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FlyPT Mover

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

  1. Trigen

    Trigen Active Member

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    Appreciate that and cheers for another update! I'll look into the binary thing. Strings seem much easier so perhaps that can be something to add in the future.

    Edit: Well i give up. Was hoping it was easy but cant just change to string.byte and i dont have the energy to learn all this

    There's a fair few things that would be very good to have in DCS for shake simulation

    RPM. engine on off etc - Helicopters noise and general engine noise.
    VRS (vortex ring state) for helicopters.
    Afterburner on off
    Radar altimeter - To simulate slightly turbulent air down low
    Panel shake - Simulate shakes depending on the Mainpanel arguments
    Gun firing - You can do this with a joystick source but it does not know if you have bullets left
    Weapon release
    If player dead or hit halt all motion to enable less use of spike filters.

    Thats what i can think of right now.
    • Like Like x 1
    Last edited: Sep 12, 2021
  2. Trigen

    Trigen Active Member

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    My Motion Simulator:
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    I keep getting an issue with the OVRMC module where it will loose connection/cannot connect to the memory mapped file or something along those lines. I have not been able to find a replicable cause.
  3. pmvcda

    pmvcda aka FlyPT

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    Will try to add those effects to the list.
    Meanwhile, here's something to convert a float to byte array (in LUA):

    Code:
    function floatToByteArray (num)
    array = {
       (num & 0xFF000000) >> 24,
       (num & 0x00FF0000) >> 16,
       (num & 0x0000FF00) >> 8,
       (num & 0x000000FF)
       };
       return array;
    end
    But maybe we need to generate a sting of the bytes, so it should be something like:

    Code:
    function floatToStringByte (num)
       return string.char((num & 0xFF000000) >> 24)+
         string.char((num & 0x00FF0000) >> 16)+
         string.char((num & 0x0000FF00) >> 8)+
         string.char((num & 0x000000FF));
    end
    With this last solution, we would use it like this:

    Code:
    socket.try(DCSClient:send(
        floatToStringByte(acceleration.x)+
        floatToStringByte(acceleration.z)+  
        floatToStringByte(acceleration.y)+
    ....
    ....
    
    Did not test, but I think it might work.
    This way it sends strings with chars olding the byte value.


    That OVRMC... Can you try to use high precision in the options to see if the problem perssists?
    • Friendly Friendly x 1
  4. pmvcda

    pmvcda aka FlyPT

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    If you can go -10 to +10º, range is 10º
    Heave and linear poses are mm.
  5. pmvcda

    pmvcda aka FlyPT

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    I think SMC3 needs 10ms between data sent.
    You are using just 2ms.
    Change the interval loops to 5ms.

    upload_2021-9-12_14-57-26.png

    See here: https://www.flyptmover.com/outputs/smc3-and-sps
  6. Olivier beaujoin

    Olivier beaujoin New Member

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    Hello,
    I would like to simulate acceleration and braking on the ground in FS2020 (mix with pitch).
    My first idea was to use longitudinal acceleration, but this signal contains a lot of parasitic noise on FS2020 so it does not work properly.
    I have tried to filter those noises with EMALP but did not worked well. I'm thinking of a filter that would do an average of last x values but did not found such filter.
    Is there a way to write a filter that removes noises but keep the main signal?
    Below are the accelaration signals that I got during take off and landing.
    Any suggestion is welcome.
    Thanks, Olivier
    Landing Ground Logitudinal Acc - FS2020 - Break zone.PNG Take off Ground Logitudinal Acc - FS2020.PNG
  7. Trigen

    Trigen Active Member

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    Ill give the OVRMC thing a try.

    And thank you very much for the code. Sadly adding anything into the script will just cause it to not connect when the game is running so i dont get what the issue is. Adding two functions anywhere shouldnt really break the whole thing.

    Think i'll call it a day for this DCS thing...
  8. pmvcda

    pmvcda aka FlyPT

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    I can make the script, but only tomorrow.
  9. pmvcda

    pmvcda aka FlyPT

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    Sorry, missed your post.

    You can use the MALP, it's the median average.
    I call it LP for low pass since it works similar to that.

    But that noise is extreme, did you change the Cor?
  10. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Thanks, i also needed to remove the third non-existing actuator from the string. When I did it started working. Now that electronics and motors are working I need to build the actual frame.

    - What's the correct filter to make a non-linear response curve? For example I want roll position to react a lot in the first 20 degrees of bank (translating to maybe 10 degrees on the rig), and proportionally smaller movement from 20 to 90 degrees (mapped to another 5 degrees of movement). So I need a non-linear response - fast in the beginning, small in the end, to work both roll directions. How do I do that?
  11. pmvcda

    pmvcda aka FlyPT

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    LOGISTIC
    Here: https://www.flyptmover.com/basics/filters/operation-filters/logistic
    • Like Like x 1
  12. Olivier beaujoin

    Olivier beaujoin New Member

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    Hello @pmvcda, thanks a lot for your reply that help me a lot to understand the issue.

    In fact the main issue is linked to 'Flight Recorder' addon that I used to record/replay my flight.
    This tool is causing noises on longitudinal acceleration when I replay my flights.
    If I do fly in live in MSFS2020 there is no noises.

    So unfortunatly I could not use that very good free addon to benchmark FlyPt mover profile (I use a lot with P3D record/replay native functionnality to adjust my P3D profile).
    I do not have such noise on replay with the other input I used,
    I will have to wait the native FS2020 record/replay functionality that should come soon.

    Note: MALP did not help a lot in that case probably too much noise to filter this.

    Thanks again, Olivier
  13. pmvcda

    pmvcda aka FlyPT

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    OK, I'm aware of that problem.
    Seems flight recorder get's data at a low rate or it is most probably related to this:

    • Replay looks weird when turning on the ground. I’m not so sure what is happening there yet.
    • To prevent fighting with MSFS own calculation, the tool sends freeze command when you start replay and unfreeze when you stop replay. This means replaying might conflict with other tools leverating the same freeze feature (e.g. YourControl when you are not in control, other replay tools).

    Took that info from https://github.com/nguyenquyhy/Flight-Recorder
    I have it on the list to look up.
    It's open source, so maybe I could make something there to solve the problems.
    This might be an interference of two tools connecting to MSFS/P3D/MSFS2020
  14. VirtualObsession

    VirtualObsession Member Gold Contributor

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    Flight-Recorder in MSFS2020 seems to record at the frame rate of my VR headset. I also found playback very jerky at each point along the recorded curve. So I've given up using Flight-Recorder for playback for my motion platform demo. I'm using DCS for this now. The feeling of acceleration in a fast jet is pretty amazing in my 6DOF platform. I'm just trying to figure out how to use all of its +/-180mm surge capacity.
  15. Trigen

    Trigen Active Member

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    In relation to the memory mapped for OVRMC output failing i tried to run in high precision mode but it didnt help. I notice motion smoothing stops working and when i press to turn off everything i will get the message and when i press ok on it my rig will slam to ground. I suppose i can probably get around that if i notice it stops working and disconnect it first and then turn the rest off. I can go back to the old way and send the pose data via the MMF output as ive never had an issue with that.

    • Informative Informative x 1
  16. Historiker

    Historiker Dramamine Adict Gold Contributor

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    One thing about custom vibe software is that they all use specific sounds (wave files?) to replicate vibrations for the sims. They get the data from DCS, then start the specific sound files to feed to the transducers. FlyPT does not do that (yet). But I do look forward to a future iteration of the software that might.

    EDIT: Misoswan deleted his post which would have made this post make more sense :D
    • Like Like x 1
    Last edited: Sep 23, 2021
  17. Avee

    Avee Virtual Pilot

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    I actually think it is a good thing that sounds are generated, as one can make them dynamic. Feel torque, feel RPM, couple it to a shock absorber (works in x-plane) and feel the difference between grass and tarmac, random noise on a stall as opposed to a preprogrammed vibration. And it can also do steady vibrations of varying harshness. I see little need for repeating snippets of pregenerated vibration.
    • Like Like x 1
  18. hexpod

    hexpod http://heXpod.xyz

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    I
    I am digging into it. Very pleasant experience.

    1st. it could be that we have some inversions in accelerations. That’s make a mess with those with gravity

    2nd. more problematic, it seems almost have no heave unless you gain some speed which makes stationary flight bizarre

    Did you notice it ?
  19. misoswan

    misoswan Active Member

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    I accidentally deleted it yesterday :)
  20. Avee

    Avee Virtual Pilot

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    I think the problem is that FS2020 doesn't officially support helicopters yet. So developers have to use workarounds to generate helicopter specific aerodynamics. There is also a commercial helicopter from flyinside, they have basically been coding their own flight model they say.

    So I guess the sim has different forces and accelerations in mind that what a helicopter does, as it calculates for fixed wing aircraft. The lower the speed, the less a helicopter behaves like fixed wing. So I guess in a hover, the sim must be pretty much monkey-wrenched into making the thing leave the ground at all at zero speed. So I am not surprised that telemetry is messed up there.