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SimTools Presets SCN5 (Frex) Dirt Rally, 2 Axis, 5DOF

Discussion in 'Game Engine axes presets' started by T-Man, Aug 22, 2015.

  1. T-Man

    T-Man New Member

    Joined:
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    My Motion Simulator:
    2DOF, SCN5
    Thought I would share my first Preset I created for this awesome new title Dirt Rally, I spent some time doing each force individually and then slowly adding them all together as one.

    The length of the actuators doesn't matter because SimTools will auto recognize the length of them.

    You can alter these settings in Game Engine to your own taste, I have them quite aggressive as I imagine a rally car would be, and I also use an Oculus DK2. I would appreciate if you would share your changes or provide feedback especially if you have the same or similar type of rig (Frex SimConMotion now converted to Frex SimMotion to work with XSim).

    These settings are made to suit my own Frex rig and its possible, as I have found in the past, you may be required to do some tweaking to match your own needs or possibly change a Direction of a force.

    Motion Forces:
    Sway - 62%
    Surge - 68%
    Heave - 17%
    Pitch - 32%
    Roll - 39%

    *** I know these percentages are quite high when compared to other presets but try first and maybe adjust the Main Level % first ***

    The Preset Includes:
    Dirt Rally_AxesConfig
    DirtRally_AxisAssignments
    DirtRally_MaxMin

    Installation:
    Extract the GameEngine folder to C:\Users\your name\AppData\Local\SimTools\

    SimTools - Profile Editor I set Main Level % between 90 - 95

    Attached Files:

    • Like Like x 2
    Last edited: Aug 22, 2015
  2. Baptx

    Baptx Member

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    405Coins
    Ratings:
    +29 / 0 / -0
    My Motion Simulator:
    3DOF, SCN5, SCN6
    Thank you a lot !
    We should be more likely to share setting for SCN5 :thumbs:thumbs
  3. dance77

    dance77 New Member

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    My Motion Simulator:
    2DOF, SCN6
    thank you!!
  4. DanBader

    DanBader New Member Gold Contributor

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    2
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    General Contractor
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    Syracuse, NY
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    - 187Coins
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    +1 / 0 / -0
    My Motion Simulator:
    2DOF, SCN5
    First let me say, thank you. This isn't really a question about the plugin so to speak. Thinking of getting the oculous. With the head tracking ability of the OR, does it make driving sort of jittery? It seems like because of the seat moving and making your head move that MAYBE? it would make those motions way more sensitive than it would be in real life? Or does it feel like it's pretty much spot on? I've thought about this with driving sims for quite sometime. I've had head tracking since it came out and never seemed realistic for driving because of having to look at a screen from a distance. I'm hoping that being in the video{so to speak} that it would make a huge difference. Sorry for the off post but would appreciate any feelings on my question. Please, anyone else with the OR & motion, would appreciate for you to add in as well!

    Thanks
    Dan
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Innovative tech specialist for NGOs
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    St Helens, Tasmania, Australia
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    144,614Coins
    Ratings:
    +10,741 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    What you are talking about is called motion cancellation, subtracting the motion of the simulator from the HMD view.

    Motion cancellation is not a big deal for motion simulators that use fast motion over small axis movements, I do that with my 3DOF motion simulator and Rift. The issue manifests with large axis movement simulators.

    VectionVR released a free modified LibOVR file that devs could compile into games to allow for motion cancellation with the Rift, but only 2 ever bothered to do so.

    The alternative is to mount the Rift camera on a rig which negates the need for motion cancellation and some members have been experimenting with gyro mounts, as the camera and tracking can be affected by sharp vibrations.
  6. Nick Moxley

    Nick Moxley Well-Known Member

    Joined:
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    Owner/Operator- Moxleys Rantals
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    Winnipeg Manitoba Canada
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    17,054Coins
    Ratings:
    +2,504 / 30 / -2
    My Motion Simulator:
    2DOF, 3DOF, DC motor, JRK
    i DO not suggest turning down your Main profile % level too much, Your essentially skewing what #'s the game engine is accepting and overall your removing detail from the data. If your rig is too rough in motion, turn down your %'s and play with your tuning center values, Next would be using the Profiler for specific games/Cars to tune out the aggressive forces. Using the main slider isn't something i recommend.
    • Like Like x 2
  7. SBDESIGN

    SBDESIGN some knowledge

    Joined:
    May 25, 2016
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    Occupation:
    director
    Location:
    UK
    Balance:
    125Coins
    Ratings:
    +7 / 0 / -0
    My Motion Simulator:
    2DOF, SCN5
    what speed and acceleration are you using on interface setting's?
  8. long legs

    long legs Perfect Race is a perfect day

    Joined:
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    Occupation:
    teacher
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    catalonia
    Balance:
    373Coins
    Ratings:
    +13 / 0 / -0
    My Motion Simulator:
    2DOF, SCN5, Motion platform
    I use a 17000 for speed and 700 for the acceleration.
  9. Frada

    Frada New Member Gold Contributor

    Joined:
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    My Motion Simulator:
    2DOF, SCN5
    Hello, why don't you change the type parameters: smothing, dead zone, washout,....
    It helps a lot with vibrations
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
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    Innovative tech specialist for NGOs
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    St Helens, Tasmania, Australia
    Balance:
    144,614Coins
    Ratings:
    +10,741 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    I suspect that you may not have edited "your name" to the account name used by Windows: C:\Users\edit to your computer account name\AppData\Local\SimTools
  11. 김민혁

    김민혁 Member

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    - 5Coins
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    +3 / 0 / -0
    My Motion Simulator:
    2DOF
    I was also having a hard time setting up simtools. This article was of great help to me. Thank you