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DIY Compact 2DOF No-Weld

Discussion in 'DIY Motion Simulator Projects' started by Human Dude, Feb 1, 2019.

  1. Kranky Pantz

    Kranky Pantz Active Member

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    My Motion Simulator:
    2DOF, DC motor, JRK, Motion platform
    I'm using some small Dayton Audio Pucks.

    I drilled out the correct size using a hole-saw, and then mounted them and covered them with some rubber shelf liner (see pics).

    I've also used a scrap piece of carpet underlay on the bottom seat portion, just to give a bit of cushioning due to the seat being hard poly/plastic (we don't want hemorrhoids after all :eek:).

    The finished product has been working great so far.

    Perhaps one day I'll upgrade to a nice fiberglass Recaro or Bride racing seat, but as it stands I haven't felt the need to.

    Plus these poly seats are super lightweight, which is great for the motion rig as it causes less stress on the system.

    [​IMG]
    [​IMG]
    [​IMG]
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  2. Kranky Pantz

    Kranky Pantz Active Member

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    My Motion Simulator:
    2DOF, DC motor, JRK, Motion platform
    Sorry, I forgot to mention, as you can see in the pic's the cover isn't baggy at all.

    When I bought the poly seat, I ordered 2 of the covers, as I figured those would wear out first.

    As it stands, I have zero wear on the first one, so unless I find a steal of a deal on a fiberglass racing seat I'm sticking with this setup.

    Spent 4hrs in it tonight, and plan to go for around another 2 or 3 hours more.

    Simply because this Assetto Corsa free "Sol" mod is incredible in VR and I can't stop playing it....aside from going for pee breaks, LOL!!!!!


    My gawd I love VR + a DIY motion platform....thank you to the x-simulator mods + community...you ROCK!!!!!!!
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  3. Human Dude

    Human Dude Member Gold Contributor

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    Huh, very good to know that those covers are tight fitting. I might have to pick one up!
  4. Kranky Pantz

    Kranky Pantz Active Member

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    My Motion Simulator:
    2DOF, DC motor, JRK, Motion platform
    U R welcome ;)
  5. Human Dude

    Human Dude Member Gold Contributor

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    Out with the old, in with the new - new seat booster and ujoint interface bolted up, it's SO MUCH more solid than it was. I can really feel the movements now - but I think my pitch axis may be inverted.

    Time to actually sit down and go through all my axis assignments and make sure everything is oriented correctly. Anyone know a good PCars2 track with hills and such for testing/tuning?

    Attached Files:

  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
  7. Human Dude

    Human Dude Member Gold Contributor

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    Yup, this is definitely where I'm headed. Thanks!
  8. Human Dude

    Human Dude Member Gold Contributor

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    Been a few days since I've had a chance to mess around with things. It's mostly working pretty well, but I'm not really happy with the A1308 hall sensors in practice. The mechanical limitations (large shafts) combined with the magnets I have around give me extremely small functional measurement ranges - ~40 degrees in both directions from 'center' uses around 9% of the axis in SimTools, leading to some fairly gnarly deadzones in the motor rotation.

    I'm going to take another stab at some rotational hall sensors and a radically different approach to mounting and measuring, as I have some ALS31300 and TLV493 3D hall sensors coming in for an unrelated project. They are i2c and 3.3V but some basic code on a 3.3V Pro Micro I have laying around should let me turn those readings into scaled output that looks just like a potentiometer to the main Uno R3.

    It may take a few weeks to get those sensors and the associated PCBs in, though. More updates once I've had some time experimenting - or if that fails, I'll just get together some 10K pots.
  9. Human Dude

    Human Dude Member Gold Contributor

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    I ended up ditching the idea of using the i2c/3v3 based 3D hall sensors - they really are just not right this kind of application, given that it runs at 5V and would need either an interpreter board and additional circuitry or a level shifter and some major code changes to SMC3, which I didn't really feel up for.

    Given that, I ended up reworking the A1308 brackets to better utilize the KJMagnetics R424DIA magnets I started with. The specific part number I am using is 'A1308KUA-2-T'. The KUA is the micro SSIP package and the 2-T means it has 2.5mV per Gauss. This means if I put the face of the magnet about 4.5mm from the face of the A1308 package, I get way better response range. I'm using about 60% of the axis range in Simtools for one, and ~40% for the other. I'm not sure why the discrepancy in sensitivity, but given how much better it's working overall I'm not too arsed to chase it down at this point.

    I think I'm getting pretty happy with my SMC3 settings:
    1-SMC3Settings.JPG

    And my SimTools settings:
    2-SimToolsAxisA.JPG 3-SimToolsAxisB.JPG

    I think I went a little heavier on the pitch/roll than most people I've seen - but to me, the pitch/roll is way way more noticeable than the surge and sway, because the latter are mostly short impulses where pitch and roll are sustained.

    Dumb question though - do different games use different DIR flags in SimTools? It seems like Pitch and Surge especially in PCars2 and Dirt Rally are opposite?
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    This is what SimTools expects in terms of Dir settings for axis movements: https://www.xsimulator.net/community/faq/which-way-to-set-simtool-axis-movements.230/

    But there is always the possibility a plugin accidentally is constructed with a reverse output. I am moving house at the moment and my rig is packed away, so can't check for you right now re PC2 and DR, though be aware there is more than one plugin floating around for both those games.
  11. Human Dude

    Human Dude Member Gold Contributor

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    Interestingly, both my PCars2 (the most recently updated UDP by value1) and Dirt Rally plugin (the updated one by value1) are showing almost the opposite as the SimTools manual, which may be what's throwing me off:

    Nose pitched up - Pitch Right
    Car pitched down - Pitch Left
    Tilt right - Roll Right
    Accel - Surge Left / Pitch Right
    Decel - Surge Right / Pitch Left
    Right turn - Roll Left + Sway left
    Left turn - Roll Left + Sway Right

    As mentioned by value1 in his DR1 plugin page, surge and sway seems busted in that particular game, but the rest of it seems to be working if somewhat counter to the manual.