1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

FlyPT Mover 3.7.0.9

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

  1. PeterW

    PeterW alias Wickie

    Joined:
    Oct 21, 2018
    Messages:
    227
    Occupation:
    Dipl. Ing. Mb (FH)
    Location:
    Germany
    Balance:
    1,747Coins
    Ratings:
    +385 / 3 / -0
    My Motion Simulator:
    6DOF
    Sorry, I think I was too fast with asking for a solution. I think I have to understand the new mover more in Detail. So no action necessary at the moment :)
  2. GTakacs

    GTakacs Member

    Joined:
    Mar 4, 2024
    Messages:
    76
    Balance:
    430Coins
    Ratings:
    +34 / 3 / -0
    My Motion Simulator:
    6DOF
    So I finally downloaded and tested 3.7.0.4.

    I can confirm, iRacing sound works correctly now without having to pass in a parameter. This is great.

    The RPM and suspension modules seem to work and provide the correct output, I seem to have full parity with 3.5.3 in terms of motion now.

    The issues that I have found in 3.7.0.4:

    1) The Options page cuts off some of the wordings due to scaling I think, similar issue as the other menu items before

    2) Alt+O is already assigned to bring up the option menu but it's also assigned to start outputs. I reassigned the start outputs to ALT+CTRL+O and that shortcut does not work. I can't start the outputs from the global shortcut like I can with 3.5.3. Actually it seems like none of the keyboard shortcuts seem to work at all, preset or otherwise.

    3) I'd like a start/stop outputs using the same shortcut like we had in 3.5.3. I have been using a single button to toggle, with the new way, I need to use two separate shortcuts and hence buttons. Not ideal for my situation. I am sure you had just as many people asking for two separate shortcuts hence the improvement.

    4) The corner color triangles on the outputs are still not showing the proper connected/disconnected status unless you click/open the output.

    5) Outputs are not connected to the rigs or directs. I'm sure this is coming later, just capturing here.

    6) The save nudge before closing does not come up if I change shortcuts but it comes up if I just open mover with no profile and try to load a profile (it nags that the profile, the non-existent blank one I just started with, is not saved)

    7) In the motion filters, if I go in the text area where you can type has everything selected to the cursor, almost as if a shift key was stuck and I'm doing a text selection when I'm not. If I hit the Shift key things go back to fine and I can move around with the cursor without everything selecting from the start.

    This version is VERY CLOSE to being on parity with 3.5.3 as far as iRacing goes. I haven't tried other games yet so I can't speak to those yet but this is looking very good now.

    Very exciting times!
    • Informative Informative x 2
  3. khairul nizam

    khairul nizam dadima

    Joined:
    Dec 29, 2021
    Messages:
    35
    Occupation:
    Retails
    Location:
    Malaysia
    Balance:
    71Coins
    Ratings:
    +6 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor
    Does anyone great in the filter section? I need a stronger gear change effect. As for now, I am using pose from motion, and it's heave is using default telemetry - Vertical acceleration.
    My question is, how can i greately increase strength in gear change, and maintain it's normal heave motion during normal driving?
    Gear change jerking effect is in priority. If say i need to remove the normal driving heave effect, I got no problem too.
    I can see there are IF condition statement you can use in filter, maybe could've use this?
  4. Trigen

    Trigen Active Member

    Joined:
    Nov 25, 2018
    Messages:
    484
    Balance:
    2,872Coins
    Ratings:
    +178 / 1 / -0
    My Motion Simulator:
    2DOF, 3DOF, DC motor, Arduino
    Yup. im in need of this also as im unable to get proper traction loss without Simtools 3 as Simtools 2 does not support Le mans ultimate and PT mover dont have TL that i can use in directs
  5. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    2,159
    Location:
    Portugal
    Balance:
    15,270Coins
    Ratings:
    +2,534 / 17 / -0
    My Motion Simulator:
    6DOF
    Will have TL soon.
    I'm adding some new vars specifically for that
    • Like Like x 1
  6. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    2,159
    Location:
    Portugal
    Balance:
    15,270Coins
    Ratings:
    +2,534 / 17 / -0
    My Motion Simulator:
    6DOF
    I also have that var to add soon to Mover. It will simplify the use of that effect (requested many times)
    • Like Like x 1
  7. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    2,159
    Location:
    Portugal
    Balance:
    15,270Coins
    Ratings:
    +2,534 / 17 / -0
    My Motion Simulator:
    6DOF
    It was not on my to do soon, but decided to add this for the next release:

    upload_2024-10-17_11-19-19.png

    It's custom vars, where you set a key for a filter/operation and use it anywhere in Mover.
    It was mostly done. Missing save/load (now done) and test for declaration repeating (WIP).
    This is a good solution to simplify some filters. I can add some defaults...

