1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

Question Project Cars 1 & 2 No Motion

Discussion in 'Project Cars' started by Deane, Nov 22, 2018.

  1. BlazinH

    BlazinH Well-Known Member

    Joined:
    Oct 19, 2013
    Messages:
    2,145
    Location:
    Oklahoma City, USA
    Balance:
    16,622Coins
    Ratings:
    +1,835 / 32 / -1
    Glad you got your latest issue sorted out.;)
    But I want to share a little trick with you I forgot about. When I wrote smc3-sps I anticapated some people may have issues running Simtools at 500000 with the arduino. Therefore I included a jumper setting that allows for it to be changed between 500000 and 115200 without altering the sketch at all. Putting a jumper from gnd to pin 8 will switch the arduino from 500000 to 115200 and removing it will switch it back (requires an arduino reset or power cycle each time switched). If you want to get really fancy you can put a switch on the jumper so you can switch it without pulling the jumper wire.
    wiring.jpg
    • Like Like x 1
    • Informative Informative x 1
    Last edited: Nov 24, 2018
  2. Deane

    Deane Old Fart Gold Contributor

    Joined:
    Aug 25, 2018
    Messages:
    215
    Occupation:
    Retired
    Location:
    Wirrina Cove, South Australia
    Balance:
    681Coins
    Ratings:
    +90 / 3 / -0
    My Motion Simulator:
    2DOF
    I will have to remember that one, but I'm an expert now at changing the baud by the Arduino and if it get it sorted properly I should not have to play with SMC very often, I hope. :thumbs
    • Agree Agree x 1
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,155
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,616Coins
    Ratings:
    +10,909 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    I have edited that info into the SMC thread post: https://www.xsimulator.net/community/threads/smc3-arduino-3dof-motor-driver-with-softstart.9479/
  4. Fu Chuanhsun

    Fu Chuanhsun New Member Gold Contributor

    Joined:
    Jan 1, 2019
    Messages:
    18
    Balance:
    - 177Coins
    Ratings:
    +4 / 0 / -0
    My Motion Simulator:
    2DOF
    My problem is I can patch pcar 1 but not pcar 2. When I complete patching pcar 2. There is no “patch copleted”. So when I launch pcar 2, game manager does have “connected” but no “game running”.
    Can someone help me?
  5. Ming2he

    Ming2he New Member

    Joined:
    Feb 9, 2019
    Messages:
    20
    Balance:
    212Coins
    Ratings:
    +4 / 0 / -0
    My Motion Simulator:
    2DOF
    I think that from all the above posts, it should be solved.
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,155
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,616Coins
    Ratings:
    +10,909 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Are you using the Steam version and have you configured the in-game settings correctly: https://www.xsimulator.net/community/faq/projectcars.188/
  7. Heiko Falkenhain

    Heiko Falkenhain New Member

    Joined:
    Sep 14, 2019
    Messages:
    1
    Balance:
    54Coins
    Ratings:
    +0 / 0 / -0
    My Motion Simulator:
    3DOF
    i used steam Version und i sitch the mmf to on but no Motion :-(
  8. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,155
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,616Coins
    Ratings:
    +10,909 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Does Output Testing work as expected in SimTools?

    Please post pictures of all of your setting for SimTools and in-game.
  9. sci666

    sci666 Active Member Gold Contributor

    Joined:
    Mar 18, 2021
    Messages:
    186
    Location:
    Germany
    Balance:
    1,146Coins
    Ratings:
    +70 / 0 / -0
    My Motion Simulator:
    DC motor, Arduino, Motion platform, 6DOF
    Hello everyone, i have a question about the project cars plugin. So far everything works fine. I mentioned that pitch isnt really used for acceleration and decelleration. Is this my fault or is Just configured like that? How can I edit this to nose up while accelerate and nose down for braking, like in live for speed.
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,155
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,616Coins
    Ratings:
    +10,909 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Sounds like you need to refine your surge settings, as that is the axis used for acceleration and braking.
  11. sci666

    sci666 Active Member Gold Contributor

    Joined:
    Mar 18, 2021
    Messages:
    186
    Location:
    Germany
    Balance:
    1,146Coins
    Ratings:
    +70 / 0 / -0
    My Motion Simulator:
    DC motor, Arduino, Motion platform, 6DOF
    Yes, but it is configured correct because in live for speed it works as it should.... Mhhh
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,155
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,616Coins
    Ratings:
    +10,909 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Each game needs to have its motion profile refined specifically for it, you can't rely on setting from another unrelated game because how data is pulled from games differs between motion plugins, and motion rigs can also be very different, see the tips here in the FAQs: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/
  13. sci666

    sci666 Active Member Gold Contributor

    Joined:
    Mar 18, 2021
    Messages:
    186
    Location:
    Germany
    Balance:
    1,146Coins
    Ratings:
    +70 / 0 / -0
    My Motion Simulator:
    DC motor, Arduino, Motion platform, 6DOF
    yes yes sure i know that :D but i mean in principle it works - in live for speed - so i can exclude any wrong configuration within the simtools settings for the rig itself- surge works fine ! but not in Project cars 1 , i just used the latest plugin from here. maybe theres no surge implemented for the plugin, or wrongly defined ? is there any chance to edit or finetune the plugin to use surge movements more ?