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FlyPT Mover 3.7.0.9

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

  1. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Some unexpected work for the next release with audio problems. But iRacing is solved and serials also i think

    Meanwhile I have this to make some videos soon ;):

    upload_2024-10-9_23-50-56.png

    Reason for an update in rotating rigs allowing actuators to tilt (was done, but will come for next release).
    • Like Like x 4
  2. Avee

    Avee Virtual Pilot

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    That looks like a whole lot of fabrication. What are those motors, they look like something useful for a DOFReality rig as well?
  3. pmvcda

    pmvcda aka FlyPT

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    I think it would destroy the DOFReality. It's insanelly fast.

    You can look at the rig specs here: https://www.ark-dynamics.com/ was previously Kinemaniacs.

    It's a colaboration. They gave me the rig for testing/developing.
    • Like Like x 1
  4. hexpod

    hexpod http://heXpod.xyz

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    Honestly I can’t comprehend what has happened.
    In DCS I have to invert the values for yaw and roll and map longitudinal accel. on sway and lateral on surge.

    any ideas what could eventually cause it ?

    Attached Files:

  5. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    Also for longitudinal and lateral acc. I have to use gain 10 instead of 1 in order to make the translations consistent.
  6. hexpod

    hexpod http://heXpod.xyz

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    I am remaking, in each title we have some discrepancies. I’ll post them if needed.
  7. SilentChill

    SilentChill Problem Maker

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    Looks like a really under powered rig that, interesting design but as soon as I saw the struts I thought nahh that's shit ! :D Lose so much feeling with those struts unless its some miracle new design
  8. Avee

    Avee Virtual Pilot

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    I think that is actually the essence of the design. The scooter motors would overheat when they would have to hold a 250 kg payload, so they use springy pneumatics to support all the weight at variable geometry. Allows them to use cheap hardware and avoid gearing, making the platform very responsive.

    So the scooter motors can be direct drive, and dimensioned like the platform is supported by a gimbal. The motors and the struts are only fighting inertia, not gravity.
    • Agree Agree x 2
    • Disagree Disagree x 1
    Last edited: Oct 10, 2024
  9. SilentChill

    SilentChill Problem Maker

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    Yeah I'm fully aware of the design and how it will work we were doing that 10 years ago so it's not anything new, experience tells me what it would be like :)
    • Like Like x 1
  10. pmvcda

    pmvcda aka FlyPT

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    @SilentChill and @Avee ,

    That's an "active" pneumatic system. Depending on wheight it levels the rig. I don't notice any slow down. It's really fast.
    I'm prepairing the rig to make some videos
    Let me review. Might have used as a base an older Mover version.
    • Like Like x 1
  11. Avee

    Avee Virtual Pilot

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    It would be interesting to hear how loud the pneumatic system is, and whether the odrives have gotten rid of any cogging on slow movements. And of course how it holds up when you use it for an hour.
  12. adgun

    adgun Active Member

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    The pneumatic system will be better than a gasspring my question is how it works with there valves
    Its a long time ago i worked with pneumatics its old but pneumatic valves are working slow
  13. pmvcda

    pmvcda aka FlyPT

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    Well, I need to look at it better, but the compressor works only when I seat on the rig or the load changes to much. The dampening effect, if it exists is not noticeable. The motors act directlly without gearboxes and that might help. I will make a video with vertical vibration to check for that dampening, but I still need to mount the seat and the structure over it. Maybe next week...
    Cylinders use compensation chambers... need to look at it better because I never made anything with pneumatics and school was years ago :blush
  14. Avee

    Avee Virtual Pilot

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    I wonder whether it might be a passive system, with pressure check valves. So if the strut is pulled and pressure goes below 5 bar, pressure is equalized from the resorvior. When the strut is pushed, the overpressure relieves the pressure into a reservoir. So by proxy, the actuators would be operating valves.

    Or it could be partly passive, where all cylinders are interconnected, and together work similar to a gimbal in the middle. The pressure would adjust to accomodate for heave effects, and in the short term the actuators might work a bit against the pressure to get a faster response.

    I suspect those chanbers are just to increase the volume of the cylinders to allow for more flexibility. So that the actuators have enough flexibility to not be limited in their movement, but the cylinders will hold a static load.
    • Agree Agree x 2
    Last edited: Oct 11, 2024
  15. Michail

    Michail Member Gold Contributor

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    where can i Download the flypt interface plugin for simtools v3?
  16. Marco Annunziata

    Marco Annunziata Member Gold Contributor

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    Shure you are right, better to wait meanwhile, waiting for the parameter for choose when the deceleration curve starts in order not to lose about 1/4 of the actuator stroke, I'll use the "LOGISTIC 3 " operation on the actuators in the RIG module and I will try to avoid the motion compensation exploiting the positioning awareness in the environment embedded in the VR headset through his passthrough camera installing a sign on the upper triangle of the RIG as reference. Should to works
  17. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Found some extra bugs I need to solve (rotating actuators and LFS).
    Meanwhile I'm pushing it to the extreme:

    upload_2024-10-14_16-50-7.png

    Just want to inform of the current state. I hope to have a new release today. Not everything solved, but at least the actuators...
    • Like Like x 1
  18. pmvcda

    pmvcda aka FlyPT

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    I did not make it for V3. When I get some time I can do it.
    • Like Like x 1
    • Informative Informative x 1
  19. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Mover 3.7.0.4

    upload_2024-10-14_18-39-46.png


    In this build:

    Rotating hexapods: Added actuators tilt to hexapod rotating actuators (some rigs can have the actuators tilted to optimize the range)
    Rotating hexapods: Changed naming from pitch to zero on the actuators (value is lost from previous builds, please insert again)
    Solved more bugs on rig rotations where this applies (wall mount, ceilling mount)
    Added 2DOF rotating rig
    Solved bugs in rotating actuators
    Solved bug in LFS rotation calculation
    Added variables to sources (used in MSFS 2020)
    Solved iRacing no sound bug
    Worked in transducers with major changes (audio channels should now be separated - ready for dedicated modules). Devices detected live.
    Serial devices: Worked on serials detection, should now be updated when conecting/disconnecting and should recognize all the devices.
    Selected serial devices are now stored with the device name so when sharing setups, the device is also specified.

    upload_2024-10-14_19-24-9.png

    More corrections on the scale problem.
    Corrected stay on last possible pose with transition algorithm.
    Problem in 3D viewer without rig should be solved
    Added GTSport dedicated source to separate from GT7. Should be working now.
    Added ETS2 and ATS sources.
    Many other small bugs solved

    Missing:
    Thanos, Motion4Sim and other dedicated outputs (still making some internal changes, sorry)
    VTOLVR, still WIP (MOD is not available yet)
    Better joystick detection (to review)
    Images in rigs and modules
    Connections in diagram still with bugs
    Autoload setups not working
    Many other bugs...

    Download in first post of this topic
    • Winner Winner x 3
    • Like Like x 2
    Last edited: Oct 14, 2024
  20. PeterW

    PeterW alias Wickie

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    @pmvcda :Yesterday I did some smaller tests with the new mover and found one bug: I stopped "all outputs" on my 6 DOF hexapod and my 6 actuators retracted like expected all together simultaniously. But then two actuators (connected to one Odrive) extracted again! . I was able to reproduce this every time
    Last edited: Oct 14, 2024