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value1

NoLimits Rollercoaster Simulation Plugin 2.0.1.17

SimTools game plugin for NoLimits Rollercoaster Simulation

  1. hannibal

    hannibal Active Member

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    My Motion Simulator:
    6DOF
    axis behavior is weird in this game...
    anyone 6dof would share game engine axis settings?
    :)
    should yaw be yaw, or should yaw be extra3?
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    Yaw is rotation around a central point and while it is supported in the plugin I can't image a rollercoaster that spins around a central point (tight turns/short wheelbase single carriage maybe?), so have never used it. Extra 1 is often used for traction loss, I can't see that as supported in the plugin summary and again can't imagine a rollercoaster that has traction loss type motion.
    • Like Like x 1
  3. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    My Motion Simulator:
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    Indeed, the angles of the NLS plugin are crap in certain circumstances. This has to do with the math for the angle calculation.
    I wasn't able to fix it and the angles are therefore sometimes completely wrong upload_2019-12-15_19-40-51.png
    • Informative Informative x 2
  4. hannibal

    hannibal Active Member

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    no, this is better than nothing.
    most appreciate that this is available to mess around with and the effort that went along with it.
    have to say thank you!
  5. Leandro Kemp

    Leandro Kemp Active Member Gold Contributor

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    My Motion Simulator:
    2DOF, Arduino, Motion platform
    Hello.
    Oculus home version and Oculus Quest version works with the --telemetry option?
    Is there any other option?
    In the Steam version it works perfectly.
    Tank you.
  6. Metaverum

    Metaverum Member Gold Contributor

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    My Motion Simulator:
    2DOF, 3DOF
    Does this work with NoLimits 2 professional license?
    • Like Like x 1
  7. paulopsx2

    paulopsx2 Active Member

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    YES
    • Informative Informative x 1
  8. Moe Colontonio

    Moe Colontonio Member Gold Contributor

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    Working great for me on my 5dof. Is there a way to get my bass shakers to work with NL2?
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  10. Moe Colontonio

    Moe Colontonio Member Gold Contributor

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    I installed the SimVibe plugin, and I setup the sound card. When I test the transducers, they work, but I get no vibration in game. Not really sure how to troubleshoot this. I did reinstall the plugin and unpatch/patch.
  11. Moe Colontonio

    Moe Colontonio Member Gold Contributor

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    Disregard, I did not select "Enable Vibe". It's working now!
    • Like Like x 2
  12. dontcarefilmer

    dontcarefilmer Member

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    I may have a solution for this problem, but I think I'll need your help to build it. I too found the angles calculated with the telemetry to be off when reaching full inversion. So to find out why, I expanded an application I'm working on to also capture the NL2 telemetry and graph the results (using the example maths from the install folder). Then I tried a whole bunch of other configurations and calculations and compared them to the NL calcs. It finally worked (I think).

    https://drive.google.com/file/d/1eQF4XCXG6avXmQVe0LNWW-42gwTQ59Vd/view?usp=sharing

    The graph in the link above was captured whilst on the double loop double corkscrew track. Light green and red are the original NL calculations, dark green and red are my new ones (using the same quaternion inputs qw, qx, qy, qz). You can see the first pair of loops where the pitch angle goes from 180° to -180° twice, plus the corkscrew afterwards. The time axis is a history kind of line, not a timestamp from starting point, the graph updates from the right and moves old data points to the left.

    What I can't do though is write a plugin to test this out...
    I can pass on the calculations for someone else to make a plugin, or I could alter the source plugin if the author felt comfortable sharing it. Whatever works for you guys, what do you think?
    • Informative Informative x 1
  13. Moe Colontonio

    Moe Colontonio Member Gold Contributor

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    My Motion Simulator:
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    When you guys setup simtools for motion on this, are you banking the rig into the turn, or away from the turn? Most of the rollercoasters have banked turns, so I'd think into the turn would be the better option?
  14. paulopsx2

    paulopsx2 Active Member

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    well, i think this is only a plugin. old plugin. None of us have a perfect maths or experience on roller coasters.
    in fact, dof simulators dont have 360 angles and turns. so, plugin its made for fun and in some cases, not for real.
  15. MarkusB

    MarkusB Well-Known Member Gold Contributor

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    My Motion Simulator:
    2DOF, 3DOF, DC motor, Arduino, Motion platform
    In a real rollercoaster the car is banking into the turn, but at the same time your body is pressed outwards.
    In a usual 2 DOF simulator you only have the roll axis for simulating roll and sway. When focusing on roll, you would bank into the turn, and when focusing on sway, it would be away from the turn. When configuring roll AND sway onto the roll axis, you would have two competing movements that would compensate esch other.

    About your question: I agree with you that banking into the turn feels more natural.

    Edit: I just sae that your rig includes a g-seat. That means you can bank into the turn for supporting the roll mevement and configure the g-seat paddles for the sway force by applying pressure with the outer paddle.
  16. Moe Colontonio

    Moe Colontonio Member Gold Contributor

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    Man I wish, my G-Seat is running on SimCommander so I'm stuck using the plugins they have, which are very limited. Can't figure out how to get it running with SimTools.
  17. chevrier

    chevrier New Member Gold Contributor

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    My Motion Simulator:
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    Hello everyone and thank you for this plugin which works very well on my 3 dof simulator.

    I still have a whole other problem, I made a 3 axis 360 ° model for a new project, and despite my effort, I cannot make the pitch work.

    The roll and the yaw turn very well at 360 but the pitch once at 90, comes back in the wrong direction and at the same time the yaw and the roll make a U-turn. in the same way that the camera rotates when one follows the camera on the creator with the smile.

    I am desperately looking for a solution, if anyone has already encountered this problem I am taking it.

    thank you
  18. Grupo Sim Brasil

    Grupo Sim Brasil New Member Gold Contributor

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    My Motion Simulator:
    DC motor, AC motor, SCN6, Arduino, SimforceGT, Motion platform, 6DOF
    Hello everyone, I'm trying to use No limitis2 roller quest in my simulator, I downloaded it from Steam and I use firmware on the SMC3 arduinos but it doesn't send the data to the arduinos! Does Limitis roller quest only work with simulator and simtools on Steam? Thank you in advance.
  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    NL2 requires the -telemetry flag to be set, please see the FAQs here: https://www.xsimulator.net/community/faq/no-limits-2-v2-2-and-higher-how-to-activate-telemetry.198/
  20. Grupo Sim Brasil

    Grupo Sim Brasil New Member Gold Contributor

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    DC motor, AC motor, SCN6, Arduino, SimforceGT, Motion platform, 6DOF
    Hello friend, thank you very much, once again I managed to fix it but only through Steam! As soon as I can, I'll post photos of our 6dof here! Now I'm going to servo motor and liner actuators let's see what comes out! thank you all .
    • Like Like x 1