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SimTools v3 Alpha (Questions, Answers, Fixes, Show & Tell)

Discussion in 'Tutorials and Tips by the Developer' started by yobuddy, Mar 17, 2022.

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  1. levers

    levers Active Member Gold Contributor

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    Hi @yobuddy,

    I've just noticed the JRK interfaces won't remember the assigned axis when I close and reopen the software. it remembers the device numbers and output rates. This happens with the original axis names and the changed ones.
    Last edited: May 1, 2022
  2. yobuddy

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

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    My instinct is to leave it as is, especially since a reinstall would be done with a setup file and a single click.
    And while there is some extra steps here, it is pretty strait forward.
    I'll keep thinking it over thou.
    The names have their own file and do not get connected to any particular profile.
    I'll take a look, all i can think is maybe I need a focus check to make sure the last typed name sticks.
    (the name sticks when the focus is removed)
    Nice catch, I'll get it fixed.
    The idea here is you can test to make sure each interface is working. My thought is if you setup interface 1 and interface 2, and then click test and something does not work, you have to wonder which one it is not working. Where this way the one not working is the interface selected.
    upload_2022-5-1_10-56-30.png

    But it could have a page title for sure.
    Testing Interface #1 for example.

    Also, all of the interfaces startup and work together for Axis testing.
    So all we really need to know here is that we have each interface configured correctly.
    The triggers use the raw input from the game, and not a computed min max input set.
    This way it will work for any input independent of our min max settings.
    Thanks for the feedback, chat soon!
    yobuddy
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    Last edited: May 1, 2022
  3. yobuddy

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

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    JRK Interface update pushed!
    Update the interface and then make sure your settings are correct.
    (Be sure to click save before using the interface.)
    Take care!
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  4. levers

    levers Active Member Gold Contributor

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    Thanks, I'll test the JRK plugin and get back to you.

    Regarding the crash detection, I think I understand but I thought the whole point is to try to protect the hardware from damage. If in a and b profiles you assign different pieces of hardware to the same motion and the max/min numbers relate to the max travel and a is set to +/-4 and b is set to +/-2 and the crash value is set to 5. The piece of hardware on the b profile has gone more than twice over the limit whereas on a it's only gone 25% over.
  5. yobuddy

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

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    We want the crash triggers to be a number slightly above the games normal output for any dof thou.
    Because if we set the trigger in the normal rage of output, we would trigger crashing all the time.

    Take surge for example, let's say under normal driving conditions the max value we can get to is a 10.
    We can then set the surge trigger to (12 to 15) or so, and then in the game we can drive strait into a wall and it should trigger crashing.
    Chat soon,
    yobuddy
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    Last edited: May 2, 2022
  6. yobuddy

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

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    Just a little info on MAX vs JUMP crash trigger option.
    When you set the crash trigger option to MAX, it is simply looking for a value for a dof to come in that is bigger that the limit you have set. So in your example above, both sims would have their axis maxed when the crash gets triggered. (and the rest of the crash is arrested if you will)
    However we can use the option JUMP and look for a max jump distance and try to catch the crash before the axis are max out. So there are some options here as to how fast we want to trigger crashing.
    Anyway, hope this helps.
    yobuddy
  7. levers

    levers Active Member Gold Contributor

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    Hi yobuddy,
    I've tried it but it doesn't seem to have made any difference.
  8. levers

    levers Active Member Gold Contributor

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    In your example a surge unit on set#1 with a max of 10 is fine with the crash max of 12 but another surge unit on set#2 with a max of 2 isn't going clip the force until the 12 max as well. Therefore I was suggesting a crash max for each of the sets 1, 2 and 3.

    I'll check out the jump option as in reality I never want the sim to reach full travel and I was looking at doing the same with max. For example, our surge platform has about +/- 80mm of travel but in reality you only ever use about half that. The min/max value we set of about +/- 5 makes the motion feel right and when driving the car never gets near the 5 value. Therefore I could set the crash max at 4.5 and it should only be triggered by a crash but I'll have to try it out to see how it feels in realty.
  9. yobuddy

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

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    I'm not using set#1 thou (or any set for that matter), I'm saying the game itself does not send a number above 10 for surge under normal usage. So if we know that the game itself does not send a surge number above 10 under normal driving conditions, we can then set a trigger above 10 and it will trip when we hit a wall.
    Chat soon!
  10. levers

    levers Active Member Gold Contributor

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    I understand what you are saying. All I'm saying is if it is possible to assign the values to a set then different values could be applied to another set otherwise there will have to be a compromise on the value if you have 2 different actuators receiving the same info but with very different ranges of travel.

    I'm sure what you have achieved with this as it is will be welcomed and for a lot of users could mean you can get rid of the escape button on the wheel :)
  11. yobuddy

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

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    I totally understand what your saying also, I'm just trying to explain why that's not possible is all.
    Even if we could trigger per set, if we set #1 surge to -+2, we still could not use 3 as the trigger.
    Because the game itself sends data up to 10 (in the example) and would trip crashing all the time.
    Hope that makes sense, JUMP should do what your looking for anyway.
    Chat soon!
  12. levers

    levers Active Member Gold Contributor

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    I understand, I think! I'll try jump but unfortunately the JRK plugin update as well as not fixing the missing axis setting when Simtools is restarted, seems to have broken the actual output. I get no motion at all but the virtual output shows it should be working. Is it possible for you to PM me the previous JRK plugin to try again?

