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FlyPT Mover 3.7.0.17

Discussion in 'FlyPt Mover' started by pmvcda, Sep 20, 2024.

  1. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,209
    Location:
    berlin
    Balance:
    7,782Coins
    Ratings:
    +375 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
    If your car is tilted in a constant side slope of for ex 15deg. you need to create a centrifugal 0.258G-force (sin(15deg.)) in a turn, so the math compensate it and bring your platform flat.

    By analogy, in a longitudinal slope of 15deg. you need to accelerate 0.258G in order to bring your rig flat.
  2. hexpod

    hexpod http://heXpod.xyz

    Joined:
    Apr 18, 2016
    Messages:
    1,209
    Location:
    berlin
    Balance:
    7,782Coins
    Ratings:
    +375 / 5 / -0
    My Motion Simulator:
    DC motor, 6DOF
    Important to understand - to tilt your platform, instead of angular positions, you should choose angular velocities (usually present in all titles acting only when you are torquing). What should tilt you platform is the gravity component (if not present natively in the game telemetry, you can add it in mover)
    Than selecting „mix surge in pitch“ and „mix sway in roll“- option should add and subtrac all the forces in a correct manner automatically.
  3. pmvcda

    pmvcda aka FlyPT

    Joined:
    Nov 3, 2010
    Messages:
    2,230
    Location:
    Portugal
    Balance:
    15,659Coins
    Ratings:
    +2,665 / 17 / -0
    My Motion Simulator:
    6DOF
    In most sims, accelerations don't include gravity
    When they include, mover puts that value in the AG values and calculates the other ones (A and G).
    So you don't need to know those details from the games.