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DCS/ED 3-DOF starting project, need your help !

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by dureiken, Oct 1, 2016.

  1. cthiggin

    cthiggin Active Member

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    My Motion Simulator:
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    Good quality AC Inverter Duty Motors, Good quality gearheads, and Good quality VFD's will last for "years"!!!!
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  2. misoswan

    misoswan Active Member

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    am build with the help of this forum. 3 dof
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  3. misoswan

    misoswan Active Member

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  4. dureiken

    dureiken Active Member

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    @misowan : awesome, how is it in VR with M2K ? it adds a lot of realism ?

    @noorbeast : with my previous examples I have 15cm in 0.11s => 1.395 m/s it's really too much ! my motor are too fast ?

    Thanks
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Please post a link to the full motor specifications and the gear ratio to be used.
  6. dureiken

    dureiken Active Member

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    AC motor 0.75kW, 93rnd/min 64Nm, worm drive, reduction 15 and service factor 2.1
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Language is getting in the way, am I am not certain what you mean exactly.

    Perhaps you can dual language post in French and English and one of our native French speakers could translate.

    I think you mean you plan using AC motor 0.75kW, 93RPM/min, 64Nm, with 93RPM/min being at the gearbox.

    I do not understand what you mean by reduction 15 and service factor 2.1.

    In the plans you linked to in a previous post it lists 70mm levers for the motors. That would give good linear speed of 681.726mm/sec and, disregarding mechanical loss, 1000N, if what I assume are the correct motor specs.
  8. dureiken

    dureiken Active Member

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    Yes sorry for translation :( you are right for the parameters 93RPM 64Nm

    Reduction = ratio of gearbox.

    70mm levers is enough ?

    I don't have same values as you. With this motor and rotation on half a round (it means 7*2=14cm total for a 1/2 rotation) I have 434mm/s and 914N

    And 10cm : 0.62m/s and 640N
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  10. dureiken

    dureiken Active Member

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    My weight is 65kg, and I have Oculus + seat + hotas + rudders. Maybe 120kgs ?
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    It takes 9.8N per kg to counteract gravity, so I expect you will likely end up using a CTC around 40-45mm.

    That will drop the linear speed but it should still be OK at around 438.252mm/s.
  12. misoswan

    misoswan Active Member

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    [Quote = "dureiken, post: 115.380, člen: 23109"] @ misowan: úžasné, jak je to ve VR s m2K? to přidává spoustu realismu?

    [User = 10786] @noorbeast [/ USER]: s mými předchozími příklady mám 15 cm v 0.11s => 1,395 m / s je to opravdu moc! můj motoru jsou příliš rychle?

    Díky [/ quote]
    Je velmi reálný ... První týden jsem měl žaludeční problémy :)....My 1 motors have the power 168 Nm/19 rpm(and this is sufficient for me).
  13. dureiken

    dureiken Active Member

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    Thanks for your replies

    On a french forum they told me that I have to take in account the acceleration I want, I tried with 2g (3g for going up), and I have this :

    [​IMG]

    is it right ? if I want a 2g simulator and 0.3m/s for 140kg, I have to buy 1500W (more with loss) motors ?

    Thanks
  14. dureiken

    dureiken Active Member

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    In the previous table I forgot to divide by 3 motors.

    Here is a new table :

    [​IMG]

    the one in red could be a good choice ? 11,5cm lever, 0.350m/s linear speed and acceleration = 3g

    AC motor with worm drive gearbox

    Thanks
  15. speedy

    speedy Well-Known Member

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    Last edited: Oct 9, 2016
  16. dureiken

    dureiken Active Member

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    Hum we have a lot of debate on french forum to know how to have a good simulator for VR

    linear speed ? angle ? lenght of lever, for car sim or flight sim ?

    do you have an advice ?

    thanks
  17. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    To be honest it is impossible to comment on an external debate without knowing all of what it entails.

    What you allude to are design considerations to meet a desired outcome: the linear speed, angle, length of lever, for car sim or flight sim are somewhat meaningless outside a particular design, as that design has implications for all those things.

    For motion simulation there are 3 classes of sensory input: https://en.wikipedia.org/wiki/Motion_simulator
    • Proprioceptors are receptors located in your muscles, tendons, joints and the inner ear, which send signals to the brain regarding the body's position. Aircraft pilots sometimes refer to this type of sensory input as the “seat of your pants”.
    • The vestibular system contributes to balance and sense of spatial orientation and includes the vestibular organs, ocular system, and muscular system. The vestibular system is contained in the inner ear and interprets rotational motion and linear acceleration. The vestibular system does not interpret vertical motion.
    • Visual input from the eye relays information to the brain about the craft's position, velocity, and attitude relative to the ground.

    Proprioceptors do not operate in a steady state, say constant speed, only when there is a differentiation.

    The vestibule system works by approximation and has a perceptual delay, so you can actually cue stimulation affecting the vestibule system in advance of visual simulation. Conversely, because there is a perceptual delay the faster the cues the better.

    It is worth noting that VR works by exploiting your perceptual and processing weaknesses, and often involves manipulating your brain into false assumptions.

    The requirements of the visual input for VR are well understood with respect to current hardware, and that is the best experience is where the visual input is maintained at or above 90fps. Things like re-projection, ATW and ASW can assist cover up some of the worst aspects of sub par visual performance, but none do so without some degradation.
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  18. dureiken

    dureiken Active Member

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    ok :) I will have to make some choices because my project is still at same point :)

    linear speed : 0.3m/s at least ??
    acceleration : 2g at least ??
    angle : +/-15° ??

    to have your advices ?

    thanks
  19. dureiken

    dureiken Active Member

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    nobody could help me ? :(
  20. Intruder

    Intruder Member

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    Hi dureiken- it's me, einherjer from the ED forum.

    I think your parameters are good for DCS, 15° feels good with the rift

    I can't say much about the acceleration.

    And for the 0.3m/s ... looking good!

    Just try it, everybody have a different feeling about it.