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

FlyPT Mover

Discussion in 'FlyPt Mover' started by pmvcda, May 30, 2019.

  1. VirtualObsession

    VirtualObsession Member Gold Contributor

    Joined:
    May 20, 2017
    Messages:
    61
    Occupation:
    IT developer
    Location:
    Hertfordshire, UK
    Balance:
    256Coins
    Ratings:
    +10 / 0 / -0
    My Motion Simulator:
    6DOF
    @hexpod, I'll double check the OVRMC axis alignment maybe tonight.

    Is there a way to set the COR specifically for mix surge or sway in pitch and roll? It would make more sense if the centre of rotation is at head position. This may have already been discussed many times in this thread. Please, point me to the posts if it has.
  2. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,846
    Location:
    Portugal
    Balance:
    14,096Coins
    Ratings:
    +2,169 / 16 / -0
    My Motion Simulator:
    6DOF
    Hooks need to be updated.
    I will look at it for the next version.
  3. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,093
    Location:
    berlin
    Balance:
    7,091Coins
    Ratings:
    +336 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
    If you could also check the star was squadrons. I couldn’t connect.

    Thanks
  4. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,093
    Location:
    berlin
    Balance:
    7,091Coins
    Ratings:
    +336 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
    Maybe better to adjust the OVR tracker. If you put the CoR so high, you will heavily restrain your motion range.

    I put the tracker at the butt level. It’s not bad.

    I have to experiment more with it as well
    • Informative Informative x 1
  5. VirtualObsession

    VirtualObsession Member Gold Contributor

    Joined:
    May 20, 2017
    Messages:
    61
    Occupation:
    IT developer
    Location:
    Hertfordshire, UK
    Balance:
    256Coins
    Ratings:
    +10 / 0 / -0
    My Motion Simulator:
    6DOF
    You're right about putting the COR too high. How does the tracker position affect COR? The tracker at butt level is probably better for vibration insulation.

    BTW, has anyone got a good filter for a convincing roll feeling? When I start a roll, the chair rolls correctly. But I'm getting a harsh opposite roll when the stick moves back to centre. When you release the stick the plane stays in the roll position, but the chair returns to centre. How does a filter recognise you're releasing the stick and _not_ doing a roll in the opposite direction? I'm not quite sure which combination of filters will provide that.

    [edit] Maybe it has to know it's crossed the zero line to differentiate.
  6. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,093
    Location:
    berlin
    Balance:
    7,091Coins
    Ratings:
    +336 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
    Aha I understand now that you’re talking about physical tracking. I was talking about the virtual one. My fault.

    Concerning the filtering I left rudimentary config files which can be used as a starting point for more complex profiling.

    Which game are you interested in ?
  7. VirtualObsession

    VirtualObsession Member Gold Contributor

    Joined:
    May 20, 2017
    Messages:
    61
    Occupation:
    IT developer
    Location:
    Hertfordshire, UK
    Balance:
    256Coins
    Ratings:
    +10 / 0 / -0
    My Motion Simulator:
    6DOF
    Sorry, forgot to mention the game. It could be FS2020 or IL-2. All I know is that the rig angle shouldn't be proportional to the roll speed.
  8. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,093
    Location:
    berlin
    Balance:
    7,091Coins
    Ratings:
    +336 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
  9. VirtualObsession

    VirtualObsession Member Gold Contributor

    Joined:
    May 20, 2017
    Messages:
    61
    Occupation:
    IT developer
    Location:
    Hertfordshire, UK
    Balance:
    256Coins
    Ratings:
    +10 / 0 / -0
    My Motion Simulator:
    6DOF
    Thanks for that. I'll have a look at that tonight. Funnily enough, I've been using the Zlin Shock Ultra for a lot of the testing. I've found with the motion rig it's really enjoyable.

    I wonder if this would work in a motion simulator. The roll angle is the sum of the aileron deflection angle over time. I had a look at the INT filter for this. But there's no way to crop or limit the filter internally. It continues to add the input to its internal value indefinitely beyond the CROP values. Using INT plus a washout filter for roll seemed ideal. Yes, would need another variation of the INT filter.:)
  10. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,093
    Location:
    berlin
    Balance:
    7,091Coins
    Ratings:
    +336 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
    That’s strange to put it like this. Anyway you have angular speeds which are doing the best job on all 3 rotations
  11. VirtualObsession

    VirtualObsession Member Gold Contributor

    Joined:
    May 20, 2017
    Messages:
    61
    Occupation:
    IT developer
    Location:
    Hertfordshire, UK
    Balance:
    256Coins
    Ratings:
    +10 / 0 / -0
    My Motion Simulator:
    6DOF
    Some integral of the angular speed input for calculating the roll positions. Just thinking aloud. I'm trying to make the motions as coherent as possible before I demo the motion rig to intrepid test subjects (family..).
    I don't want to make them instantly nauseous.:( Probably still got a couple more weeks of fine tuning. Your file is helping a lot.:cheers
  12. SeatTime

    SeatTime Well-Known Member

    Joined:
    Dec 27, 2013
    Messages:
    2,574
    Occupation:
    Retired
    Location:
    Brisbane Australia
    Balance:
    28,370Coins
    Ratings:
    +2,844 / 38 / -0
    My Motion Simulator:
    AC motor, Motion platform
    From my experience, G systems help allot in simulating High performance/jet aircraft as there are no 'return to centre' issues.
    • Agree Agree x 1
  13. Marco Annunziata

