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Question Project Cars 2 and 6 dof

Discussion in 'Project Cars' started by marco balletta, Dec 31, 2018.

  1. marco balletta

    marco balletta Member

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    Hi guys, is there anyone that plays project cars 2 with a 6 dof rig?

    I would like to know about your experience and if you were able to find a personal setting on your rig that makes you feel acceleration and deceleration of your car and switching gear and the movement of the tip of your rig when turning.

    Thanks!
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    A lot of rigs, including a 6dof, can simulate acceleration and braking, but other additions like a motion triggered harness can really assist with the sensation of a sustained force.
  3. marco balletta

    marco balletta Member

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    But a lot of videos I have watched around of 3 dof give the impression that the rig itself have movements that make you feel the acceleration, deceleration and the turns .





    Are on a 6 dof these forces more spread/distributed across the 6 axes and hence felt less on 3 axes compared as a 3 dof or is it just that a 6 dof needs a more complex distribution of the forces during our manual set ups in symtools?
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Even a 2DOF can simulate not just sway, roll, pitch and surge, but also heave. But a 6DOF can actually have a heave force. Things like surge can be simulated better with a 6DOF, but the extent of axis movement limits how long the sensation of a force can be sustained. That is why the likes of G-Seats, motion harnesses, wind simulation and the like are also popular additions to traditional motion rigs.
  5. marco balletta

    marco balletta Member

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    So in other words we might not feel on a 6 dof certain ways of pulls we feel on a 3 dof unless we use additions to the rig.

    What are the axes we should try to fine tuning on a 6dof 's rig to at least get a little closer to those pulls of the 3 dof?

    What are the axes that regulate the moves in the videos for the acceleration , deceleration, change of gear , moving of the tip of the rig toward the turns?

    Should we play with just the force % in "axis assignment" or also in "tuning center" of simtool?

    I am starting to realize that maybe a 6 dof would give us a certain motions forces that a 3 dof does not give , but at the same time the 6 dof would lose something that a 3 dof is able to give on those fewer axes
    Last edited: Jan 1, 2019
  6. SeatTime

    SeatTime Well-Known Member

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    6DOF should always be better than a 3DOF, although some 3/6DOF designs are better then others.
    • Agree Agree x 1
  7. marco balletta

    marco balletta Member

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    Based on what you can say and call 1 design better than another ?

    What a better design have that a worse design do not have?
    Last edited: Jan 1, 2019
  8. marco balletta

    marco balletta Member

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    Can anyone please suggest a setting for a 6 dof that would intensify the feelings of acceleration, deceleration, switch gear and movement of the tip of the rig toward the turns of the track ?

    Attached Files:

  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    You have to tune a motion profile to a specific rig, rather than just drop in random settings, see here for the steps involved: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/
    • Informative Informative x 1
  10. marco balletta

    marco balletta Member

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    Thank you! I am reading all the pages.

    The settings in axis assignment and in tuning center were shared with me and should be specific for the 6 dof I have. But reading I see the problem of clipping. Since it is a 6 dof rig, most probably it is easier to have clipping than a 3 dof,

    I was reading this comment you made

    https://www.xsimulator.net/communit...-loss-moving-while-stopped.10397/#post-143323

    How does it work for a 6 dof ? How should I distribute the allocation for the specific rig I have ?

    100% : 6 = 16.6 % ?

    How do I know which axes serve multiple DOF/forces?
    Last edited: Jan 1, 2019
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    What rig do you have? Can you please post some pictures and specifications.

    An Axis Allocation is not necessarily and even split between forces, some are likely to be higher than others, such as a sway allocation normally being higher that heave. But the total Axis Allocation should be around 100%.
  12. marco balletta

    marco balletta Member

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    I have the 6 dof from dofreality

    https://www.xsimulator.net/communit...imulator-dof-reality.8570/page-46#post-169006
  13. marco balletta

    marco balletta Member

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    I have to say that by reading this post

    https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/

    and playing with the values of the "tuning center" of simtools , I was able to set the 6 dof dofreality rig so that I can feel acceleration , deceleration , gear switch movements and swing feelings when getting inside turns.

    It worked for project cars 2 and it made even better dirt 3
    • Like Like x 1
    Last edited: Jan 2, 2019
  14. Tags..(VR)

    Tags..(VR) Member

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    Is there a link that you can share to aid me in building a motion triggered harness?
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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