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FlyPT Mover

Discussion in 'FlyPt Mover' started by pmvcda, May 30, 2019.

  1. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
    DC motor, 6DOF
    Autoconnect to the interface still inoperative ?

    Best
  2. pmvcda

    pmvcda aka FlyPT

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    In FSX?
    Yes, it's disabled for now. The way it's working causes a slow down while trying to connect.
  3. hexpod

    hexpod http://heXpod.xyz

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    No, I mean not in the plugin, in the board interface
  4. pmvcda

    pmvcda aka FlyPT

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    ? then it's a bug

    CHy9uosUcAAeRP2.png
    • Like Like x 1
    • Agree Agree x 1
  5. Denis Wiegand

    Denis Wiegand New Member

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    Hi, for that i am searching too .. for xplane aktive sky has some effekts for random turb effects and sometimes it feels real.

    mover can play phyphox files i have made some my last fligth on an A319 but i have forgotten to activate linear acc. now the files wont play :(

    has anyone some files for analyse ..
  6. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    I will add those turbulence effects. Do you agree if I make it like this:

    They happen at random times for a random amount of time with random noise.
    I will allow the definition of min and max times, max amplitude of noise and frequency.

    @hexpod what do you think?
    • Like Like x 2
  7. Denis Wiegand

    Denis Wiegand New Member

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    My Motion Simulator:
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    Wunderfull
    :)

    But What i am really looking for are These long smooth movement in planes up und down like the air flows... and i think to simulate this with math will be hard. I think
    Samples will be better . I will ask a friend to make samples in a fligth at Christmas.
    If it feel good there could be a Player with random Files, wich activate with xplane air transition.
  8. hexpod

    hexpod http://heXpod.xyz

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    Please double check if it autoconnects to the comport after restart. It’s maybe a setting not being saved in the config file or something

    Thanks
  9. hexpod

    hexpod http://heXpod.xyz

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    Than you risk to get a mismatch with the visuals.

    I am not sure it’s the best idea.

    Maybe the others could comment @Dirty ?
  10. hexpod

    hexpod http://heXpod.xyz

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    @pmvcda

    I think active sky adds a camera movement without altering the flight model accel/gyro variables.

    The only way I see to do it right is to get the camera motion datarefs from active sky than to mix them with the flight telemetry.

    Not sure if you can grab it from xplane directly or you need an additional socket interacting with active sky.
  11. hexpod

    hexpod http://heXpod.xyz

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    The question worth a try. Some dynamic cam addons or weather plugins are providing a fancy cam effects.

    Grabbing them would be highly interesting IMHO
  12. pmvcda

    pmvcda aka FlyPT

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    Do we have wheater info in XPlane? Wind speed and direction would be enough.
  13. BlazinH

    BlazinH Well-Known Member

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    Turbulence is usually an effect of weather conditions. It's in FSX motion data but apparently not xplane? If it's not already there you couldn't tell when you hit a thermal in a glider, etc.
    • Agree Agree x 1
    Last edited: Dec 7, 2019
  14. Mark Pattison

    Mark Pattison New Member

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    My Motion Simulator:
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    I'm very new to all this, so please forgive me if this question is ignorant or wrong...

    First of all, I'm amazed by your software... WOW. I'm looking forward to growing my knowledge in it.

    Questions...
    If one of the actuators goes "OUT OF RANGE" from source value changes, the software stops that actuator's movement, which is good. But if source values continue to change that are making the range issue worst, shouldn't all the other actuators also have their movements constrained/stopped?

    Perhaps I'm missing something. Is there a way to allow a "Motion" (ie. Yaw) to move its full range when it can (no range issues), but when other source value changes create a range issue, all 6DOF are constrained/stopped, until source values not longer create a range issue?

    See images below for example...
    From the 3D viewer and Rig window values, if I continue to increase the situation that caused the "OUT OF RANGE" (Step #2→4: maxed Roll & Pitch, then adding more and more Yaw), it stops the actuator with the range issue, but continues to move the other actuators that worsen the range issue. And from the 3D reviewer, it actually looks like it "stretches" that actuator's rod length (while constraining/holding the Crank). I put vertical lines in Step #3 and Step #4, so you can see how it seems to stretch the Rod length while the other actuators and cranks continue to move.

    upload_2019-12-7_11-22-52.png
    upload_2019-12-7_11-23-17.png
    upload_2019-12-7_11-23-48.png
    upload_2019-12-7_11-24-15.png

    ____________
    Best regards,
    Mark
  15. Dirty

    Dirty Well-Known Member Gold Contributor

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    Hey:)

    A mismatch between motion and visual is a key concern, indeed.

    Here's my 2ct on that:
    First and foremost, my strategy is to get the platform to display the motion coming from the sim as accurate as possible. If there is turbulence in the sim engine, then there will be turbulence in the motion rig. If there isn't, then there is none in the rig. That strategy is what I will spend most of my efforts on.

    Adding turbulence effects (or any other forms of motion), is of course something that has crossed my mind more than once, but I'd...
    1. very carefully weigh the pros vs. the cons of that.
    2. rather use less than more.
    3. see if I can create the effect by getting the sim itself to deliver the data, instead of creating it (maybe an add-on can do that?).
    4. use Perlin noise instead of random noise and...
    5. expect to see benefits most likely in high frequency / low amplitude situations. (Stall onset, ground roll)
    That's my philosophy on creating motion, but I am just as clueless as anyone else. At the end of the day, it will come down to trying something out and seeing if it turns out to be beneficial to immersion.

    Cheers, Dirty :)
  16. pmvcda

    pmvcda aka FlyPT

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    Hi Mark,

    If you go to the rig window:
    upload_2019-12-7_16-57-17.png
    You have the stay in last possible pose checkbox.

    If you check it, the rig stops in the last possible pose and moves only if you go back to a possible pose.
    Unchecked is the default state. So actuators move while they can. But 3D representation doesn't match the rig pose.

    Edit:

    Forgot to say that in rotating rigs you have two type of out of range in calculations:
    -Out of the angles you defined as limits
    -And impossible position, where the arms length can't generate the requested position

    Colors in arms changes according to that
    Last edited: Dec 7, 2019
  17. hexpod

    hexpod http://heXpod.xyz

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    Yes we have, but I have the feeling those are already incorporated into the accelerations and rates.
  18. pmvcda

    pmvcda aka FlyPT

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    I'm with you.
    If there's no data, guessing it seems wrong.

    I already have some things in to fill the gaps on some games.
    Like rpm vibration or vibration from speed, or even gear change effects.

    But they all are associated to something happening in the game.
    Simplified physics ignore some of those effects and we can help enhance it.

    But if we don't have turbulence in physics and make it in the rig without any visual connection, it seems wrong.
    But it's possible to add it.
  19. pmvcda

    pmvcda aka FlyPT

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    A serious sim has to have them included if they generate them, that reinforces what @Dirty says.
  20. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    Try To add some turbulence AND thermals in xplane weather engine.

    I think you will get you up and downs ;-)
    • Agree Agree x 1