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boundary....question

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by gigi, Oct 31, 2019.

  1. gigi

    gigi Active Member

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    Good evening to all of you, I'm trying to perfect the setting of my simulator in particular by using the boundary filter. For each axis I set the heave at 40% and the total percentage of all forces for each axis is 100% (surge heave roll pich tl sway total 100%). I would like to improve the heave. As it is and very sensitive, however, the movement is also very wide when I encounter large bumps in the ground. Through the boundary filter I can cut the amplitude of the movement while maintaining sensitivity. But my question is this:
    Is it correct to raise the assignment of the heave by bringing it to 100%, and thus having a total for each axis of 160% but going to set the percentage of the boundary for the heave to a very low value es 10% or 20%? Or is it preferable to leave the assignment of the heave at 40% and therefore not exceeding 100% of the total assignment per axis and setting the boundary to 40% for the heave?
    heave 100% total% for axis 160% - boundary for heave 10% or better heave 40% total% for axis 100% - boundary for heave 50%??
    I mean, setting the boundary filter to a very low value for a force allows me to raise the total percentage of assignment of an axis well over 100% or it is always better to stay within 100%
    Thanks
    gigi
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The Axis Allocation should total around 100%, not be 100% for each force: https://www.xsimulator.net/community/faq/axis-assignment-percentage-totals.120/

    The Axis Allocation is how much of the total movement is available for each force. The boundary filter is a sort of limiter.

    If you set the Axis Allocation force to use 20% of the axis, say for heave, it will use all of the 20% of the axis movement only when the game input for heave is at 100%.

    If you set the Axis Allocation force to use 100% of the axis for heave, with a 20% boundary, it will use 20% of the axis movement when the game input for heave is at 20% and will ignore any higher inputs.

    Generally speaking I suggest you try a lower Axis Allocation % for heave and then refine the Tuning Center values, doing the heave and every other axis one at a time before enabling them all and fine tuning: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/
  3. gigi

    gigi Active Member

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    Hi

    Hallo noorbeast and thank you first of all for your support. I had already read in other threads similar to mine how much you wrote to me and I know perfectly well that you suggest not to exceed a total value for each axis greater than 100%.
    Now suppose we assign a value of 20% to the heave effect and that it corresponds to a 10cm movement of the sim. When game input for heave is at 100% the sim will have a movement of 10cm. The problem, however, is that when igame input for heave is very low we imagine 5% (this happens due to the small roughness or irregularity of the asphalt) the movement will be equal to one twentieth of 10cm or 0.5cm. This small range fails to be so detailed for me. Probably if I used smaller engines I wouldn't have this problem but my project is incompatible with them. Certainly working with the tuning center it helps and refines but in my case, and I also believe for many others a low heave value returns a not very detailed movement for small roughness
    Before discovering the magic of the boundnary filter I used for the heave value equal to +/- 40% (taking care not to exceed 100% of total assignment for the axis), I honestly don't know how many cm of movement of the sim it corresponded, surely it also gave me a good detail for small roughnesses, but this meant that for the great roughness (that is when from the game comes a 100% input) that the sim moves a lot due to the heave effect, perhaps too much to the point of to annoy me by distracting me from the guide.
    By assigning a very high value to say heave, say 100% (and consequently finding myself to have a total value for the axis of 160%) and cutting heave with the boundary filter set at 20%, my sim becomes really very very sensitive to small harshness that are the ones that most "thrill me", giving up all that game input for heave transmits over 20%.
    What I wonder is: if without the boundary filter the total assignment for an axis equal to 160% (of which 100% for heave and the remaining 60% for roll pich sway etc.) almost certainly generates clipping, the assignment of 160% (of which 100% for heave and the remaining 60% for roll pich sway etc.) but with the boundary filter for the heave set at 20% (which therefore cuts for it all the values of game input higher than 20% ) generates equally clipping? If I have to judge by the feeling that I receive the guide to me, this last solution is very pleasing, but I would like it not to be like saying in contrast with the laws of physics to which simtools certainly connects
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
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    Occupation:
    Innovative tech specialist for NGOs
    Location:
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    Balance:
    145,112Coins
    Ratings:
    +10,778 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK