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

Simtools 2.4 setup to prevent negative vales and movement

► simtools
To prevent negative vales and movement take @yobuddy's advice and use SimTools v2.4, then allocate a '0' for the min value in Sway and Roll.

This basically turns off the negative inputs for this DOF

We should be able to do this without modified plugins like this. :cheers
First Game Engine needs to be in "Expert" mode, this gives us separate Min/Max files for both (a) and (b) Axis Assignments.
Then setup you axis assignments like this.

Notice this is the - (a) Axis Assignments.
[​IMG]

Notice this is the - (b) Axis Assignments.
[​IMG]

Then in Tuning Center, make sure both sets of Min/Max settings for (a) & (b) Axis assignments are the same, except for sway.
For (a) Axis Assignment use a sway like this.
[​IMG]

And for (b) Axis Assignments use a sway like this.
[​IMG]

What you have essentially done here is turn off sway in one direction for each axis (the 0 turns them off in that direction.)
Now all you have to do is change your interface output.
Wherever you are using <Axis2a> Change it to <Axis2b>.

With this example above, all game plugins should be usable without modification.
If anything in the example needs more explaining, let me know!
Take care, :thumbs
yobuddy

►in your code:
We're sending 8 bits to Arduino as per interface settings, so that means values between 0 and 255. 0-127 is -ve and 128-255 is positive (heave/surge)

I can't do -ve DOF so I have this line that clips anything 0-127 and 128 is minimum

if (actuatorPosition[currentActuator]<128) actuatorPosition[currentActuator]=128;

So now the values are 128-255 and these are mapped to the values which go to the servo as per below. These numbers vary servo by servo and with ASMC/E you even need to tweak for individual servos depending on how the tiny pots might have been adjusted for sensitivity.
RacingMat likes this.
Category:
gSeat
Published:
Aug 25, 2019
Page Views:
1622