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Showroom Prosimu T1000 PRS200 3DOF

Discussion in 'Commercial Simulators and Peripherie' started by fsutton, Aug 25, 2018.

  1. saxxon66

    saxxon66 New Member

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    I guess most of the mentioned Software do use only the vertical acceleration for the up and down movement.
    For some games this is ok.
    For other games you need to mix all accelerations (vert, lat, long).
    What is still missing is the Rotation rate along the axis.
    This will bring you the fine differences in ride height, you can see in the data.
    Mix it with pitch and roll and I will get the orientation of the car in the world too.
  2. Onaflyer

    Onaflyer Member

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    My Motion Simulator:
    2DOF, SCN6
    I have a T1000 also and chased those fine road feelings and rumble strips also. I ended up just mounting my simvibe system and running in chassis mode. Really a great solution I think as I can dial in both systems independently of each other.

    The T1000 motion was great but when I added Simvibe back in I said "Wow, now this is what I was seeking"
  3. yobuddy

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

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    SimTools gets its heave data directly from the game (just like it does for all games).
    There is nothing to simulate as it's direct game output.
    It would not be heave if you had to mix something else into it right?

    Dbox mixes some shock rumble into their heave data which is why it's a bit different.
    I have never seen a Ride Height output from any game, so I'm not sure what's thats all about.

    In the end thou, without properly tuned Min/Max numbers, you just won't get what your expecting.

    Take care all,
    yobuddy
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  4. fsutton

    fsutton Member

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    I hate to ask, because I know you have an answer. What's wrong with providing a some shock rumble as a separate effect as to not mess with heave and keep that pure? I think what we're saying is that there's no amount of tuning (that I'm convinced of at this point) that's going to give us that d-box feel apart from it being added as an option. Yeah, we can always add simvibe/gamevibe I know.

    And thanks for helping out last night YoBuddy
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  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    You can do that with Game Vibe and transducers.
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    Last edited: Aug 28, 2018
  6. fsutton

    fsutton Member

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    LOL, alright. I'll exit the conversation now. I hope I'm still welcome to participate on other topics.
    • Optimistic Optimistic x 1
  7. saxxon66

    saxxon66 New Member

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    Heave - It depends.
    Vertical acceleration can bee seen with respect to the orientation of the car (local object space) in the world (global object space) or without.
    So if you run a oval, the car that is tilted towards the infield. If the telemetry value does include the orientation of the car it will include the lateral acceleration.
    If not, you need to take it into account. Same with longitudinal acceleration.

    What people here are missing is the small, fast pitch movement of the car.
    For example In iRacing this value is called PitchRate and RollRate. It is the roll rate along the X/Y-axis.
    By translating these values in small fast Pich/Roll movements you will get what the guys are looking for.

    Most sims can not individually drive the different effects. So we need so mix the effects. Doing this, we are no longer able to use a specific acceleration for a single effect.
    I had good results by doing small movements for the pitch rate, dialed right in it feels natural.

    Ride Height

    iRacing outputs the right hide for all 4 corners of the car, but only on disk (maybe we can ask David Tucker to include it in the shared memory data).
    Assetto Corssa outputs the CGHeight, it is the height of the center of gravity of the car and RideHeight for front and rear.
    ...
  8. joe extraknow

    joe extraknow Member Gold Contributor

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    My Motion Simulator:
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    rFactor 2 telemetry data also offers 4 corners' ride heights and plus front & rear.

    The heave defined as "Translational moving up and down on the Z-axis", which can be displacement and/or acceleration along z axis. The ride height is displacement along z-axis.
    Human body sensory and brain are very complex and be able to detect all....in fact that the ride heights contain far more details and high frequencies vibrations, and micro bumps, while g data offers low frequency strong impact force. It likes listening to music, you don't want to use with woofer only...but need mid freq driver and high frequency tweeter as well.
    • Informative Informative x 1
  9. fsutton

    fsutton Member

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    Followup. I worked with Kevin from Prosimu and he helped me get things squared away. The feel that I'm getting now is absolutely fantastic.
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Care to share the resolution, for the benefit of others?
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  11. fsutton

    fsutton Member

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    Adjust the speed and acceleration in the interface settings.

    upload_2018-8-28_11-53-27.png
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  12. yobuddy

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

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    @fsutton,
    Do you have scn6's or scn5's?
    May help for people using your settings above.