    There's some bugs with controllers... nothing special from what I detected.
  8. khairul nizam

    khairul nizam dadima

    Joined:
    Dec 29, 2021
    Messages:
    35
    Occupation:
    Retails
    Location:
    Malaysia
    Balance:
    71Coins
    Ratings:
    +6 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor
    Th
    This is something new, and might as well opens up a lot of opportunities in the future. It will also would be good, IMO if you add extra condition for the IF filters to be able to filter either the data is coming from a different telemetry data, not limited to the one that we only filtering. For example while filtering a surge, it can also filter if the data is coming from a gear change, or change in their suspensions data to add more control to it. More like a normal javascript or other programming language in the filter.
  9. GTakacs

    GTakacs Member

    Joined:
    Mar 4, 2024
    Messages:
    76
    Balance:
    430Coins
    Ratings:
    +34 / 3 / -0
    My Motion Simulator:
    6DOF
    So if you have a 6DOF Stewart Platform AND a game that actually provides right telemetry data for linear accelerations you would have that gear change effect, no problem.

    The issue you're having is that you have a 2DOF system which I assume is pitch and roll. Generally cars don't pitch/roll during a gear shift, they surge (linear deceleration and acceleration on the longitudal axis). Since you have no movement on your rig that would directly map to these forces you can mimic them, and many people do apply pitch for persistent surge forces but not for instant/high frequency forces, one that a gear shift would be.
    You can make a new pose just for gear shift that looks like this:
    upload_2024-10-17_10-37-9.png

    Set the Selected Value to Gear and set the Filter to: GAIN(EMALP(EMALP(DELTA(GAIN(VALUE;10));20);20);10)

    You can change the values of 10 to higher or lower to make the effect stronger/weaker and you can adjust the values of 20 (filters) to make the movement smoother or more abrupt.

    This will pitch the seat one way for upshifts and the other way for downshift. You might have to do a gain of -10 instead of 10 to invert the direction. If you want the directin of the seat movement to be the same for both up and downshifts you can just use ABS(VALUE) instead of VALUE.

    I don't know what the range for your pitch is, so the gain values are likely wrong and you need to tune them to get it just right for your rig. Also, I assumed that your 2DOF were pitch and roll and you'd want pitch for gear shifts. You can use the same filter on other movements like heave if that is where you want to feel it and you have heave control.
    Last edited: Oct 17, 2024
  10. GTakacs

    GTakacs Member

    Joined:
    Mar 4, 2024
    Messages:
    76
    Balance:
    430Coins
    Ratings:
    +34 / 3 / -0
    My Motion Simulator:
    6DOF
    You can do this already by setting up multiple poses with their own filtering for different sources/cases. So if a case does not apply then that pose would output nothing. And that would mean zero impact on output.

    Technically you could put everything into a single mover profile for every game and every output and tie them all together, although I doubt anyone actually tried to do that. You'd only have one master profile specific to your rig with all the poses for all the games and with all the sources.

    FlyPT Mover is already pretty difficult/complicated for most, don't think adding a full blown scripting language would be of great benefit for most users.
    • Friendly Friendly x 1
  11. GTakacs

    GTakacs Member

    Joined:
    Mar 4, 2024
    Messages:
    76
    Balance:
    430Coins
    Ratings:
    +34 / 3 / -0
    My Motion Simulator:
    6DOF
    The thing that I kind of asked for and find missing now is a rig level aggregate limit on movements. Before in 3.5.3 this was tied to the rig, now it's tied to a pose (which I like) but I kind of wondered if there should be an additional rig level limit as well.
  12. khairul nizam

    khairul nizam dadima

    Joined:
    Dec 29, 2021
    Messages:
    35
    Occupation:
    Retails
    Location:
    Malaysia
    Balance:
    71Coins
    Ratings:
    +6 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor
    Yes, you're correct about pitch and surge and very good in the explanation, thanks mate. I understand that after adding a new pose with gear value in the pitch, I'll need to combine them in the rig. I will try your suggested tomorrow, it seems promising. Indeed, I did try to use -ve gain previously but on the surge, and using IF(DIF(Value)) filter with negative gain, but, i dont fully understand their usage yet. So I will definitely try your suggestions.
    Actually as for now using 2dof rotating rig, I can see in the viewer some upward movement while changing gear up, which is already correct, but I dont know which data it is reading and where can i adjust the gain for it.
  13. GTakacs

    GTakacs Member

    Joined:
    Mar 4, 2024
    Messages:
    76
    Balance:
    430Coins
    Ratings:
    +34 / 3 / -0
    My Motion Simulator:
    6DOF
    So there is likely "some" pitch movement during a shift in your telemetry since physics would indicate that when the car is under heavy acceleration it tends to compress the rear suspension and expand the front suspension tilting the car backward and when you suddenly stop accelerating as the gear shift happens the car will cmopress the front and the rear will come up a bit as the car starts to "squat".

    The problem is that 1) it's a very small amount and you can't feel it and 2) it is all part of your regular rotational forces which you also get from just regular acceleration/braking/uphill/downhill/suspension movements.

    So if you want to amplify a specific signal, gear shift in your case, you have to isolate it first and put in haptic feedback for the isolated signal only. By doing it through a pose where gear change drives rotation, we do just that. The filters are there to adjust the sensation's strength (gains) and duration (low pass filters).

