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Car chassis project

Discussion in 'DIY Motion Simulator Projects' started by sim2go, Aug 29, 2017.

  1. sim2go

    sim2go Member

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    i have read that backlash is imminent, unless precision gears or other type reducers are used.

    thank you for suggestion, will try shorter distance as axis limitation is on 18/100 now
  2. sim2go

    sim2go Member

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    hi again,
    thank You noorbeast for suggeation.
    indeed, backlash got a little better going from 18 to 10 centimetera, but it still persistent. only way i can get almost rid of it is lowerint motor power to 40 percent, which makes movement not interesting.
    i'm looking into planetary reducer, but could not find much of them used in xsim.

    maybe you guys seen or tried it? how compared to wormgear is ot more stable?

    also would like to ask about simtools settings -
    lets say axis limitation is set to 50percent.
    the movement is rich - rig moves when accelerator is touch'd, but those 50percent is too much for rig when it get to max value (crashing car for instance).
    when set to 30 percent, the acceleration is almost not felt, but max values are safe.

    is it possible to get richer movement with less limitation?



    Thank You!!!

    [​IMG]

    thats backlash

    https://giphy.com/gifs/fRaqyXyDMmgM5iO9Fe
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Linear actuators are more efficient, with far less backlash, than worm gearboxes and you can build your own: https://www.xsimulator.net/community/faq/diy-linear-actuators.248/

    SimTools mixes motion on the fly and often part of the issue is too aggressive PID and SimTools settings: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/

    It would assist troubleshooting if you posted pictures of all of your settings and a video that shows the rig movement and game screen at the same time.

    The other complication you have is mass, once something is moving in a certain direction it takes a lot of power to control it.
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  4. SeatTime

    SeatTime Well-Known Member

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    No Simtools software filter we help with your mechanical issues. You could try some gas struts (you may need to experiment with different Nm ratings) to help tame the oscillations a little bit, (need to be careful, as gas struts can bring with it other issues for a simulator) but as @noorbeast alluded to, a better quality Gearbox is really needed.
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  5. sim2go

    sim2go Member

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    Added two 100N gas struts. It helped to reduce backlash time. might play later changing theit position.

    if anyone have link to planetary reducer for ac motor (b14, m8 screws), please, hit me with it.

    thats result with way smoothed pitch.
    i like yaw tho

    https://i.makeagif.com/media/6-26-2018/yuXU6k.gif
  6. sim2go

    sim2go Member

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    Does anybody can tell what type of reducers are used here?



    l'm stuck on choosing the right, low backlash, type reducer for ac motor.
    For asking about using planetary reducer with AC motor got an answer that it should be used with servo motor instead.

    Do anybody have knowledge or some links about typea of reducers for this kind of situation?
    Last edited: Jul 3, 2018
  7. joe extraknow

    joe extraknow Member Gold Contributor

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    I tired Dodge 3DoF simulator last year, like yours, they move whole car. Feel really good, but they used 4 powerful Actuator/Motors on four wheels:

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  8. sim2go

    sim2go Member

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    I guess these are planetary?

  9. joe extraknow

    joe extraknow Member Gold Contributor

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    these are AC motors though. I tried Ford factory 6DoF and 4DoF car simulators with AC servo motored actuators at Chicago auto show last year. No good, though. Lack of all the road vibrations and details. The 3DoF as this one also has heave dof, so the Ride Frequencies are important. You will not get effective ride frequencies above 3 Hz, which I believe that required for a racing car feel with high speed on the track (you might unlikely have this problem with 2Dof seat mover -- no heave). As such, I believe AC motors really suite for fly simulator not racing car sim. To solve this issue, four vibration actuators added to each wheel, respectively, see page 3 and 5 below, up to 20Hz:

    http://www.nads-sc.uiowa.edu/dscna/2001/Papers/Chen_NADS at the University of Iowa....pdf

    or see video at 0:37


    If you really want to move your whole car and feel like a "racing car", I bet the D-Box probably is your best choice if you can cut your cab weight down below 1200 lb. Why do you want move whole car? While you racing, you cannot see front and end. You just need cabinet/cockpit part, can you cut front and back off? Here is guy who just did like this, he used D-Box:
    http://www.isrtv.com/motion-simulator/wil-mayaman-tosados-mind-blowing-porsche-motion-rig/

    Ofc, the D-box is not cheap. Their SW offers vibration module and suspension module allowing you to adjust to feel, which SimTool is lack of.

