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FlyPT Mover

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

  1. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    ATS should work... Are you sure the plugin (dll) is in the right folder?
    Should be "...\bin\win_x64\plugins"
    Try to start ATS from theat folder, to make sure it's runing in 64 bits
    If not working, try without VR just to make sure the problem persists.

    Mover gets the motion from the game and works always with that until you define the rig. Only then the obtained motion is "converted" to actuator movement. When the rig is limited in DOF you might loose some of the motion, but get what is possible. From the poses you mention, only traction loss might be useless in the 2DOF rig.
    Resuming, actuators are moved to achieve the requested pose where possible.
  2. tina540

    tina540 New Member

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    Okay, do you have any idea when this long awaited update will be released?
    • Dislike Dislike x 1
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    When you rely on the skill and freely given hard work of others to bring your rig to life you generally have to accept updates will be done when they are ready, just monitor this thread for updates.
    • Like Like x 5
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  4. tina540

    tina540 New Member

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    yes I understand, I'm just asking the question without malice or aggression, just to get an idea
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I appreciate that, just read back a page or so in this thread and you will understand the circumstances, along with good reason to be patient.
    • Like Like x 1
  6. Marco Annunziata

    Marco Annunziata Member Gold Contributor

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    Hello Pedro, I'm aware that you are much fucused on the new release but just to highlight you a little thing, if load the configuration file .Mover where inside there is a player source when you run the player the whole rig gets stuck until you don't put the player source in hide mode.
  7. pmvcda

    pmvcda aka FlyPT

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    Player code is completelly new in the new release.
    I think it solves that problem, but might have some others.
    I can't share a build right now. Still some serious bugs that might be dangerous. Sorry.
    Working on it!

    Just solved a bug that was causing problems I detected more than 3 weeks ago. The code is connected everywhere... Modular but kind of a nightmare.
    Now going to another one related to hardware detection :confused:
    • Informative Informative x 2
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  8. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Thanks. Somehow it just decided to work at some point, without me changing anything. Maybe it's the order of the launched programs, not sure. Anyway, it did get the data when it worked, so it should be fine once I figure out what not to do. I will test further when I add a used seeing wheel and 3D-printed gas pedal add-on to my flight pedals + DIY shifter to my flight sim motion rig (just for fun!) and try to make the whole thing work.
  9. smitty

    smitty Active Member

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    Hi Pedro, wondering if this enhancement could make it to the next version - Currently the hotkeys for sources and outputs apply to ALL sources and outputs. I have a test loop stored that i don't need to toggle, and some of my outputs I would rather just stay enabled when stopping thanos output. Could this key assignment move separately to the sources and outputs themselves?

    upload_2024-1-16_9-56-43.png
  10. pmvcda

    pmvcda aka FlyPT

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    I think we have to leave it for later.
    The mess is so big right now, that I just want it to work... :confused:

    But it would be great to have it. I think it might be easy to add with the new code for input.
    The way I have it and adding the feature you could keeep a key for all and specific keys for each one (two keys for each).
    One of the problems is the behaviour when you have some connected and others disconnected, would a general key disable/enable all or invert the states (think the first one is the solution).
    Maybe it would be better to have a key to enable and another to disable :think.

    Kind of rich people problems....

    By the way, you can use joystick buttons already, instead of keyboard keys
    • Like Like x 2
  11. smitty

    smitty Active Member

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    Later is good. I didnt know about the joystick, but i map the source Alt-S to voiceattack and just say 'toggle motion"
  12. Wagnard

    Wagnard Well-Known Member Gold Contributor

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    Sorry if this has been answered , quite new with Mover, and so far thing are looking good on my side.

    First question , when I play and in games and with the 3d viewer I can see that the movement is inverted. I have set under the RIG module -1.00 gain (not on the filter). This fix the inversion in game but not the 3d viewer.
    Any idea how to fix this ? maybe I did the inversion wrong ?

    Second Question: If I want to limit the range of my actuator, is the CROP filter under the RIG module is the appropriate way of doing this ?

    Third question: With simtools I was able to use 2 UDP interfaces, it seems it's not the case with Mover. I must use 2 serials instead.
    Any plan to support 2 UDP output modules at the same time in the future ?

    Thanks, and what a nice coding gem you have made, wish I had the talent to do something this visually nice.
    Last edited: Jan 17, 2024
  13. smitty

    smitty Active Member

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    I can help with the 1st- it's probably better to deal with inverted axes one at a time on the pose page, set each gain there to negative instead of the overall rig gain. But, are you sure it's inverted? Turning left in a car will lean the sim right to mimic the acceleration you would feel
    • Agree Agree x 1
  14. Wagnard

    Wagnard Well-Known Member Gold Contributor

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    Thanks for the info, yeah roll and pitch are inverted, I guess its just inverted POT.
    With your trick sadly does not fix the inversion of the 3d viewer (not critical tho)
  15. pmvcda

    pmvcda aka FlyPT

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    Well I just found it would be easier than I thought:

    upload_2024-1-17_18-49-49.png

    It will show on the menu instead of the window (easier), but I have a problem with the ALT colosing the menu. I will solve it.
    It shows PrintScreen because I was detecting the hot control and pressed that key.
    • Like Like x 1
  16. pmvcda

    pmvcda aka FlyPT

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    Seems solved

    Yes, that's good, but filters on the actuator don't shown in the 3d view. For that I would need forward kinematics.

    You can add multiple UDP outputs. Not with the same port.
    Maybe I did not understand your problem

    Thank's, but I need to thank you also for the hooks on Elite.
    It's one of those things I struggle to do.
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  17. Wagnard

    Wagnard Well-Known Member Gold Contributor

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    I did try to use another UDP module with another port but it gave an error about initializing the UPD stuff. I can enable then independently but not at the same time.
    You can try to repro this even without a controller with you.

    Attached Files:

    • UDP.png
      UDP.png
      File size:
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    Last edited: Jan 17, 2024
  18. pmvcda

    pmvcda aka FlyPT

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    I missed that. That's a strange one. It should work.
    I will test for the new release.
    Thank's


    Edit:
    Can you try to change the port on the receive to be different from all the others also.
    • Like Like x 1
  19. Wagnard

    Wagnard Well-Known Member Gold Contributor

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    I'm not near my rig but now I can activate both on another computer, it is a good sign. But I guess normally it shouldn't be needed when "Receive from port" is unchecked.

    Edit seems to have to do with the check box, I ticked and untick it and the port selection became gray. Probably some bad initial condition with the checkbox.
    • Agree Agree x 1
  20. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    What are the recommended settings for cars (ETS2, ATS, Dirt 2.0) for 2DOF? I have dialled up the MSFS, but cars are another story. I programmed the 1:1 position for pitch and roll, and acceleration/braking mix to pitch - they work well. However, the actual forces pulling you left or right should also be mixed in to pitch. What's the best way to do it for cars?
    - How do I ensure that the rig gets too crazy when a rollover occurs, but is still pretty sensitive in normal tiny roll variations on the road?
    - I think pose from suspension isn't meant for 2DOF, or is it? Maybe it's the best one to use for the roll/pitch instead of roll/pitch position?
    - How do I mix in just a bit of traction loss into the roll (as I don't have the actual traction loss in my 2DOF)?
    Last edited: Jan 18, 2024