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value1

NoLimits Rollercoaster Simulation Plugin 2.0.1.17

SimTools game plugin for NoLimits Rollercoaster Simulation

  1. MarkusB

    MarkusB Well-Known Member Gold Contributor

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    My Motion Simulator:
    2DOF, 3DOF, DC motor, Arduino, Motion platform
    Thanks for your hints, @yobuddy.
    About the current delay: When the roller coaster enters the chain lift, the Surge value changes abruptly, but only after several seconds on the lift.
    With the smoothing I would expect a delay, but also a smoother movement.
    And I only increased the smoothing value after experiencing the snapping changes with lower smoothing.

    The thing is that I did not have this behavior with the former plugin version, and that Pitch is working as expected.

    About Game Manager / Profile Editor: No, I did not do anything there. Thanks for the tip. I will try it tonight.
  2. MarkusB

    MarkusB Well-Known Member Gold Contributor

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    @yobuddy: I finally managed to follow your hint regarding the Main slider in the Game Manager.
    It really removed most of the jittering of my Surge flaps, which is great. I just did one test run with just the Surge flaps activated, and the result is quite promising. Will re-configure the remaining forces and angles and make some test runs asap.

    So thanks a lot!!!

    I still think that the 'surge' force in No Limits 2 is kind of mixed with the pitch angle, because it increases when the coaster enters the chain lift at the beginning of a track. I will post a video soon.
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    Last edited: Mar 21, 2017
  3. MarkusB

    MarkusB Well-Known Member Gold Contributor

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    A minute ago I tried several coasters with the Game Manager's "Main" slider set to 50%, and the difference is amazing: The movements are not so unnaturally abrupt anymore like before, and the coaster is smoothly following the track. Brilliant!

    Thank you so much for this tipp, @yobuddy!
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  4. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    @MarkusB,
    have you captured good Max/Min values for the game?
  5. MarkusB

    MarkusB Well-Known Member Gold Contributor

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    Well, I think they are rather good, although I did not spend much time with this up to now. I just did the capturing with two coasters, one wooden and one steel track, but I did not go into fine tuning by altering values manually. I think it would be good to manually increase the pitch movement, while roll seems good already.
    Now that the jittering is eliminated, I will see what I can do here.
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  6. Mxcobra

    Mxcobra Member

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    My Motion Simulator:
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    guys looking for a little help with this plug in... it seems to work fine. but im getting limited movement. i would imagine when going up and down the hills i would get some pretty impressive movements. Im running a 3dof wiper type setup. the kit from dofreality.com
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    As it is a commercial sim please start a new thread in the commercial section and post pictures of all of your settings, plus a video showing the movement of the rig and the game screen at the same time. That way members will be able to offer advice.
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  8. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    I have posted this somewhere else - but for future searchers - To get a good profile for No limits 2 you need to monitor a complete ride via the Game Engine/Output Testing/Virtual Axis (handy to do this for any simulation) and ensure the system is not clipping - this will give you a good smooth ride. Then set the Axis percentages to suit your rig. As an example here's my setup (6DOF).

    - Heave = 20%, Surge = 20%, sway = 20%, Roll = 40% and Pitch = 40%. Do not use Yaw - unless you own a 360 degree capable sim :) it will just mess things up. Also Sway and Surge have 10% smoothing.
    Tuning Center as follows:

    Main Slider - 100%

    As I'm using the standard Pitch and Roll, this obviously is no good for the 360 capable Roller Coasters. Looking into a profile using possibly the current Extra1,2 and 3 for that.

    [​IMG]

    And a video of the rig with this setup.



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    Last edited: Apr 12, 2017
  9. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    Tried playing around with the roll speed, pitch speed etc but unfortunately not much use for my rig. Really need to modify the plug-in to suit and remove the issues with -180 to +180 (360 to 0) transfers. Maybe in the future - need to be patient :).
    • Agree Agree x 1
  10. SilentChill

    SilentChill Problem Maker

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    My Motion Simulator:
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    Totally agree with you there, problem is with the telemetry output I cant figure out how to create the acceleration values like it use to be. @value1 is the man to do it he is the plugin genius :D
  11. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    I think you could manage it with just some math in the plug-in to negate the roll/pitch 360/0 angle transition issues, current acceleration data - sway/surge/heave should be fine as they are, but I would need to play with the plugin to be sure.
  12. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    Eg break the roll/pitch 0 to -180 and 0 to + 180 degree (or whatever) data into quadrants and apply maths to the data modifying it depending on what quadrant it transition to or from.
  13. SilentChill

    SilentChill Problem Maker

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    My Motion Simulator:
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    This is all we have to work with,

    * float32 (speed)
    * float32 (Position x)
    * float32 (Position y)
    * float32 (Position z)
    * float32 (Rotation quaternion x)
    * float32 (Rotation quaternion y)
    * float32 (Rotation quaternion z)
    * float32 (Rotation quaternion w)
    * float32 (G-Force x)
    * float32 (G-Force y)
    * float32 (G-Force z)

    @value1 has tried in the plugin to stop it going past the 180 using Extra 1,2 and 3 but for me it does not work very well at all.
  14. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    Ok, but I'm not talking about extra raw data from the game, It would just be further post processing of the existing roll and pitch data. I could likely even do it with a Arduino Due, as a post process, will look into the viability of the whole thing when I get back from my trip :).
  15. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    Found some spare time before I go away to build a test plug-in for running 360 degree roller coasters. Still need to do some more tweaking and a bit more testing, but the concept has worked and most importantly feels great - video below: Note: for testing I have set the Profile Editor at 50%.

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    Last edited: Apr 17, 2017
  16. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    More testing with my new plug-in on other 360 roller coasters has highlighted limitations with the base motion calculations - when the roller coaster is doing a straight 'loop', on top of the loop the roll data is also outputting a hard roll o_O, this was likely not seen as a issue before. I will see if I can fix it :think. This was not so obvious on the 'Kumba' roller coaster that I used for initial testing, but was very obvious on the 'Double Loop Double Corkscrew'.
    • Informative Informative x 2
    Last edited: Apr 18, 2017
  17. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    Certainly looks to me to be an issue with the Roll Calculation on the Quaternion telemetry data.
    See the top roll data when the roller coaster is going through a flat loop - it does a 360 roll o_O. FI. Note the Extra 2 Roll with my changes and how it now limits the snap change to the other side. I will work on this once I return from holidays.

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  18. reko19

    reko19 Active Member

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    Hi everyone. So I successfully set everything up, no issues. One question though. At the beginning of each ride you basically go up in before the first drop propelled by a chain or some other means. I would expect this potion of the ride to be a lot more "bumpy" if you know what I mean. Mine just pitches back a little with no other motion. I tried adjusting heave min/max and % but that didn't help. Am I missing something, or is this just how the software is written. Thnk you.
  19. German Murillo

    German Murillo New Member

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    I want to use the speed data of ned for speed to display them on another screen for some tests, with this plugin I can achieve it, how does that language work?
  20. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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