    Best luck!
    Last edited: Jul 4, 2018
  10. sim2go

    sim2go Member

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  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Hard to say from just a video, perhaps you could post pictures of all of your settings.
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  12. sim2go

    sim2go Member

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    Probably a mistake to make quick swap motors in vfd-motor line, but at least could see EMI problem better. Loaded brake pedal with x weight on it and unplugged motor while vfd was still on. The load cell - brake pedal slider went up a little as expexted and requires less weight to get more. Then unplugged vfd and while it was shutting down the brake slider went huge chunk upwards untill vfd compeltely went off. I made kinda decent grounding into chassis, got shielded cables for motor power and vfd, ferrite rings on usb usb cables,but main problem seemed to be vfd emi all along. After doing quick search found that emi filter and ferrite ring and distancing cables should be right things to do. Wondering what emi filter to choose...
    IMG_20191221_222614.jpg IMG_20191223_004528.jpg IMG_20191226_210654.jpg IMG_20191221_235452.jpg IMG_20191224_010150.jpg IMG_20191227_193252.jpg
  13. hannibal

    hannibal Active Member

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    if u can get a monster moto to move a whole car, i would be very amazed!
  14. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    @sim2go Wow❣❗‼❕❢! That's really cool :cool: I'm impressed!:thumbs Nice work!
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  15. sim2go

    sim2go Member

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    Thanks! And thank You guys for giving awesome software which makes things so easy and saves so much time!
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  16. sim2go

    sim2go Member

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    My Motion Simulator:
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    Last stage of this sim will be making it mobile. Hoping to finish this and make it to local IRL events (rally / racing ).

    IMG_20210214_173005.jpg

    Using HEA 160 and some 160 tube for whole thing. It will be easy to attach roof/tent/projector screen.

    IMG_20210213_201420.jpg

    Still first co2 balloon on MIG welding. Guessing it will hold the thing together. Total project weight will come something like 1000-1100 kgs. Heavy bottom solves anchoring.

    IMG_20210214_130358.jpg
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  17. sim2go

    sim2go Member

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    Received 4x300kg wheels to move platform around in garage to be able use car lift for other purposes. I mean they are huge compared to what i've used. Also ball bearings for stabilising sandwitch layers. It'll be kinda expensive to drill such wide holes, instead I'm thinking of getting pipe with thick walls.

    IMG_20210227_155105.jpg

    Two 50x50x4 tubes is not enough to hold whole chassis weight and has slight bent to it, will add support.

    IMG_20210227_194051.jpg
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  18. sim2go

    sim2go Member

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    My Motion Simulator:
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    So instead of cutting pipe with thick walls decided to pay for 8 holes drilling (30e really for same day pickup). It would've been pain getting 4 same height pipes.
    ball.JPG

    eiles.JPG

    For upper layer two additional holes for screws to adjust height. Bottom height welded permanent.

    greziam.JPG
    It was luck to manage get all balls to get contact, at least at center position.

    kontaktas.JPG

    When moved around one or two balls sometimes lose contact, but no worries as it will need readjusting after some time of use.

    slides.JPG
    centras.JPG

    Now to get old system running need to place gas struts and connect reducer arms/levers. Also get cables going. For sensors instead of hall sensors will use SSI contactless, should help dealing with slight movements in construction.
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  19. sim2go

    sim2go Member

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    My Motion Simulator:
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    Covering platform bottom. After doing it will go for wires, cannot continue work with motors/reducers without them.

    IMG_20210411_171611.jpg
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  20. sim2go

    sim2go Member

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    My Motion Simulator:
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    Things are going well. Most of the re-welding thing is done.

    darbai.JPG

    for yaw axis will use 60:1 instead of 50:1 this time. thanks to colleague pointing out serious mechanical error in my pulling mech, should do right this time.

    60 prie vieno.JPG

    this time using SSI sensors. sadly still getting a little chirping in VFDs between "rdy" and "0.0hz". will solve on or another way.

    yaw_first.JPG
    sorted out distances, now will properly wire up tech.
    and btw, guys from VirtualRacing suggested to work on their car instead to make things this season.
    looks great.

    P4280527.JPG

    probably going for official license of SimTools :)
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