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FlyPT Mover 3.5.3

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

  1. pmvcda

    pmvcda aka FlyPT

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    6DOF
    Yes, but only in the new version.
  2. Flymen

    Flymen Flymen Gold Contributor

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    My Motion Simulator:
    DC motor, 6DOF
    Hi ,
    I have a new version 2.9.9 and my new CG in Project car is at 1.0 Meters front of me and I can’t see the diference with or without !!!
  3. kparkin

    kparkin Member

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    Flypt mover V3 is on it's way soon. Very soon I hope
  4. mm982566

    mm982566 New Member

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    3DOF, 4DOF, 6DOF
    I'm using it now. It's very good
  5. Olivier beaujoin

    Olivier beaujoin New Member

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    My Motion Simulator:
    AC motor, 6DOF
    Hello,
    I'm trying to configure my 6DOF platform for A320 full cockpit for the first time.

    I run the program to connect Mover with FS2020 and notice a pb with yaw ° position value within P3D source.
    The value for yaw is not related to aircraft yaw (eg -15 0 +15) but rather to the heading of the aircraft (0 to 360).

    Is it an error from the small exe for MSFS2020 connection ?
    If yes hope it can be fixed easely, if not then it's rather in MSSFS2020 that could take longer to fix.

    Thanks, Olivier

    Attached Files:

  6. kparkin

    kparkin Member

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    I'm jealous. I am trying not to put too much time into v.2.99 and waiting for v.3 to increase my efforts in learning how to use it properly
  7. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    I'm using the true heading, not the aircraft yaw.
    But,
    All accelerations and speeds are related to the airplane body, so you get the correct cues, because if you are moving with a yaw of 5 degrees, you get a lateral speed/acceleration besides the longitudinal.
    Hope you understand what I mean.
    In practice, for the motion cueing, the yaw is near useless in aircrafts.
  8. Olivier beaujoin

    Olivier beaujoin New Member

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    Thanks for our answer, yes I have since configured yaw acceleration instead of position following excelent post/sample config from @Dirty that help me a lot to undestand all the basic. I look foward to read additional post from him in his thread around Filter Research.
  9. J-1775

    J-1775 Aviator

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    @pmvcda Newbie question (may be answered by "read thru the 77 pages before and you'll FIND the answers!").
    I have a commercial 6DoF Stewart rig (Gforcefactory) that does all the inverse kinematics calcs in its firmware. So I need to feed not actuator instructions, but rather DOF instructions.
    For further clarification: when I load a Hexapod module and move one of the "Actuator position test" sliders, it acts exactly on ONE AXIS (with coordinated actuator movements).

    Can I setup a RIG module that bypasses the Stewart calcs?
  10. pmvcda

    pmvcda aka FlyPT

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    Yes and no...

    If you setup a rig, you can output the pose of the rig:
    upload_2020-10-2_11-33-54.png

    But the values are doubles in degrees and you can't adjust anything.
    This is used for motion compensation.
    If what you need are double values in degrees, then you can do it right now.

    I can add for the next version, a special rig just to output the pose in the desired format, I think it's easy to do it with the current structure.
    • Like Like x 1
  11. J-1775

    J-1775 Aviator

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    Thanks alot @pmvcda! I tried the "Pose" Output string, but with no success.

    However by changing the <mode_Axis> value to a number corresponding to "platform offset" I found a way to bypass the inverse kinematic calcs in the firmware. That looked as at least one solution found!:)

    BUT, when I tried to figure out what values I had to insert in the Rotating Hexapod Module I quickly got the intruiging feeling, that the layout of my GeforceFactory rig differs from the one used in the module.
    Gforce Hexapod layout.png
    Maybe I'm wrong ?

    Anyway, and if it's not too much of hazzle, adding a "Dummy" rig that passes on axis instructions instead of actuator instructions would be great. In the end I may have two functioning solutions, but that makes me more happy than none!;)
    Last edited: Oct 4, 2020
  12. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    Been a bit hidden in the cave and with lot's of real world work.
    But it's progressing, and we might have a good amount of updates on the next version.
    Last days, struggling with this one:

    upload_2020-10-4_16-4-26.png

    Not 100% yet, but I think I found the right way after many trials (I hope).
    And yes, the idea is to integrate the spline with the other filters and if possible with mouse input for the nodes.
    So we could have dynamic splines...
    • Like Like x 4
    • Winner Winner x 1
  13. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Some new sources also:
    upload_2020-10-4_16-17-41.png
    And others, like:

    - Final FS2020 source
    - VTOL VR (Still WIP)
    • Like Like x 5
    • Friendly Friendly x 1
  14. mm982566

    mm982566 New Member

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    Look forward to the new version so I can have a good time playing F1 2020. Have fun
  15. pmvcda

    pmvcda aka FlyPT

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    Another of the updates coming with the new version:

    upload_2020-10-5_12-21-47.png

    We can now send to the outputs, all the received values from the game (4 bytes floats).
    And there's way more values possible.
    It's also possible to get strings from the sources, like: location, weather, vehicle, ...... and send the byte array through the outputs.
    Well, sources need an upgrade in the data, but it's already working on some sources.

    And if you noticed it, the outputs can now receive feedback from the hardware (still WIP).
    • Like Like x 1
  16. Thanos

    Thanos Building the Future one AC Servo at a time... or 6

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    Nice, maybe we can add Nextion display support this way!!!
  17. wannabeaflyer2

    wannabeaflyer2 Well-Known Member

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    Hi @pmvcda he's back and as always asking for info, ok so far my SFX150 4 dof sim cockpit using 2.9.9
    FLYPT program is up and running but for quite a while the motion seems sluggish , i can no longer feel the rumble strips, or gear change surge etc, that i used to bitch about as being aggresive (spend more time making than driving ), what really focused me on this is now i have fitted a 5th Actuator for my Surge seat module and the movment of the surge seat is definetly way way to slow . Motor speed is set to 3000 RPM like all the others , no apparent mechanical binding etc but my gut feeling is that something has changed could this be the windows update mentioned above , IM pretty sure i remember this 4dof setup shaking the Poo outta me now it just wallows like driving a sedan .. just off to make a copy of my attempts at 5DOF profile for you guys to vet for me ...just dont laugh at the settings ...its a test LOL :)
  18. pmvcda

    pmvcda aka FlyPT

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    Can you send me your setup please?
  19. digitalmonk

    digitalmonk Member Gold Contributor

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    Hi I'm trying to use the joystick output for Star Wars Squadron, as it doesn't have telemetry.
    I'm confused as to what fields I should map and what joystick axis on the Source screen. Is it position, speed, acceleration?

    I'll settle for roll, sway, pitch and surge but not sure what fields should be mapped. Can't find any info on the net. Anyone have Squadron working well with a joystick? Including filters?

    Is it possible to map heave?
  20. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Well, for now, received info is to use in pid.

    You can map anything.
    You could map the fire trigger to heave.
    Put a gain of 10 in heave on the pose and in the filter use noise.
    You get vibration when firing.
    Just an example.
    You can use position or acceleration, it depends on what you use in the pose window.
    Joystick outputs values between - 1 and 1 or 0 and 1 for buttons, so you need to increase gain in the pose.

    Sorry, I'm on the phone or I would post you an example, although I don't have the game.
    • Like Like x 2