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FlyPT Mover 3.7

Discussion in 'FlyPt Mover' started by pmvcda, Sep 20, 2024.

  1. dureiken

    dureiken Active Member

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    Hi @pmvcda , thanks for all your work

    Will it be possible in this version to create our own module/rigs ? In order to make something locked and beginner/advanced mode as already discussed ?

    thanks a lot
  2. hexpod

    hexpod http://heXpod.xyz

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    @pmvcda


    It's hard to say anything intelligent, but the solution could be to stop the movement when the command goes from one “out of reach” and enters into another one.

    For now, from what I see, although the command is already in the next “out of reach”, the movement continue to the last possible one.

    IMB_6RripX.gif
  3. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    I will look at it later, but I think I know where is the problem. It's related to reseting the transition timer.
    • Like Like x 1
  4. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    Yes it will be possible with plugins
    • Like Like x 2
  5. khairul nizam

    khairul nizam dadima

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    My Motion Simulator:
    2DOF, DC motor
    If I need to make the movement smoother, it reaching the target a bit fast, how can I adjust that? I am using Pose From Motion. Where should I put the filtering? Is it in the out gain section? What would be the value should be in there, let say I need the pitch to be like 15° up and down, and I need the curve to be slower at start, and reaching the target slowly following a nice curve.
    Any helps would be appreciated. Thanks
  6. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
    DC motor, 6DOF
    You can keep this basic rule in mind:
    Exponential Moving Average Low Pass (EMALP) 1st. Order:
    IMG_0251.jpeg
    EMALP 2nd. Order:
    IMG_0252.jpeg
    EMALP 3rd. Order:
    IMG_0253.jpeg

    EMALP 1st order keeps the response pretty vivid which means the start impulse will remain swift and slow down just after. (Higher value more smoothing effect)
    If you want to smooth the first impulse as well use EMALP second or third order. (One EMALP over another).

    you can add EMAHP (High pass) to keep the movement close to the center (Lower value faster return effect)

    IMG_0254.jpeg

    That’s simple nevertheless very powerful basics to start with.

    Edit:
    In most of the cases you don’t need more than that - with a good balance of those combinations you can go very far in signal processing.
    Experiment with this before you choose more advanced filtering.
    • Like Like x 1
    • Agree Agree x 1
    • Informative Informative x 1
    Last edited: Oct 3, 2024
  7. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    There's now a WASHLT filter. Here you can set the maximum speed a value goes back to zero.

    WASHLT(VALUE;10)

    Means the maximum speed is 10mm/s or 10º/s if a rotation

    Example in action (red after filter):

    upload_2024-10-3_16-3-12.png

    We can see that the variations are kept but the value is going back to zero.
    With some noise:

    upload_2024-10-3_16-5-38.png

    Would like to smooth start and stop, but it's near impossible to do it. I have no ideas right now for that.

    EDIT: But this is washout not any target value, for that there's a MAXDELTA if I remember...
    • Winner Winner x 1
    • Informative Informative x 1
  8. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Is this the follow alghorithm or the transition from last good pose?
    Sorry, can't see in the image

    EDIT: Ignore, I already know, in my test I was using the wrong one lol
  9. khairul nizam

    khairul nizam dadima

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    My Motion Simulator:
    2DOF, DC motor
    Thanks for explaining about EMALP. For the 1st order, if I want it to really slow down upon reaching target, so I should set higher EMALP to smoothen it out better?
  10. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    Higher values for the 1st order EMALP alone will make the “corner” less steep (abrupt), nevertheless you’ll always keep the small kick. Imagine a zero delay reaction.
    IMG_0256.jpeg
    second order:

    IMG_0258.jpeg
    Third order:
    IMG_0260.jpeg
  11. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    You understood I think, it depends what and how you want to “smooth it better” :).
    Use 1st order if you want to keep signal details (no delay) and use ordering 2nd or 3rd if you want to make everything smooth and swim.
    Most of the time I use on a 6-dof 1st and 2nd order for the main dofs and 3rd order for coordination channel. (Mix surge in pitch - mix sway in roll)
    Last edited: Oct 3, 2024
  12. hexpod

    hexpod http://heXpod.xyz

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    Stay on last good
  13. pmvcda

    pmvcda aka FlyPT

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    @hexpod ,
    Seems it's solved for next release. Hope tomorrow. In the middle of other problems...


