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FlyPT Mover 3.5.3

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

  1. Trigen

    Trigen Active Member

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    My Motion Simulator:
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    We figured out the issue for F1 2019

    "It's possible that the issue is related to framerate, where running very high fps in 1920 might be giving anomalous readings for some of the physics-based data. It's possible that clamping the frame rate will resolve this, although this will introduce potential undesirable changes in the handling. We are investigating this issue at the moment."

    Update. I belive you are correct on the fps being the issue here. I had forgotten to turn on cap fps and thought i was running 60 fps. When in 5760 and high preset the fps was low enough to get the telemetry trough. When i turn on Vsync or actually limit it to 60 its works just fine. It looks til fail between 150-160 FPS when testing with the limits
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  2. hexpod

    hexpod http://heXpod.xyz

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    You can maybe try with vertical sync using the full or half size of your monitor FPS
    • Agree Agree x 1
  3. Trigen

    Trigen Active Member

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    Thanks but just stating that the issue is solved and anything below 150 FPS is fine. I got mine capped.
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  4. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    Found a bug, I think? :

    On opening the program again after setting it up, I have to toggle every Simple Direct 'with default/home value' to have it actually be read by each relevant OUTPUT module. If not, the rig actuators will quickly go to max (as detailed in the output data) and then slowly go to center as required (not good in my rig).

    Before Toggle:

    Mover Setup Before toggle.jpg

    After Toggling 'with default/home value away and then back to zero. The output string is then correct.

    Mover Setup After toggle.jpg
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  5. pmvcda

    pmvcda aka FlyPT

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    @SeatTime ,

    Good catch.
    I'm looking at it, seems the mapping from range to value is not correct.
    It starts by default, always with a range from 0 to 100 instead of the user defined range.
    But I need to look at it better.
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  6. Gabor Pittner

    Gabor Pittner Active Member

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    I'd like to have a filter, that can make from a square wawe type to a sine output. I tried lots of variation but I could not find the best solution. Any of filters affects only the end of the movement, but I want it when it starts too. Wich filter can make smooth start?

    squaretosine.jpg
  7. pmvcda

    pmvcda aka FlyPT

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    upload_2020-4-15_14-33-9.png

    To make it go down before receiving the signal, is impossible, I can't guess what value is next.
    The above example is just that, an example, because in practice with values changing, this might not work.

    What is the objective? Where do you want to apply this filter?
    • Like Like x 1
  8. hexpod

    hexpod http://heXpod.xyz

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    Try to apply two or there EMALP in cascade. It can be the solution for you
    • Informative Informative x 1
  9. Gabor Pittner

    Gabor Pittner Active Member

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    My Motion Simulator:
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    I have very agressive road effect in heave movements, there are lots of small hits, like a hammer knocks. At the end of moves its smooth but when the actuator changes direction it gets tiny hits. Its very good feeling on the curbs but strange on the tarmac. I want to get smoother start moving, like at the end with EMALP. Usualy it happens when actuators change direction.

    (I think it helps when it has a PID control in mover, or a different PID value going up and down in the sketch. Now actuators are faster going down than going up, I think because of load.)

    So I want to disappear those hits. I think it helps when the actuators start slower a bit.
    Until now the best when there are two EMALP in cascade like @hexpod says.

    Edit: LOGISTIC(MALP(VALUE;150);80;1) Looks good too!!! Thanks :)
    I make some experimentation more... Im on a good way now :)
    Last edited: Apr 15, 2020
  10. pmvcda

    pmvcda aka FlyPT

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    I see, I also get it.
    Think @SilentChill also feels it.

    But I notice it more in AMS2 or ACC
    In RF2 the feeling is great

    Something I have to solve. We need some kind of softening. You could try the MALP instead of EMALP

    upload_2020-4-15_18-11-58.png

    MALP is median average, while EMALP is exponential, that's why you get such a sudden drop.
    The MALP with the square wave:

    with 1 MALP:
    upload_2020-4-15_18-9-16.png

    In the first image, I try to simulate that road noise with random values filtered by two MALP, you can see it rounding and averaging.
    Try it, I still have to try.

    The more cascade MALP you have, rounder it get's
    • Informative Informative x 1
  11. pmvcda

    pmvcda aka FlyPT

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    I see your edit on the logistic.

    Be careful, because it will behave as a crop limiting the value.
  12. Gabor Pittner

    Gabor Pittner Active Member

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    Yes I see, thank you. cascade MALP looks better, :thumbs
  13. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    FlyPT Mover 2.9.7

    Download in the first post.

    Release notes:

    - Sources with two windows (air and ground in some flight simulators) are now reduced to one.
    List shows values for air and ground.