    When you posted the update in the repo, should it have updated my system automatically? anyway, I manually downloaded and dragged it into the home screen then I searched for the installation folder and the date stamps matched the update.

    Another thing I've noticed when going to axis settings, the Flt boxes are all red but some smoothing has been set. If I click on one and the filter screen opens it shows the settings are there. I close the screen and then any axis with a filter applied is shown as orange. Should they be orange to show that some axis have filters applied?

    Thanks.
  13. yobuddy

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

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    @levers
    JRK interface updated
    I'm guessing you were using some custom axis naming?
    Forgot to update the plugin for custom names is all, I should probably check the other interface plugins for this problem also at some point.

    Yes, depending on your update settings.

    Yes, I have the plugin half re-done and got sidetracked with a custom gopro telemetry dumper test that I got working.

    Thanks for the testing buddy!
    Chat soon...
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  14. levers

    levers Active Member Gold Contributor

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    Thanks for the v4 JRK update, it sorted the problem. Also I checked the location folder and it had updated it automatically and yes that's what it was set to in the options. I just thought there may have been some notification to say it had happened.

    Before this update, I tried deleting the Simtools V3 installation and reloaded it so the axis names reverted to the original ones but the issue remained so perhaps it wasn't because I'd renamed the axis?

    As I was up and running again I tried the crash detection and I have to say my concerns were a bit premature! What I was not taking into account was the speed and/or duration of the forces and the fact that motion platforms cannot match them. As I said, I run our surge platform at +/- 5 but having done a half hour test I ended up setting the crash limit at 10 and could probably go higher. You want to be able to feel light collisions but when you hit something harder the higher G means you just seem to bump into a cushion which is a very strange feeling as you brace yourself for a big impact.

    It almost takes away the jeopardy of getting things wrong and the implications but its obviously massively beneficial to the platform.

    Great work, thank you!
  15. yobuddy

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

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    Could be for sure, I just know I forgot the axis stuff.
    I'm a bit brain dead over here lol o_O

    Awesome! The range may need adjusted also. When you set the action speed to full speed is it fast enough, or is it too cushion-y? Or when on it lowest level is it slow enough? Just wondering what you think after some testing.

    We probably what the trigger hi enough to allow the user to rub cars a bit (rubbing is racing after-all lol), but low enough to trigger for a real crash.
    And once we find what works best for trigger numbers, I bet we find that there is a common percentage above the normal input that works well for each DOF. Once we know that, we could have an option to capture the limits with the extra scaling on, and no extra steps would be needed.

    Glad you like it buddy! :cheers
  16. levers

    levers Active Member Gold Contributor

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    I think it might be subjective. I'm not sure yet what feeling you want but I set the slomo speed to 10% to see how it worked and that's where I felt I was walking into a cushion. I guess you probably want it to feel like as you say knocking into another car so you at least feel like you've hit something. I did try capturing the impact and it said 74G so there's a lot of head room. I guess I need to do some more testing to see what the forces are driving with other cars and having a few knocks and mixing higher slomo speeds into the mix. However, as I say, some people will want the force stopped completely and others may want to feel some impact.

    As you say though you could give people an idea of where to start when setting it up as a ratio of the max/min numbers although all of our DOFs range from about +/- 2-7 so it may be there's a global number that will suffice.

    The other thing to possibly consider is the axis limiting or overall intensity level and if that alters what you expect from the impact.

    When you rename the axis, do these get saved so you can then send it to someone else along with the presets?

    I'm looking forward to more testing!
  17. yobuddy

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

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    Won't affect the crash triggering at all, or how it works any.
    I believe we are good here.

    The file gets transferred with the one-click setup file.

    Thanks again for all the testing!
    yobuddy
  18. yobuddy

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

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    Pillow on one end is perfect I think, and making a crash feel more like 'normal racing' on the other end would be a good target. I'm really just looking to have enough range so everyone can pick the feel they like.
    Anyway, let me know what you think, I think I may have it close to what we want but more input is always good.
    Thanks!
  19. sardiusxu

    sardiusxu New Member

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    My Motion Simulator:
    4DOF
    im happy to test as well
  20. levers

    levers Active Member Gold Contributor

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    I've tried upping the slomo to 100% and while the 10 limit was still OK on the 5 min/max tuning for surge it seems as a basic rule for me the crash max for each axis is better set to double whatever the tuning numbers are to give you a sense of a shunt without one axis excessively moving more than another which if you think about it makes sense. I've only tested some axis so far so need to try the different motions on the same axis. I've so far left the sampling at 3 but I'll test some more.

    Regarding the axis renaming, as I said, I'd reloaded the software and only changed one name to try the JRK plugin which is now working fine. I tried today to change some others and for some it worked but for some reason 2a would change back after I pressed the Tab key or pressed Enter, After a few goes it stuck although you've said you will be looking at this.
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