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How to simulate kerbs?

Discussion in 'New users start here - FAQ' started by Thread, Nov 1, 2014.

  1. BlazinH

    BlazinH Well-Known Member

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    Rumble strips produce high frequency vibrations when you are driving over them with speed and can be difficult to reproduce. Therefore it is imperative to have fast updates in the data also. I run at 15ms which equates to 64hz in my case and that seems to give me good results when using heave.

    Have you tried driving over the strips at slower speeds and can you feel them then? This will produce lower frequency vibrations that will be easier to detect. If you still can’t feel them they either don’t produce any vibrations or you have a bottleneck somewhere in your system assuming that your motors are capable of reproducing them in the first place as you say and if simtools is set up correctly.

    With simtools, I can get high frequency vibrations that jar my teeth if I want (I don’t have AC yet though but rFactor2 does a great job). But that’s over the top for my liking and also it causes my motors to overheat in no time. Also I should note that the lower the numbers used for heave in the tuning center, the more the lower frequency movements from heave will be clipped, e.g. hills and jumps. But your rig should be more "nervous" in a sense though when using lower tuning numbers because it should react more quickly.
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  2. Thread

    Thread Member

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    Okay, now i got time and got my PC back from my son.
    i will try it out, there are only heave sensitivity to play with.
    Guess it will be too nervous if i want a well-defined ripple strip.
    Have no video so far, the rig moves like any well made 2DOF wiper rig would :)
  3. BlazinH

    BlazinH Well-Known Member

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    By chance have you tried the other motion software with your rig too @Thread? I was just wondering, if you have, how your rig works with that software? I have noticed a distinct difference between the two when dealing with heave myself. I'm not saying one is better than the other, just that, depending on your rigs design etc., that some may prefer one over the other in some regards.
  4. BlazinH

    BlazinH Well-Known Member

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    Btw, using heave on a 2dof is different that what I do though. I use a 3dof platform so I use heave on its own dof. The main reason I mention this is because you will have to use a more restricted movement for the heave axis when mixing it with others so it will probably be harder to detect its motion with its smaller range.
  5. Thread

    Thread Member

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    My Motion Simulator:
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    I have not used the other software because SMC3 is not recognized by that.
    And without SMC3 I would have to rearrange the connections of the H-bridges, and even then I would not have break mode.
    By the way, the other software seems to be more complex.
  6. Thread

    Thread Member

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    My Motion Simulator:
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    To all of whom who are feeling ripple strips in AC:
    Now I am 99.99% convinced, that the track geometry does not contain the ripple kerbs! :) they are only bump mapped.
    no wonder I don't feel them.
    should try under rf2, I will.
    in AC there is rumble simulated, but not from geometry.

    Ripple strips should shake like hell in 2DOF.
  7. bsft

    bsft

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    @yobuddy , @value1 , can anyone perhaps explain the plugin data as to what it is? without revealing too much?
  8. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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  9. Thread

    Thread Member

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    My Motion Simulator:
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    My theory [prove me I am wrong] is that AC [and I guess others as well] are using bump maps.
    AC itself can calculate with it, only in the plugin's output the corrected values are missing.
    Kerbs could be the best part of the ride.
    Without anything extra, we could simulate them perfectly.

    And the seatmovers movement and the simulated head movement caused by the road surface,
    are not always in sync [more out of sync than in sync], maybe there are bump mapped road surfaces as well.
  10. Thread

    Thread Member

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    My Motion Simulator:
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    I wonder how the "other software" is managing this. But I can not try it at the moment.
  11. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

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    My Motion Simulator:
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    Do someone read my postings? :p As I have written above in AC the kerbs (the higher ones) will result in a reaction of the motors, the strips do not! IMO this makes no sense but that's the way things are.
  12. bsft

    bsft

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    no @Pit , no one reads the posts. At least YOU have shown me video evidence of this effect in action.
    We both have suggested things to try to find the desired effect, but I suspect no one is listening.
    If heave give vibration on road surface, depending on the track and car and juggles going over ripple strips. I think surge and or sway should give the feeling of the car going up a strip, which is a bit higher than the road surface, but not vibrate in anyway. It should be sort of smooth, with exception of the car in game jumping up a bit on one side when it hits the strip.
    I will get to testing AC again sometime, when I have time.
    The Simtools guys do a great job of plugin writing and doing their best to find the data.
    @Thread , if you think you can do a better job hacking the games to find data, then contact the simtools developers and get stuck into it.
    also @Thread , if you find for you, the "other" software works better, stick with it.
    Last edited by a moderator: Nov 16, 2014
  13. BlazinH

