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FlyPT Mover

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

  1. PeterW

    PeterW alias Wickie

    Joined:
    Oct 21, 2018
    Messages:
    204
    Occupation:
    Dipl. Ing. Mb (FH)
    Location:
    Germany
    Balance:
    1,619Coins
    Ratings:
    +366 / 3 / -0
    My Motion Simulator:
    6DOF
    I was trying for a year or so to find a good filter for turbulence. At the end I found, that the spike filter is what I was looking for.....
    Wickie
  2. stil550

    stil550 Member

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    USA
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    My Motion Simulator:
    3DOF, Arduino
    Thank you, looking into it.
  3. eduardo.magnetto

    eduardo.magnetto New Member

    Joined:
    May 23, 2018
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    Location:
    Buenos Aires
    Balance:
    83Coins
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    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    Hi! I´m new on the forum. Hence, ,y question may be duplicated (though I could not find it).
    Are there news about FlyPt Mover 4.0?

    THanks!
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
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    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    146,558Coins
    Ratings:
    +10,821 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
  5. eduardo.magnetto

    eduardo.magnetto New Member

    Joined:
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    Location:
    Buenos Aires
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    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
  6. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
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    Location:
    Portugal
    Balance:
    13,891Coins
    Ratings:
    +2,247 / 17 / -0
    My Motion Simulator:
    6DOF

    Before 4.0, there's going to be 3.7. Working on it right now.
    Mover 4 is already working ok, still missing features. Problem is the UI where we need to "abstract" modules to make it faster and usable.
    • Informative Informative x 1
  7. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
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    My Motion Simulator:
    6DOF
    Sorry.

    Mover connects to the internet for two reasons:
    - Get the latest version
    - Get the shared setups

    Could be any of those services down (they are in different servers).
    Bad code on my side causing the problem.
    But to anyone worried about it, the connections are due to the above reasons.
  8. eduardo.magnetto

    eduardo.magnetto New Member

    Joined:
    May 23, 2018
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    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    Wow! So, will be glad to use 3.7!
  9. Lebois

    Lebois (maybe I am wrong, but who knows...)

    Joined:
    Dec 10, 2018
    Messages:
    351
    Occupation:
    Math teacher
    Location:
    France
    Balance:
    2,550Coins
    Ratings:
    +207 / 2 / -0
    My Motion Simulator:
    2DOF
    hey @pmvcda ! I am working on a control box for my seatbelt tensioner, and latter my actuators (SRT80). I am using an arduino that connects to FlyPT through the Serial module :
    [​IMG]

    I want the control box to be able to "click" on connect. So I made my control box acts as a keyboard, and press "s" when I push on a button.
    But it doesn't work well... it shows a "error while trying to connect to serial...". When I click on "OK" it connects...
    I think that FlyPT starts to send datas before the arduino being ready to receive them... It's weird because the code is minimal :
    Code:
    Keyboard.press('s');
    Keyboard.releaseAll();
    It does the same if the control box acts as a joystick...
  10. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    I will take a look at the old code.
    The new 3.7 is completelly rewritten, can't even remember what I have on the old one.
    From what I understand, you are using more than one serial right?
    I will test, I might have made the same error for the new vrsion.
  11. Lebois

    Lebois (maybe I am wrong, but who knows...)

    Joined:
    Dec 10, 2018
    Messages:
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    Occupation:
    Math teacher
    Location:
    France
    Balance:
    2,550Coins
    Ratings:
    +207 / 2 / -0
    My Motion Simulator:
    2DOF
    oooh my bad...it was the second arduino that wasn't the right one so the connection failed :/
    I'm looking forward for the new versions :)
    • Like Like x 1
  12. disko

    disko New Member Gold Contributor

    Joined:
    Jan 2, 2020
    Messages:
    4
    Balance:
    - 339Coins
    Ratings:
    +0 / 0 / -0
    My Motion Simulator:
    DC motor, Arduino, 6DOF
    Hi everybody. I use flyptmover for my 6dof motion simulator. I am very satisfied with it. I have a small problem, dont save the cubic3 filter settings(jaw), i have to reset the value every time i start.
    Can anyone help me with this?
  13. Flymen

