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FlyPT Mover 3.5.3

Discussion in 'FlyPt Mover' started by pmvcda, May 30, 2019.

  1. hexpod

    hexpod http://heXpod.xyz

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    Look what’s happening when the wheels are leaving the ground. Instead of reducing the shakes due to runway rumble, it gets even worse.
    I’ve noticed it almost every time on A320. I’ve never felt it on 737NG

    First I was thinking it was due to unbalanced pneumatics but now, when you start talking about front wheel shimmy it could be rather that.

    Please notice the orange gyro, that’s the moment where the front wheel leaves the ground.

    At this moment the shakes gets substantially bigger and faster... crazy

    D125D2B4-61D4-4C6A-BCAA-65E926D84903.jpeg
  2. hexpod

    hexpod http://heXpod.xyz

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    Of course man ;-)

    9B06AB2E-FE98-4C61-883C-3584C43D00EF.jpeg
    • Like Like x 1
  3. hexpod

    hexpod http://heXpod.xyz

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    Yes it works as intended. Small but it makes pleasure :)
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  4. pmvcda

    pmvcda aka FlyPT

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    I'm working on my rig, but also on Mover at the same time.
    I think I will have a new build tomorrow.
    A new module and an updated direct module.
    Also one or more extra filters/operations and many bugs chased I hope.

    Been some time I wanted to release those updates...
    • Like Like x 1
  5. benmax

    benmax Active Member Gold Contributor

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    Hi ,
    Just a question about assetto corsa and ac competizione. The other racing games like pcars 1 and 2 have in the car telemetry information like yaw , roll , pitch speed ... for ac and ac comptezione any other information like those mentioned above ( roll and yaw speed are very usefull for the feeling )
    Thx !
    • Agree Agree x 1
  6. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    Small question about RPM module.

    Once I set it for ilde 600 rpm, the feeling is fantastic but very quickly from 1000 rpm it disappears almost completely.

    Maybe a additional setting with a setable coef. could improve it ...
    • Informative Informative x 1
  7. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    The idea here, is to:
    - Increase frequency of vibration with the increase of rpm
    - Decrease amplitude of vibration with the increase of rpm

    One of the parameters you have in that module is "smooth at". That's the rpm where we don't feel vibration. From there vibration is zero because amplitude is zero.

    So at:
    0 rpm vibration = 0%
    1 rpm vibration = 100%
    smooth at rpm/2 vibration = 50%
    smooth at rpm vibration = 0%

    The % is the percent of movement used in the rotational and translation vibration.
    So if you define 10 mm and 10º in those ranges and vibration is 20%, the vibration movement is made between -2 and +2 mm and -2 and +2 º (2 is 20% of 10)
    And as I said, the frequency of the change is also related to the %.

    Now all this depends also on the rig capacity to follow those vibrations and the setup of Mover. I think 2 ms should be the standard loop time, so any frequency bellow this is not received as it should by the rig.
    The frequency of the vibration is calculated by the rpm amount multiplied by the number of cylinders.
    So we can consider the amount of cylinders a kind of "gain" of the frequency.
    If frequency is to high, the rig is unable to follow it and you don't feel anything.
    Maybe the number of cylinders here is an exaggeration for now, but I have my ideas for the future.
    To use it on the rig, maybe better to stick with just one cylinder, specially in cases where we really want to feel stronger vibrations.

    The type of motor defines the directions of the vibrations. If that's a boxer, vibrations are left to right if that's a V motor, you have vibrations in the diagonal and so on.

    Please try increase the smooth at rpm to see if that solves the problem.
    Maybe I should make an exponential variation instead of linear.

    In the latest videos I made we can see the rig unable to follow the vibration:


  8. pmvcda

    pmvcda aka FlyPT

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    Also from the latest videos (I already posted this in the build thread of the rig), we can see that making a forward kinematics module for VR cancellation is not possible.
    Rigs are not fast enough. At least mine is not.
  9. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    At 600 rpm excellent low response
    C2D35572-8CD8-45FF-A2AA-C8E5BD80FF07.jpeg
    At 850 rpm very nice high frequency response
    835C030A-C7F4-4B49-AA31-9CBBE48C38FB.jpeg
    At 1400 rpm no vibrations
    23A82423-344D-4A83-A809-2CE19EA5CB2A.jpeg

    I would love to get the 850rpm behavior but at 2800 rpm.
  10. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    It might be your equation increase the oscillating too fast ... not sure

    Please note :
    584B56D3-EFE2-42EE-937B-A42512C3E131.jpeg
    Last edited: Oct 25, 2019
  11. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    Choosing 5 cylinders is giving me as you can see around 10 oscillations / sec. At 600 rpm. That’s perfectly right.