    Of course buddy, this is how we all learn new stuff, explaining our views in order to group our knowledge and experience. These kinds of conversations is really how SimTools got to where it is now.

    Nothing at all, anything can make up the extra 1, 2 or 3 outputs from a game plugin.
    We would need something that monitors the average of all 4 corners and output the difference in change over a set amount of time (or something like that). basically, we would want the output value to center at zero.

    @saxxon66
    When I have seen Ride Height in a games data stream, it's called shock position front left, shock position front right, and so on. I use this in GameVibe for 3d chassis feedback.

    But I guess the way I look at it is that the drivers seat is not sitting on the shocks themselves, its connected to the chassis of the car. The shocks would affect the output of heave already, so using it again would be less correct I think.

    Anyway, take care all,
    yobuddy
  13. AussieSim

    AussieSim Member

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    Prosimu now mix PRS200 actuators (vertical orientation) with a SCN6 RTL actuator (horizontal)

    Their setup manual lists for PRS200
    Speed - Range 160
    Acceleration - Range 160

    For SCN6
    Speed 10,000
    Acceleration 500
    • Informative Informative x 1
  14. fsutton

    fsutton Member

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    This is correct. I purchased the PRS200s for the vertical and have an SCN6 (traction loss) for the horizontal. The default settings in their manual list speed of 160 and acceleration of 160 for teh. As you probably already know, these can be adjusted in the interface settings.


  15. fsutton

    fsutton Member

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    The vertical actuators are much larger than an scn5 or 6. It’s called a prs200.

    • Informative Informative x 1
  16. AussieSim

    AussieSim Member

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    The Prosimu PRS200 actuators do indeed seem to use 8 bits or less for the dynamic range of the actuators.

    Edit : The servo controller displays the encoder index on display, with approx 16-bit range, but the USB RS 485 FTDI - Simtools2 - PRS200 driver combination only exposes 8 bits of resolution.

    The net result in simtools is when output testing a single axis (actuator) there are only 60 steps from -100 to +100 resulting in each step being 2.5mm travel for 150mm actuators (4 steps per centimeter)

    For axis testing DOF heave, simtools appears to use the middle 50% of the actuators movement range, again divided into -100 to +100. In this case when axis limited to 95% there are only 36 steps.

    I am hoping that Prosimu can update their PRS200 driver, or allow a Simtools serial interface connection, to increase the output bit-range to 16bit.
    • Informative Informative x 1
    Last edited: Sep 3, 2018
  17. Macrooney

    Macrooney New Member

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    Hi Franzis,
    I'm waiting for a new video from you :)
  18. PetroVitallini

    PetroVitallini Member

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    What does the 8-bit resolution mean in practical terms? What would be the effect on the actuator if it had 16-bit resolution? Better road texture perhaps?
  19. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    I have used both 8 and 16 bit, the difference is quite noticeable on my long actuators.
  20. PetroVitallini

    PetroVitallini Member

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    Ok, so if I ask you you speculate: if this solvable trough software/driver update or is it an limitation because of the hardware? Might be difficult to answer, but I just thought I’d ask. What would be the rationale for only using 8 bits vs 16 bits? Is the difference felt in smoothness, detail or other ways?

    I have these actuators and have had some difficulty tuning them to my liking. Road cars feels good, but stiff cars still feel to soft from what I imagine it should feel like with regards to smaller bumps. There are differences between sims, but that must be due to the different plugins and different telemetry. Assetto corsa feels more hard and sharp than both pcars2 and iracing. I’ve solved this in a way by increasing acceleration and speed of the actuator, but that presents some other challenges. Wondering if using 16 bit would put more definition into the motion felt.

    Perhaps it’s a problem of expectations as well. The actuators is not sold as tactile units and perhaps what I’m missing is very fine road texture that you need to deliver through transducers instead.