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Steps to create a motion profile

After installing the game plugin select the desired game in the Axis Assignments tab of the SimTools Game Engine.

For racing select a mid range car and a reasonably accurate track, say Monza in AC, do a base profile, test it on some other tracks to fine tune, then tweak in Game Manager profiles. That way you have a reasonable range to tune harsher or softer in Game Manager profiles. Start with surge only, allocate 20% in the Axis Assignments. The actual Axis % needed depends on the design of the simulator and what force is being tuned and takes some experimentation to find and refine. In many respects Axis allocation % is a bit like clipping in FFB settings, too much and you lose detail. Then do sway next, heave, then roll and pitch, one axis at a time.

Total axis allocation should be around 100%, it can be a little over but do avoid huge allocations on axis that serve multiple DOF/forces, as clipping is likely: https://www.xsimulator.net/communit...-loss-moving-while-stopped.10397/#post-135974

For flight profiles start with roll and pitch, or where supported by the plugin you can use Extra 1 and 2 in place of pitch and roll, as the later invert from one axis extreme to the other at 180 degree in-game inversion. You will also likely need to use the washout, gain and return filters for best flight effect.

As of SimTools v2.3 there is a new option for flight profile tuning called Anti RollOver, designed to eliminate the 180 degree in-game inversion in rolls and loops. This setting returns the output value to zero when the input is at its max or min setting. For Instance, if we had a Max and a Min of 180°/-180° for an input and this setting was on, any values after 90° start counting back to zero. Making an input of 100° = 80°, 120° = 60°, and 180° = 0°. The same thing happens for the negative values also meaning that a -180° = 0°. (Note: This setting is only intended for the Roll and Pitch inputs from a game.): https://www.xsimulator.net/community/threads/simtools-v2-3-is-out.12483/#post-163409

Next, you do a base setting for the Tuning Center: http://www.xsimulator.net/community/faq/set-base-tuning-motion-values-in-the-tuning-center.122/

Raising the Tuning Center values will soften the motion over a greater axis movement, lowering the value will do the reverse. See here for an expanded explanation: https://www.xsimulator.net/community/threads/graphic-simtools-parameter-adjustment.9054/#post-113925

Test surge in game and manually adjust Tuning Center Values until surge feels right: http://www.xsimulator.net/community/faq/tuning-center-entering-manual-values.210/

With surge the Max value is generally smaller than the Min value in the Tuning Center, to give the effect of a snappy gear changes: http://www.xsimulator.net/community/faq/snappy-gear-change-motion.121/

Disable surge but leave the Axis Allocation % in place so you can easily re-enable it.

Do Sway next and follow the same procedure, then do heave the same way. Heave can in many cases be far less of an Axis allocation than 20%, while sway may be significantly more for best results. However, avoid allocating too much Axis % in total: http://www.xsimulator.net/community/faq/axis-assignment-percentage-totals.120/

Once you have surge, sway and heave sorted then you can then try adding roll and pitch.

Once you are satisfied with each you can re-enable them all and SimTools will mix the results. You may need to do some minor manual tweaking in the Tuning Center with all enabled.

When you are satisfied with the generic motion profile you created then you can refine it even further by creating specific car/track profiles in the Profile Editor, located in the SimTools Game Manager. Copy the Default Profile in Profile Editor under the Editor tab, name the copy by the Car/Track then use the sliders in the Editor to further tweak the settings.

You can change the Main Level % for different Game Manager profiles, this applies smoothing to All of the data coming from the game. (its how it adjusts the strength if you will). When this value is at 100 %, it uses no smoothing at all, and you are riding the direct data supplied from the game. As you lower the Main Level % value you are applying smoothing to all inputs from the game plugin: https://www.xsimulator.net/community/threads/simtools-v2-3-is-out.12483/#post-163173

Once the fundamentals are sorted you can use this handy tool by @perdixero to compare axis and analyze/refine filter settings: https://www.xsimulator.net/community/threads/application-to-compare-axis-filters-etc.10695/

Check here for further SimTools Settings, Tips and Tricks: http://www.xsimulator.net/community/faq/simtools-settings-tips-and-tricks.18/category

Credit @noorbeast
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SimTools Settings, Tips and Tricks
Dec 20, 2015
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