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FlyPT Mover

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

  1. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    There's some ways to make effects with an audio transducer.
    Can be from the game sound, not the best solution.
    Repeat playing a sample file, changing the volume depending on a received value.
    Generate a sound, changing the volume depending on the received value.

    Or what I do in Mover:

    Adjust the wave sound to the received value. But adjust volume and frequency:

    upload_2021-9-24_12-8-3.png

    So in Mover you can play with almost everything.
    Besides that, you can also generate data for mechanical transducers like a small motor with a counter wheight.

    I know it becomes confusing to adjust it. But at least you can do pretty much anything with this.
    Even with graphics like we do in other softwares:

    upload_2021-9-24_12-12-8.png

    And who else has Mud Runner and Snow Runner working? ;)

    Coming soon in the next build (when I get those missing accelerations :mad:)
    • Informative Informative x 2
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  2. J-1775

    J-1775 Aviator

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    Helicopters are on the roadmap, I guess sometime next year. Currently we have to arrange with the limitations of FS2020. Another reason: There seems to be a speed limit of Mach 1 in FS2020. As we all know the blade tips of helis go beyond Mach 1... :rolleyes: :D
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  3. hexpod

    hexpod http://heXpod.xyz

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    if “body acceleration y” our heave, is related (linked) to air speed, than we might have to use the vertical speed which seems to work fine on the instruments.
  4. misoswan

    misoswan Active Member

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    I'm already completely lost in it lol
  5. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Microsoft Flight Simulator data is weird: I managed to get it connected for my new 2DOF rig, but roll acceleration is so wild I can't make sense of it. It's jumping around in huge margins and so far I wasn't able to tame it with filters. Any advice appreciated. The largest jumps seem to be in the right directions, but there's so much "noise" that I haven't been able to get it to behave like a smooth "accelerate when starting roll, washout when stop increasing roll". Pitch acceleration is the same I think. Also the roll position is reversed. I flipped it via gain. Otherwise pitch and roll positions behave like expected, so the feed is OK. It's just the acceleration that's the problem, apparently. Any suggestions? Anyone was able to make it work in MSFS?
  6. misoswan

    misoswan Active Member

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    hi try used for roll (roll speed and filter 2000) found my profile online misoswan
  7. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Do you mean use "roll speed" instead of "roll acceleration". Why didn't I think of that? Makes sense. What filter should I use for 1000? EMALP? Something like this:

    EMALP(EMAHP(VALUE;3000.000);1000)

    Do I understand correctly that this will smooth the input (1000) and then do a slow return to zero (washout) over 3 seconds (3000)?
  8. hexpod

    hexpod http://heXpod.xyz

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    Ok, I have same behavior with another helicopter from another dev team. Robinson 2.0. It’s seems obvious that we have to find an overcome for our heave.

    Although the vario is oscillating with collective input, the vertical body acceleration is disappearing in low air speed. It seems asobo has some work to do on it.

    I think we could maybe successfully overcome it with variometer variable or some calculations from position or altitude.

    Any Ideas ??
  9. misoswan

    misoswan Active Member

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    Emalp and only first filter for 2000
  10. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    What's the right way to handle barrel rolls and inverted flight? What filter do I use? I do have roll position mapped to my rig, and roll speed mixed in for more motion cues. When I do a barrel roll, the rig rolls very abruptly side to side when inverted.

    There has to be something to map the roll in reverse when over 90 degrees so it smoothly goes over... There is a ROLLOVER filter, but I'm not sure how to apply it so it works both directions smoothly.
  11. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    You can use either rollover on angular POSITIONS or simply use angular SPEEDS (velocities)
  12. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    My Motion Simulator:
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    I have "roll position" assigned, so can you state the syntax that would work? I have following filters on it: EMALP(LOGISTIC(VALUE;5;0.3);1)
    This is supposed to translate the roll range of 55 to my rig workable range part. So how would I use ROLLOVER on these?
  13. Historiker

    Historiker Dramamine Adict Gold Contributor

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    My Motion Simulator:
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    If you are available sometime today I can share my angular speed setting with you
    • Friendly Friendly x 1
  14. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Sure, I'm online. How do you want to share? You can send me a PM... I'll send you my email through PM now.
  15. J-1775

    J-1775 Aviator

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    To apply ROLLOVER successfully (and follow what it does) best keep to these rules:
    a) apply the filter first (innermost)
    b) for roll/loopings in flightsims leave the default value at 90° and, very important, don't fumble with input gain, leave it at 1.0!
    Of course, it is possible to work with input gain, but then you'd have to adapt the 90° value und you will be lost very quickly. At least I was!:confused:
    If you need gain adjusted, you can put the desired value in a MUL that immediately follows ROLLOVER as second filter in the chain.
    You may have a look at one of my published profiles, I use ROLLOVER in all of them. And LOGISTICS to limit movements to my ranges.
    Last edited: Sep 30, 2021
  16. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    My Motion Simulator:
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    Thanks I will check it out
  17. VirtualObsession

    VirtualObsession Member Gold Contributor

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    Anyone have issues connecting to ETS2? I initially tried to connect whilst the game was running. This didn't work. It wasn't until I shut down both ETS2 and Mover, restarted Mover with the auto connect checkbox checked and then started ETS2 that it connected.

    My brother on the other hand couldn't connect at all, despite having connected to ATS minutes previously.
  18. pmvcda

    pmvcda aka FlyPT

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    I
    Added to the bugs list.
    I will try to look at it.
    Thanks

    Current state is not good for a new build.
    A profound change was made in the output string to make it faster, reduce lag and avoid frequency changes.
    But it's causing other issues althought the enahncement on serial output is noticeable on my tests.
    It also reduces processor needs significantlly with the new method.
    Also a transition added to poses selection on rigs seems to cause some weird issues.
    Need to review a good amount of code.

    So new build is going to take some extra days. Sorry.
    • Like Like x 1
    • Agree Agree x 1
  19. sallerding

    sallerding Member

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    Hi flypt . I’m having trouble with player reading the source data from phyphox.
    After conducting the experiment I have followed this step…..

    Step 7: Pres the 3 points on the top right and export the data.

    Select the CSV (Comma, decimal point) format.
    Now you can open the zip file generated by the experiment in the player source.


    I have downloaded and opened the zip source file in player under source and it loads but there is no data values showing in player when I press play. I have gone to the individual csv files and they show data was created from the experiment. I’m wondering if you can expand step 7 to explain if there are some steps I should have followed to open the file. Or let me know what I can provide to help show what went wrong? Thx
  20. pmvcda

    pmvcda aka FlyPT

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    Strange.
    Just tested it and it's not working.
    Need to take a look. Maybe they changed the files or an update in Mover broke it.