    Flymen Flymen Gold Contributor

    Joined:
    May 19, 2018
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    336
    Location:
    Montreal, Canada
    Balance:
    2,422Coins
    Ratings:
    +191 / 2 / -0
    My Motion Simulator:
    DC motor, 6DOF
    New project
    Hi , ( Problem number two ) @pmvcda
    After somes test , you will see on this video , with the FlyPt Mover program that when I select Icon * Rigs * my vibration come from there !!!! And I don't know why ..... missing ground led ???... or somethings else o_O
    and when I Hide this page * Rigs * everithing is fine ! Realy strange
    (1) Vibration with Dc Motors and FlyPt mover - YouTube
  14. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
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    1,900
    Location:
    Portugal
    Balance:
    13,891Coins
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    +2,247 / 17 / -0
    My Motion Simulator:
    6DOF
    Can be the way I was sending data to the hardware.
    The new release as a completelly new code for that, way faster and more stable.
    Also having the UI visible causes interruptions in the calculation thread. I need to lock it to get/set info on the UI.
  15. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
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    Portugal
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    13,891Coins
    Ratings:
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    My Motion Simulator:
    6DOF
    Will make sure it's ok in the next release.
  16. Flymen

    Flymen Flymen Gold Contributor

    Joined:
    May 19, 2018
    Messages:
    336
    Location:
    Montreal, Canada
    Balance:
    2,422Coins
    Ratings:
    +191 / 2 / -0
    My Motion Simulator:
    DC motor, 6DOF
    Hi Pedro !
    No, It's still the same , I did some test today and I have the same problem but its not realy important , because I hide this window and this vibration gone .

    I run a new project with ESP32 and your programm ( not with hall signal from the motor ) but with 500 PPR / encoder and with two motors / controler ESP32 and it s work well ( no skip for this moment with me on the seat:grin ) . I used DC motor brushes and drive : BTS7960B h-bridge 43A Module .
    But the only problem is * Hamonic sound *o_O ... on your original programm code on ESP 32 , I changed only one setting : PWM 1000 hz for 5000 hz , this change help but not enough !!
    If someone can help me , i appreciate it !!!:sos
    Thanks !
    Last edited: Apr 21, 2023
  17. gforce

    gforce New Member

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    Hi Pedro,

    I have a request that I hope is easy to accomplish. I need to feed encoder data to ovrmc for my continuous rotation yaw axis. This is important because my wheels that I drive yaw with could possibly slip during a high acceleration move. I have closed the loop with an absolute encoder and brough that datastream into the computer as a joystick axis(Im open to better ways). Now I need to get that joystick axis data into ovrmc but I cannot define the yaw axis arbitrarily. I can only use my rig axis for ovrmc.

    I use the rig axis for pitch roll and heave in ovrmc. But I need this closed loop encoder data to go into the ovrmc yaw channel.

    I would be happy to contribute again to your project. Does $100USD make it worth it for you?

    Thanks for the help.
  18. smitty

    smitty Active Member

    Joined:
    Aug 24, 2021
    Messages:
    108
    Balance:
    684Coins
    Ratings:
    +156 / 1 / -0
    My Motion Simulator:
    6DOF
    Hi, can you add a input gain or filter box on the Pose from RPM page? I'd like to use it for turboprops and helis in MSFS but all it has available is the turbine rpm, which is ~20x higher. If there was a gain i could put 0.05 for example.
  19. Mauricio