    BlazinH Well-Known Member

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    I see no reason why you couldn't use the SMC3 with the other software other than RufusDufus may prefer that you wouldn't. But actually, with a 2dof like you have, I think simtools is better anyway at simulating higher frequency motions. And the beauty of simtools is its ease of use for the end user. The other software is a harder to get you head wrapped around but its not difficult once you get it however. But it appears the problem is with AC so there's no need to try it now anyway.
  14. BlazinH

    BlazinH Well-Known Member

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    @Pit, Sorry about that! Sometimes I read post but don’t get it all stuffed in the ol’ memory banks.

    @bsft As raceray has posted elsewhere, it is perfectly okay to mention the other software here when, after all, it was the first software offered by this site. You have the right to your opinion of it of course but is it really necessary to be so unfriendly to people that merely speak of it?
  15. bsft

    bsft

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    ok ok, I will go smoke something and settle down.
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  16. Thread

    Thread Member

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    My Motion Simulator:
    2DOF, Arduino
    I tried RF2, for some reason it was not as good as AC, and the ripple kerbs are also [i guess] bumpmaps.
    It seems to be the standard, because [i guess] seatmovers were a niche market.
    The programs can handle this but [i guess] the plugin does not, or the sim program may not allow the plugin to do so, i don't know.
    I would offer my assistance to solve this, but i can not write programs.
    And obviously i regard simtools as a fantastic piece of work, and i am very thankful of it. I will help if i can somehow. [at least we have now clarified the situation]
    I did not make a video on how my rig does not do something :) It feels the geometry perfectly, AC and simtools are kicking ass.
    The kerbs in the title of the thread was meant to be ripple kerbs, but in a track every kerb is made that way.
    I wonder if the other software could simulate this we should have heard of that.
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  17. Thread

    Thread Member

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    My Motion Simulator:
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    I have to correct myself, there ARE some real geometry ripple strips in deed, and they provide output if i drive on them, but i don't get a realistic stable oscillating strong shake, the bottleneck must be the rig's speed, but even a SCN5 user said that he uses simvibe to feel the ripple.
    The remaining problem now is that sometimes the road shakes at places almost like the ripple strip, at some places does not shake at all, and rarely is the shaking in sync with the simulated shake on the screen, like the road had bump mapping and the screen were using that.
  18. bsft

    bsft

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    Ok, I still havent played AC yet, but yes, sometimes the car shaking in game does not translate to motion on the simulator. I have seen this in Grid Autosport.
    I think its whatever the guys can get out of the game.
    Maybe @value1 @yobuddy @prilad can enlighten us more on that.
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  19. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    We 'ride' exactly what the game spits out.
    Opening the Tuning Center in Game Engine and look at the raw data as you drive may tell you if the ripple effect is there or not...

    With that said, there are a few thing that could mess up your ride and are worth checking.
    1) There may be to much smoothing being used? This could take away from the 'ripple effect' and may eliminate a lot of small movements.
    (Turn it off 'per DOF' on the GameEngine Side if used, and Turn the Profiles Main Level up to 100% on GameManagers side.)

    2) There may be a problem with the Axis Assignments for this game. where you may have one DOF working against another.
    (Roll and Sway working against each other or Pitch and Surge working against each other).

    Just some stuff worth checking...
    yobuddy
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  20. Thread

    Thread Member

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    Thanks yobuddy,
    I don't use any smoothing, and DOFs working against each other would be too obvious :)
    What i get now on ripple strips is far from the real feeling, some accidental shaking, not that stable effect that i thought would disintegrate my street car on a track day. But maybe it is good for my wiper motors, already showing signs of wear.
    After having tried out ripple strips, i avoided them with my junk car on junk tires. :)
    Last edited: Nov 19, 2014