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Showroom No-Weld 2DOF Seat Mover On Homebrew Ricmotech RS1 Clone

Discussion in 'DIY Motion Simulator Projects' started by armpit, Jun 7, 2017.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The essence of axis allocation is pretty simple, a DOF can't deliver more than 100% in terms of movement, but you can fudge it a bit when there are multiple axis allocated per DOF, as often not all of them will be at their max range at any given time. But the more you push the real boundary of 100%, the more probable clipping is.
    Last edited: Feb 14, 2019
  2. Human Dude

    Human Dude Member Gold Contributor

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    That makes sense, thank you for the alternative explanation. I'm definitely going to have to dig into it a bit further this weekend when I'll have some time to get cracking at it again.
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Have fun with it and as per the linked guide you can go much further over 100% on a flight sim profile than you can on a race profile, because it is far less likely that you will have full axis movements at the same time on a flight sim, other than crashing.
  4. armpit

    armpit Active Member

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    Tuning center is also very important for getting motion data out of different games, it's a balance of setting the min/max low enough you get dramatic movement where you want dramatic movement, but high enough that you get to experience a large range of detailed feedback between. If you have your min/max set too high it will feel as if you aren't getting much motion from the game, even if you crank your axis settings way up in the game engine
  5. Human Dude

    Human Dude Member Gold Contributor

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    Also good to know. It seems like the axis configuration corresponds more with the physical limits and construction of your rig and the broad type of game you're playing and the tuning center corresponds to particular game configuration and tuning? E.g., the axis tuning is going to more or less remain similar if not the same across all racing games but might change for a truck simulator (where you may want more roll or pitch feel than sway and surge?) and definitely will change for planes or spaceships (where you'd want almost exclusively pitch/roll with very little sway/surge?) - while tuning will let you say I need more low end response from heave in Assetto Corsa, and less in PCars2?
  6. bixler13

    bixler13 Member

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    Hello all!
    I'm currently in the research phase of building a 2 dof sim. I have really liked this build and plan on going a very similar route with the frame and electronics.

    @armpit I was wondering though, how did you decide to go with a seat mover vs full frame? It doesn't seem like it would be too much work to add the pedals on arms coming out in front of the seat. Reason I ask is I plan on mostly using mine for flight sims, I know 2 dof isn't the best for flight sims but it will be a good start towards a future 6dof rig down the road. I feel like having the rudder pedals moving with the frame would help a lot with immersion?
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Have a look at the existing FAQ link re full frame Vs seat shaker designs: https://www.xsimulator.net/community/faq/full-frame-vs-seat-shaker-designs-which-is-better.213/

    There are pros and cons for each and in the end personal preference play a big part in which way to go.
    • Like Like x 1
  8. armpit

    armpit Active Member

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    I chose seat mover because I'm a heavier guy and wanted to have the best chance of success using only basic windshield wiper motors when the original budget was $300 for the build.
    I feel that the hinging action of elbows and knees in a seat mover adds to the motion cues you can pick up on, but like noorbeast said there are reasons for each
    • Like Like x 1
  9. Dave Irwin

    Dave Irwin New Member Gold Contributor

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    Hey armpit,

    Great project. I have been using following along in preparation for a build based of your build. I have all the hardware you listed, except I am using a sabertooth 2x32 for motor driver and different power supplies. I need to figure out the wiring, that will be my biggest challenge I think.

    I have a question about your motors. When you started with your original motors you mentioned that you needed to take the covers off and ground isolate them. I did not see you mention that you had to do that with your new, final, set of motors. Did you leave out that detail for brevity or do you not need to remove the cover and ground the new ones because they are not windshield wiper motors?

    Thanks.
  10. armpit

    armpit Active Member

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    Unlike most wiper motors, the pgsaw winch motors do not require ground isolation as the case is not a common ground. They are also worth every penny.

    Looking forward to seeing your build! Let me know if you have more questions
  11. Dave Irwin

    Dave Irwin New Member Gold Contributor

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    Thanks for the response, that will be one less step :).

    I have started taking pictures of my setup and confirming that I have all the parts for the project. I will need to start a build page soon. It will end up looking nearly identical to yours, except I have a different wood frame and will be including my bass shakers. The main thing is that I am dragging my feet because it is a much more challenging project than what I have done in the past.

    I have done some sim rig projects in the past. I've done the steptronic shifter project, I've done the DIY handbrake(there's an amstudio video I followed), I've research/installed four bass shakers onto my rig, and I've taken apart my Fanatec v3 pedals so that I could invert mount them to my rig. All of those projects seemed less intimidating to me at the time.

    I am grateful that this is such a great community and resource for DIYers.
    • Agree Agree x 1
  12. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Can you share the CMS3 code you did for the average? Thanks.