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Question Axis total %

Discussion in 'SimTools Pro & Entertainment Version' started by fsutton, Aug 17, 2018.

  1. fsutton

    fsutton Member

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    So if I understand axis percentage allocation, the following would be incorrect because the totals add up to more than 100%. In this case, Axis1a adds up to 170% which would induce clipping. Do I understand correctly?

    upload_2018-8-17_17-17-18.png
  2. SeatTime

    SeatTime Well-Known Member

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    Depends if any movement event drives the total on a axis over 100% at any instant in time Eg. If a event drives a axis to say sway 30% , Surge 40% and Pitch 40% then 10% of total axis data at that instant would be lost in clipping. But if you did not get that combination or more at any instant in that game/simulation then it would be fine - so in reality, clipping can depend on allot of factors - not just that they add up to 100% - Although having them add up to 100% or less would guarantee no clipping.
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  3. fsutton

    fsutton Member

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    Thanks SeatTime. I've followed quite a few of your threads. I want one of your tensioner systems. Am I out of luck? lol

  4. SeatTime

    SeatTime Well-Known Member

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    Keep an eye on my commercial thread.
  5. riton

    riton Active Member

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    I think it's complicated, I did a lot of tests and in practice there is also the speed of the engines to take into account.

    as we do tests with a record of values without accidents, or extreme trips, we do not really record the possible movements of the car.

    so the maximum is never the maximum, everything is wrong if the maximum is just a small bump on a vibrator (for the example)

    For example for Roll or Pitch, I have a good result with auto recording Max, with accidents.
    then I adjust the% of the axis to get an inclination comparable to what I see in the game.
    the simulator tilts like the car in the game.

    the maximum of the game is the maximum of the simulator.
    the speed of the engines is sufficient to react correctly.

    the maximum is not often reached, so there is no clipping.


    SeatTime where is your commercial thread ?
  6. SeatTime

    SeatTime Well-Known Member

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    Its in the Commercial Simulators section under the 'Harness Tensioner' thread.
  7. fsutton

    fsutton Member

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    This is where I'm struggling a bit to dial things in. If you use the game engine tuning tool, you have to pick a car and then drive a smooth lap. For instance, I primarily drive the Lotus 79 for iracing. So I tuned the values on a single track and car. If I want to drive the skip barber, I'm not sure the values translate too well. I mean yeah, I can adjust the sliders via game manager, but I'm getting so so results.


  8. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    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 for each car/track.

    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/

    It pays to do one axis at a time: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/
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  9. riton

    riton Active Member

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    but we can not record the effects values for each car.
    it does not save them.
  10. fsutton

    fsutton Member

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    Thanks for the info below. But aren't the min/max values stored by the tuning tool based on a single car/track combo? If so, we're just overriding the values captured by the tuning tool for that single car/track when we "tune" via the Profile Editor. I feel like there's a disconnect between min/max values stored by the tuning tool and selecting other car/track combos and just moving the sliders in profile editor.

  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    A generic profile is created first, but you can then create variations of it in Game Manager profiles to represent various cars/tracks.
  12. fsutton

    fsutton Member

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    So you're saying that it doesn't matter which car/track is used by the tuning tool to store the initial values. I just want to make sure that I understand.
  13. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    No I do not mean use any old car or track to develop base settings, instead 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.
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