limitation its actual physical range can be limited by the Axis limiting tap ...

    - For the overall game behavior adjustments could be done via the main level in the game manager profile editor unless you need to change the behavior of a specific force you add zeros to its previously saved value in the tuning center so any new value will be smaller thus the simulator will act slower for that force only ...

    1.jpg
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    Last edited: Jan 14, 2017
  10. speedy

    speedy Well-Known Member

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    One more tricky thing may not been clearly explained before ...
    you can scale the DOF up/down per axis without losing details with smoothing it ... in three working arias :

    - [Normal] If you use 100% strength of any DOF force assigned with a 100% usage of the Axis movement ...
    SimTools will distribute that 100% strength over that 100% distance resulting of a 1:1 movement .

    - [Zoom In] If you use 50% strength of any DOF force assigned with 100% usage of the axis movement ...
    SimTools will distribute that 50% strength over that 100% distance resulting of a 1:2 movement [ stretched up movements over the required distance ] .

    - [Zoom Out] If you use 150% strength of any DOF force assigned with 100% usage of the axis movement ...
    SimTools will distribute that 150% strength over that 100% distance resulting of a 1.5:1 movement [ stretched down movements over the required distance ] .

    2.jpg
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  11. SilentChill

    SilentChill Problem Maker

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    I have to disagree @speedy the Axis DOF% is the amount/range of that axis is used. You limit your axis like in the picture above and that is the maximum range of the DOF axis to be used.

    I know this is correct as I have all 6 of my axis set to different % for each different DOF. This is why we recommend the total amount to not go above around 120%130% or else you lose some movement when more than 2 DOF's are at full range.
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  12. cthiggin

    cthiggin Active Member

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    SilentChill / Speedy............
    I love ya' guys, but one of you is correct....................

    As stated earlier, in v1.3 - I set my Axis Limiting to 90% - "understanding" that out of TOTAL up DOWN movement of crank lever - I was going to use 90% overall - and I did that for safety buffer also.

    AND, then I had the understanding that the DOF % was the amount of Axis I wanted for that particular DOF.........

    I "either" have been doing it right in v1.3 / or / I am utterly confused as to the correct method for v2.0.........

    Both of you fellows are heavy hitters here, and I value both inputs.......................
    I just want to know the "correct method" before I spend hours doing it wrong.

    Thank you gentlemen,

    Tom
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  13. speedy

    speedy Well-Known Member

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    @SilentChill ... you have an advanced advice point of view as you have a 6 Axis that uses all DOF combinations per axis to produce one action like "Surge" for example ...
    The basics are the same which leads to the same results as I agree with you in the second part ... all added forces per axis total SUM % shouldn't exceed 100-120% of the total SUM per Axis .
    Last edited: Jan 15, 2017
  14. Blame73

    Blame73 Well-Known Member

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    But if we shouldn't exceed 120% for single axis, what's the point in having the chance to go up to 150% for one single force?
  15. yobuddy

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

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    Lets say you are running 2 simulators from SimTools.
    One from axis assignments A and one from axis assignments B.
    Should the A guy want more roll that the B guy, you can do it because of the 150%.
    I hope that makes some sense lol.
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  16. speedy

    speedy Well-Known Member

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    Good inspiring example Buddy :thumbs ...

    @cthiggin ... Maybe I was wrong with some statements before. So let me rephrase with simple examples to eliminate any difficulties for you ...


    Scaling forces ...
    Test : By using Only Surge with different DOF% values over Axis 1 [50%] & Axis 2 [100%] & Axis 3 [150%] ...
    and watching what happened in the output testing with the same car accelerates ...

    1.jpg 2.jpg 3.jpg
    more axis movement is achieved ...

    Mixing Forces ...
    Test : Using the same Surge as above and adding the same % of Roll for each axis ...
    1.jpg 2.jpg 3.jpg
    more reasonable action is added to Axis 1 ... Axis 2&3 are clipped to the max with aggressive action .
    And so on for adding more forces to the same Axis ... @Blame73 the total % shouldn't be more than 150% .

    Scaling Axis ...

    Test : Using the same 100% of Surge limiting Axis 1 [50%] & Axis 2 [75%] & Axis 3 [100%]

    1a.jpg 2a.jpg 3a.jpg
    motion is scaled down to the required Axis limiting with NO clipping ... with ability to use 150% of Surge to get more action as in Axis 4 .


    That leaves me with a question to @yobuddy ... How much is the available force %ge before the cutoff ?
    Last edited: Jan 15, 2017
  17. BlazinH

    BlazinH Well-Known Member

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    It makes since to me but I suppose that’s because I suggested it, lol. The guys in simtools2 beta thread wanted additional dof’s added in the tuning center instead so the second set of dof’s for a second simulator could be adjusted individually (for example a 6dof with a G-seat also). But that would have made a lot of additional work that yobuddy would have had to take on. So I suggested doing it this way instead since it only took a couple of minutes to make the changes to simtools. So now that the dof%’s can go up to 150%, you can make a “second” simulators dof forces either stronger (over 100%) or weaker (less than 100%) than what is need for the “first” simulator. I would have made it go to 200% though that way you could double the force if needed instead of only going up 50%. I hope that makes some since too, lol.

    Anyway Simtools2 works the same way as Simtools1. The main set of dof's still should not go to far over 100%. But thats not necessarily true for the second set of dof's for a second simulator since you are setting them as a % of the first set and not individually.
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    Last edited: Jan 15, 2017
  18. speedy

    speedy Well-Known Member

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    PLEASE ... keep it simple and suitable to thread title guys :) .
  19. yobuddy

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

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    I'll increase it as needed.
    So far 150 seems to be fine.
  20. BlazinH

    BlazinH Well-Known Member

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    I was just commenting on what yobuddy had stated above but I didn't pay attention to whom had asked the question. I thought is was Tom. :oops:
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    Last edited: Jan 15, 2017