    - Solved bug in directs. Changing range was not updating the default position.

    - Solved SimTools source bug. Please replace the plugin in SimTools with the new one.
    ATTENTION - Remove the old plugin!
    Go to the plugins folder in SimTools (C:\Users\>>>>>YOUR USER NAME<<<<<\AppData\Local\SimTools\GameEngine\InterfacePlugins) and erase the old FlyPT dll.
    Then install the new one with the plugin installer from SimTools.

    - Added image to the actuator from pose rig (will be replaced in the future).

    - New hotkeys code, should now work from anywhere.

    - Hotkeys now accepting joystick inputs from buttons.

    - New Joystick source.

    upload_2020-4-16_11-10-20.png

    Allows the generation of source values from joystick inputs.
    We can use the number of joysticks we want (limited to system maximum, usually 16).
    We can add the amount of joystick sources we want.
    Generated values are between -1 and 1 for axis, 0 or 1 for buttons and 0 to 360 for POV's.
    POV keeps last value if it returns to center.
    Attention, that POV angles in the middle of two buttons might be lost if one button is disconnected before the other.

    - Review of sources transitions, to solve some abnormal behaviour.

    - New options window, independent from main window. Allows more freedom for future updates.

    - Solved problem when changing name in module.
    Name was updated at each keystroke. Now updates when we end the name edit. Major problem with virtual keyboards.

    - Renamed Home/Default to park in the rig windows.

    - Added drive pose in the rigs window.
    You can select any pose as the drive position.
    This is going to be the new "zero" position of the rig. Movement is made around that point.

    - In the suspension module, surface type effect is now affected by the speed instead of the wind speed (in air crafts, speed is measured by wind speed).
    This caused errors while in standstill and we had a climate with wind (like a thunderstorm).
    Speed is still there for the fans. And it's correct to have the wind there.

    - Corrected main window modules location bug when in scroll. Not perfect, this is WIP, next main update is going to change it drastically.

    - New cable rig. It's WIP, so there's some problems, use with caution.

    upload_2020-4-16_11-8-35.png

    - Some other minor changes and bugs solved.
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    • Winner Winner x 3
  14. Gabor Pittner

    Gabor Pittner Active Member

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    I tested it yesterday with the rig. I have to say two MALP filters in cascade the best solution (the values are 50-80 both). :thumbs It feels much much better on heave, the road effect feels quite real, and on the curb is good too, its smoother but does not disappear, I would say its closer to real feeling too. Usually when I drive a real car, I take attention how the road and forces feel. :cool: And because the car has a suspension with springs, its hard to feel the curbs, and the snaller potholes on the road, only I can hear them from the tires. (I know race cars have much harder suspension like a streat car has.)
    So Im very happy now, thank you !!!! hug:
    • Like Like x 1
  15. Trigen

    Trigen Active Member

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    Need some help.

    Ive yet to get any sort of meaningful profile with X plane. Ive tried everything i can think but i really cant get any sort of heave working.

    Could you give me an explanation how to set it up? I got no problems in Simtools.

    xplane issues.png

    Attached Files:

  16. pmvcda

    pmvcda aka FlyPT

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    You are using just gravity. If there's no roll or pitch, the value is constant.
    Use vertical acceleration without gravity and remove the SUB(VALUE;9)
    To use gravity, you need to have a high pass filter, but softened like: EMALP(EMAHP(VALUE;200))
  17. Trigen

    Trigen Active Member

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    Im using 2.9.7 in case you need it.

    Thank you for the quick reply though ive tried a lot of combinations. Vert acc just give the same value as Vert gravity but -9 instead of +9. These numbers are not constant and pith/roll on or off makes no difference. That's unless you mean i need to use pitch/roll speed for heave have the gravity ones for turbulence etc?

    Ive also tried a lot of gain settings. Increasing gains wont give any good results. Using the HP filter will set it them to 0 but i need 20 or more on the gains and there's not much movement. At 1 gain its 0.200 or so.


    crop from X plane player.png

    Attached Files:

    • Informative Informative x 1
  18. pmvcda

    pmvcda aka FlyPT

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    I'm making some corrections for 2.9.8
    Will take a look at the data received to see what is going on.
    I want to release it today.

    EDIT:
    Did you try it live, without the player?
  19. Trigen

    Trigen Active Member

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    Yes, I tested with player and in game about 10 15 times before giving up. Also watched the numbers when I game and they were the same
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  20. hexpod

    hexpod http://heXpod.xyz

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    Gravity is embedded in xplane. I guess, like in dcs. Vertical accel with gravity is the RAW variable.

    do you have “motion platform stats” checked ?