    Not having seen your current motion profile and the selected values and filters for your roll and pitch, it's hard to tell what is really going on. Maybe share those and I can give you a better idea how to improve upon it.
  14. kankkis

    kankkis New Member

    Joined:
    Nov 3, 2020
    Messages:
    5
    Balance:
    19Coins
    Ratings:
    +6 / 0 / -0
    My Motion Simulator:
    6DOF
    Can i have two profiles for the same source? Assetto corsa but drift and formula pose-profiles. Don't want to start different flypt completely when i change from drifting to f1-car. Could do with a keymap or something if that's impossible to do from telemetry alone?
  15. GTakacs

    GTakacs Member

    Joined:
    Mar 4, 2024
    Messages:
    76
    Balance:
    430Coins
    Ratings:
    +34 / 3 / -0
    My Motion Simulator:
    6DOF
    Yes, you can. You can have multiple profiles for the same source, and I think what is coming for 3.7 is that you can select profiles based on car/track loaded too. I have not investigated how this works or would work but it is definitely doable.
  16. Aerosmith

    Aerosmith Active Member

    Joined:
    May 30, 2024
    Messages:
    273
    Occupation:
    self employed
    Location:
    Germany
    Balance:
    1,596Coins
    Ratings:
    +149 / 0 / -0
    My Motion Simulator:
    3DOF, AC motor
    Sorry for responding late. There is so much traffic in this thread that I don't read it daily.

    Your idea is exactly what I do here with my heli controls. I also asked about FFB implemented in FlyPt Mover but I found out that it's already there in MobiFlight. The stepper motors are perfectly for trimming and speed dependant resistance or bias force. If you need to simulate vibrations for example in a stall condition they are not fast enough and you'd need servos and probably software with higher bandwidth than Mobiflight and Arduino can offer at the moment. I'd also love to see FFB support in FlyPT but if you want to start now and don't need high speed I'd use MobiFlight.

    I'll post example code as soon as my controls are working. I still have some problems with the wireing of some of the switches.
  17. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    2,159
    Location:
    Portugal
    Balance:
    15,270Coins
    Ratings:
    +2,534 / 17 / -0
    My Motion Simulator:
    6DOF
    Yes,

    Go to File -> Default setups -> Set as default for Source/Game/Vehicle
    upload_2024-10-18_11-48-53.png

    You get this window:
    upload_2024-10-18_11-51-12.png

    Depending on what you have on the setup and on the game, you can make selections:

    • If you have more than one source in the setup, for wich source/game (some sources support more than one game)
    • Vehicle assigned to the setup. If the source can't identify the vehicle the value is none and the setup is general for that game
    • Auto load that allows the setup to be auto loaded when the game/vehicle is detected (BUG here in current release)

    When you save this, in the main window you get this default setup :
    upload_2024-10-18_11-56-2.png

    There, you can open it, delete, change auto load option....
    You can see for F1 24, two default setups, one for the Aston Martin and the first without auto load (no auto showing) as a generic setup.
    You can't have multiple setups for the same car or multiple generic setups for the same game.

    NOTE: Auto load is buggy on current release, I think it will be OK for the next one.
  18. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    2,159
    Location:
    Portugal
    Balance:
    15,270Coins
    Ratings:
    +2,534 / 17 / -0
    My Motion Simulator:
    6DOF
    There's also a default Mover setup here:

    upload_2024-10-18_12-2-10.png

    This is the setup loaded when you start Mover.
    You should include here your rig definitions and outputs. Usually they are the same for all setups.
    Using this allows you to start Mover with that base already defined for new setups.

    The default setups are stored on the registry.
  19. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    2,159
    Location:
    Portugal
    Balance:
    15,270Coins
    Ratings:
    +2,534 / 17 / -0
    My Motion Simulator:
    6DOF

    This is already there.
    You can access vars from any module.

    upload_2024-10-18_12-7-39.png

    Here, I have two sources. In the pose I selected F1 24, but in the filter I access the var from the RR source.
    You can write the var like S0.LON_A (source 0, longitudinal acceleration) or select VARIABLE on the filter dropdown

    You can use with an IF:
    upload_2024-10-18_12-11-33.png
    • Winner Winner x 1
  20. khairul nizam

    khairul nizam dadima

    Joined:
    Dec 29, 2021
    Messages:
    35
    Occupation:
    Retails
    Location:
    Malaysia
    Balance:
    71Coins
    Ratings:
    +6 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor
    Wow, i've tried this and u know what, I can already get the feel of changing gear. However, something i dont understand, i did use a negative gain on one gain, but there are two gain inside that filter. Not sure enough which one should I've change, so I only tested on one of them. I think it's the most outest gain that I'd applied to.
    Thanks for helping out.
    I dont have much filter used on the main pose actually, just a simple emalp with low value to smooth it out. As I understand previously, im using emalp if i want the effect to be lean/smooth curve, and emahp for high or sharp effect. Am I undestood it right?
    Again, thanks for helping me out.