    Looking close, we can see the transition is made and that while transition is performed we follow the latest requests to the rig
    • Winner Winner x 1
  14. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    Some new features in Mover:

    Actuators with two poses, one for each joint:
    upload_2024-10-3_19-34-33.png

    New types of actuators:

    A bar with a joint on a linear rail (sliding linear):
    upload_2024-10-3_19-36-12.png

    That actuator on a rig:
    upload_2024-10-3_19-41-12.png

    A bar with a joint on a circular rail (sliding linear):
    upload_2024-10-3_19-39-30.png

    The actuator on a rig:
    upload_2024-10-3_19-43-42.png

    Some others....
    • Like Like x 1
  15. hexpod

    hexpod http://heXpod.xyz

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    IMG_0268.jpeg
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
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    at System.Linq.Enumerable.OfTypeIterator[TResult](IEnumerable source)+MoveNext()
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    at Mover.Devices.Utils.UpdateDevicesListsInUI() in C:\Users\pedro\source\repos\Mover3\App\Devices\Utils.cs:line 9
    at Mover.Devices.Joysticks.Update() in C:\Users\pedro\source\repos\Mover3\App\Devices\Joysticks.cs:line 158
    at System.Windows.Forms.NativeWindow.Callback(HWND hWnd, MessageId msg, WPARAM wparam, LPARAM lparam)


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    ************** JIT Debugging **************
    • Informative Informative x 1
  16. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,185
    Location:
    berlin
    Balance:
    7,636Coins
    Ratings:
    +369 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
  17. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    2,096
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    Balance:
    14,906Coins
    Ratings:
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    My Motion Simulator:
    6DOF
    • Agree Agree x 1
  18. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

    Joined:
    Jun 4, 2021
    Messages:
    184
    Occupation:
    Web Designer, MSFS Scenery Designer
    Location:
    Toronto, Canada
    Balance:
    1,257Coins
    Ratings:
    +66 / 1 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
    I just had a crazy idea... Can new FlyPT Mover to control Force Feedback for yokes?

    I have a DIY pendular yoke that uses bungee cords for springs - very smooth. So I just thought that if I can make 2 stepper motors tension the bungee cords in Pitch and Roll and feed it some data from the sim through FlyPT I will make a Force Feedback yoke! With yokes the important thing is that the resistance grows depending on the deflection of a control surface and speed. So when you trim the yoke for a desired attitude, you feel it stop fighting you. Nothing violent is needed, just pulling the center of tension this way or that.

    I could get small DC motors and drive them with IBT-2s - what data I can use from FlyPT? I see strangely named values in FS2020 source:
    - Front Left Surface
    - Front Right Surface
    - RearLeft Surface
    - Rear Right Surface
    They are not in SimConnect SDK, so nor sure what they are... Are they deflections of control surfaces like ailerons and elevators? If so, I could take them and multiply by speed and that should give me an approximation on forces acting on the yoke. But are they something else maybe?
    If deflection angle or a position of ailerons or elevators is not available @pmvcda can you please add them as values for the source? That would open up force feedback scenarios. The variable are listed here.

    Maybe control Nema 17 stepper motors in some way? Is it feasible with SMC3 maybe? I have 3 such motors in an old broken 3D printer. But I can't figure out if I can make the chain from FlyPT - Arduino (SMC3?) - Stepper Motors. Any ideas?
    Last edited: Oct 6, 2024
  19. pmvcda

    pmvcda aka FlyPT

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    Hi,
    I can add the vars in the next release.
    The surface is the type of surface in contact with the landing gear.
    For the FFB, we can do it. There's no hid, but with the info you can create effects by mixing the source values and what is read from the "standard" joystick.

    I'm working on something like that, but just in project for now.
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  20. hexpod

    hexpod http://heXpod.xyz

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    @pmvcda could you please briefly describe the simplest method to save and load different preset for different planes ?