    Marco Annunziata Member Gold Contributor

    Joined:
    Dec 2, 2019
    Messages:
    82
    Balance:
    632Coins
    Ratings:
    +12 / 0 / -0
    My Motion Simulator:
    DC motor, Motion platform, 6DOF
    Hello pmvcda
    Jerky movements should be my electronics, seems that the CPU of the controller is too weak but the burst in the singularity position is a definitely bug. to be precise only the "Roll" and "Pitch" movements give these issues. I have developed a simple app that plot in a diagram the input coming from another pc with the Mover sending UDP positions.
    pmvcda if you want I can send it to you, it crashes often but is usable anyway.
  14. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    1,846
    Location:
    Portugal
    Balance:
    14,096Coins
    Ratings:
    +2,169 / 16 / -0
    My Motion Simulator:
    6DOF
    Roll and pitch... Could be the mixing with sway and surge. Can you try without mixing sway and surge into roll and pitch?
    Send me the app.
  15. J-1775

    J-1775 Aviator

    Joined:
    Jan 28, 2014
    Messages:
    164
    Location:
    Switzerland
    Balance:
    1,507Coins
    Ratings:
    +51 / 0 / -0
    My Motion Simulator:
    6DOF
    Have a filtering question. Don't know whether it's a bug or a (correct) feature in DCS, but some piston aircraft show quite some yaw and heave acceleration numbers when standing with engine idling on the tarmac. (To try it yourself: Quick mission, Caucasus, TF-51D, Hot start from Batumi parking.)
    So when I adjust and filter my ground yaw and heave settings in order to getting full motion range when taxi-cornering on the tarmac or on touch down, the movements are too big when the motor is idling. I wouldn't mind some additional vibrations to my ButtKicker, but it's just too much.
    Question to pmvcda and all others: can we set up something like a 'dead zone'? A gateway that filters away the lowest VAUES (not CHANGES or spikes). Kinda cropping, but the other way round. Only big changes/values would come thru.
    Any other thoughts and ideas?
    P.S. I tried speed instead of acceleration. It helps some, but it's still too much vibration in idling.
  16. Historiker

    Historiker Dramamine Adict Gold Contributor

    Joined:
    Dec 16, 2010
    Messages:
    2,158
    Occupation:
    Retired
    Location:
    Michigan USA
    Balance:
    9,176Coins
    Ratings:
    +2,156 / 19 / -1
    My Motion Simulator:
    3DOF, DC motor, Arduino, Motion platform, 6DOF
    It is not just the piston engine planes. Try it with the Harrier after you release the parking brake. All planes, as far as I have found, have a massive jerk or vibration when sitting still on the ground.

    What I have been using to soften this is the spike filter. I set it to 3 (forget which field, but it is the middle one), and that does a great job to tone it down.
    • Informative Informative x 1
  17. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,093
    Location:
    berlin
    Balance:
    7,091Coins
    Ratings:
    +336 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
    I noticed as well strong low RPM shakes embedded in the flight model. I could filter them with simple EMA orders. I just put two or three of them in cascade to diminish low RPM shakes particularly on heave and roll. After that I find them very coherent and enjoyable
    • Informative Informative x 1
  18. J-1775

    J-1775 Aviator

    Joined:
    Jan 28, 2014
    Messages:
    164
    Location:
    Switzerland
    Balance:
    1,507Coins
    Ratings:
    +51 / 0 / -0
    My Motion Simulator:
    6DOF
    Thanks @Historiker and @hexpod, I'll try out your suggestions!

    EDIT: I actually found two filters CUBIC and CUBIC3 that may act like a 'dead zone' (Master pmvcda actually describes them as that). You do not have a mathematical Zero in it. But values are so low in the 'zone' that it works perfect for the intended effect of washing out the small engine rumbles while not compromising the big spikes or amplitudes when taxiing or at touchdown.
    Of course, the curve is an exponential (as the 'CUBIC' names imply), but I can live quite good with that. I thought of compensating the exponential curve by using speed instead of acceleration as input, but I found it wasn't necessary.
    You can tune the curves to a large extent, make a high exponential curve (as in pic cubic3_b), a 'clean' one (as in
    cubic_a) or you can increas the 'like deadzone' as in the other two examples (same result with any of the two cubic filters).
    And finally a big hail to whoever made up that we have two individual settings for Air and Ground!:cheers

    Attached Files:

    Last edited: Jul 23, 2021
  19. Marco Annunziata

    Marco Annunziata Member Gold Contributor

    Joined:
    Dec 2, 2019
    Messages:
    82
    Balance:
    632Coins
    Ratings:
    +12 / 0 / -0
    My Motion Simulator:
    DC motor, Motion platform, 6DOF

    In the first video, I see strange behavior, I'm using the joypad and I'm doing extreme position of the rig with the pitch and roll and in the plot, I see strange bursts. in the second video I don't use the pitch and roll indeed I don't see the strange burst. Seems the same that happens in the video of the platform I have shown previously.
    I sent you the app




    Last edited: Jul 21, 2021
  20. VirtualObsession

    VirtualObsession Member Gold Contributor

    Joined:
    May 20, 2017
    Messages:
    61
    Occupation:
    IT developer
    Location:
    Hertfordshire, UK
    Balance:
    256Coins
    Ratings:
    +10 / 0 / -0
    My Motion Simulator:
    6DOF
    Why is my rig heaving to its limits when I connect the serial output, please? How do I reset the parameters that determine this pose? When I disconnect the serial output, it stays fixed in said pose, making it very difficult to cut power to the rig as it will collapse upon itself.

    I have looked at the park values and these are set to zero. I'd rather not use the park or driving poses for now as they seem unpredictable, I don't understand their behaviour and has shot up at full heave once scaring the living daylights out of me.:eek:
    Last edited: Jul 22, 2021