    Mauricio Member Gold Contributor

    Joined:
    Mar 1, 2011
    Messages:
    38
    Balance:
    39Coins
    Ratings:
    +4 / 0 / -0
    "Hey there! I still haven't been able to make the flight feel completely real with my 6DOF platform. I have basically 2 issues. Firstly, I'm experiencing some small jolts, especially when I activate the pitch...once it's activated, it becomes super smooth and realistic. I need to eliminate these small movements. Secondly, during the flight, the real plane is constantly moving, so it's essential for the Heavy to have constant and smooth movements. I've made some good adjustments, but these small jolts still come along, like we're in heavier turbulence or a car with a very stiff suspension. I've tried several filters, but these small jolts still persist. I need a specific filter to eliminate them. Lastly, when I get the Heavy close to ideal for the flight, there's a very strong impact when the plane touches down on the runway. The transition from flight to the runway is a big problem. What should I do? Lower the transition or increase it? What would be the most ideal? Big hugs to all the friends on the forum."
  20. DerKlausi

    DerKlausi New Member

    Joined:
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    +10 / 0 / -0
    Hi all and @pmvcda !

    TL;DR: If you're looking for a way to automatically stop motion when your're killed by a missile hit in DCS, check the script in the next post.

    Full version:
    I'm pretty new to motion and Mover but have been looking for a solution to the following problem: in DCS, when you're killed by an air-to-air missile hit, DCS will switch to an external view, showing your plane spinning violently and disintegrating. DCS is still transmitting telemetry data during these events, which may give you a pretty rough ride unless you hit the "exit" button. I've been trying to ease these situations by using M4S's built-in spike filter and also by using CROP and SPIKE in Mover, but could not get any satisfying results. The problem is that these spins are a series & superposition of poses, which I would like to retain for normal military flight maneuvers. So with filters configured to allow these poses as single events (e.g. during an aileron roll), the filter won't properly activate during the spin-of-death. I have also tried mapping "exit" in DCS or stopping Mover source to a joystick button, but this will require very quick reaction and I fear I may rip off my flight stick or corresponding button during these events one day. Yeah I know - I should avoid getting shot down in first place, but I'm still a rookie ;-)

    So I have come up with another solution which I would like to share. If @pmvcda has any objections, please let me know! ;-) The approach is based on detecting these events within DCS_To_FlyPT_Mover.lua.
    I considered evaluating rates and positions for roll, pitch and yaw but came to the conclusion that this will be a tough task when you still want to allow quick inversions, aileron rolls etc. Also, I did not find any easy way to query plane and player health yet. Therefore, a have scripted a little workaround which is based on the following two criteria:

    1. At least one of a selection of warnings from LoGetMCPState() is detected, the selected warnings focus more on structural damage than instrument failures.
    2. The camera position in LoGetCameraPosition() has changed by more than 5 units (metres) in all 3 coordinates, which is indicative of DCS switching to external view.

    Experiments have shown that both criteria may not be satisfied within the same frame, but with a small delay of some centiseconds. Hence the use of 'fuses' which are tripped as soon as the corresponding condition is met for the first time. Only if both are found to be tripped, the telemetry data export will be stopped. It is interesting to note that in my testing use-cases (see below), warnings have so far only been triggered for LeftAileronFailure and RightAileronFailure, sometimes only for one of them.

    Some important notes:

    0. Use at your own risk!
    1. I haven't done any LUA scripting before, so the implementation may be a little rough-edged.
    2. I'm planning to use this mainly for SP training, hence I did not try if it's working in MP yet.
    3. So far I have only tested with the F-16 being hit by AIM120s and AIM9Xs.
    4. There will still be a little hitch in heave upon missile hit, but after that motion stopped reproducibly.
    5. I did not see any significant performance hits yet, YMMV.
    6. There may be rare situations where my code results in a false positive even if no missile hit has occurred.

    It seems I can't attach any files, so I'll post the modified .lua below. Credits and many thanks go out to @pmvcda for letting us have Mover and his continuing efforts to make it even better! Any feedback and suggestions for improvement for my little mod are very welcome!


    Cheers,
    DK
    • Like Like x 4
    • Useful Useful x 1
    Last edited: May 4, 2023