    The issue is that it is doubling it at 900

    Another thing is the amplitude reduction. There we could have also some room for tweaking. Might be the reduction is to strong

    I hope it helps.

    Best
    Last edited: Oct 25, 2019
  12. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    How can we avoid the kicks on:
    - game start,
    - vehicle load or reload
    - mover start if game running

    I think they are due to the high values having to be washout like:
    - accel with gravity
    - road rumble

    Each time you start the game or load a vehicle, the platform kicks and runs full speed up before washout brings it down.

    Could you imagine a soft transitions in these cases ?
  13. pmvcda

    pmvcda aka FlyPT

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    First, sorry, but the build has some bugs, so I need to take a better look before release. One of them makes a crash.
    I think they are easy to solve, but need som time to be sure.

    @hexpod,
    For now, the only way to solve it, is to start output, only after the changes... But that's no solution.
    I have an idea for that, that might work for all situations.
    That's just look for changes in received data (selected data would be the 6dof).
    Any change above a certain value starts a soft transition. Might be problematic in some games, I don't know.
    The idea is to add an option to select that amount, I don't know if general or for each source (maybe the latter one).

    Another solution is looking at data for each game and take decisions on the sources. There's no intervention from the user, just the setup of the transition time that we already have for outputs.

    I think the latter one is the best one and work is advanced to now implement any of them. Maybe in the next build.
    • Like Like x 1
  14. hexpod

    hexpod http://heXpod.xyz

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    Excellent news.

    Would it make sense to add gain in the suspension code window ?

    In the last build I am testing, the rumble and especially the touch down vertical accel (I presume the summ if left and right wheel) has become somehow to soft.

    Best
  15. hexpod

    hexpod http://heXpod.xyz

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    Oh actually we have it in the filters .... embarrassing :)
  16. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Still some problems in the build...
    Hope to put it out today.
    But one of them is solved and now this works:

    Sem nome.jpg

    It's the new Direct Modules.
    A simple one like we already have, and a multi direct, that allows any mixing of values.
    So you can now generate the actuators you want with the composition of values you want.
    • Like Like x 2
  17. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Also a new pose module: DOF FROM VALUE

    Sem nome.jpg

    It's a DOF from a value.

    In the picture we are generating surge from gear change by using the shown filter.
    We can achieve this with the pose from motion already, but just for one value it's faster to use this module.
    • Like Like x 2
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  18. SilentChill

    SilentChill Problem Maker

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    Awesome dude that's exactly what I was thinking :D
  19. wannabeaflyer2

    wannabeaflyer2 Well-Known Member

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    Hi Guys and @pmvcda gotta bug you with this hopefully easy Fix, Ok i am playing with my New actuators and AMCAA15Sd setup and off course using Mover .( Currently doing tests using ve 2.5).
    Made some good progress in so far as mover operates the actuators great using the test loop functions and really happy to jump this hurdle and see these actuator moving ( no Videos yet but they will come ) anyways im also loving Kartkratt ( brings back memeories of when i used to race these Beasts --Good ol Days :) )

    so i set up kart craft as a source and ran Kartcraft .. but im not seeing any data being transmitted to the Source window ..
    If i switch off Kart craft as source and actuvate the loop function then the actuators follow the loop Pose no problem ..

    is there some other setup i need to do to get kartcraft to send data to the source window ? if this has already been discussed then maybe someone can point me to the post guys ..

    Still waiting for aluminium for frame but in the meantime at least i can learn and try to understand how mover and the actuators work :) Cheers Guys
  20. pmvcda

    pmvcda aka FlyPT

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    Hi, I'm right now working in the new version (update) and saw your post.
    Do you see values changing in the window of KartKraft (source)?
    If yes, then you maybe forgot to go to the pose and select KartKraft as a source for the pose.
    Just tested it a few minutes ago and it's working.
    • Like Like x 2