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Question SimTools Axis Setting

Discussion in 'New users start here - FAQ' started by Michael Grellmann, Oct 13, 2021.

  1. Michael Grellmann

    Michael Grellmann New Member Gold Contributor

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    My Motion Simulator:
    6DOF
    My 6DOF Rig is working quite well mainly with iRacing, MSFS2020 and NoLimits2.

    But I have a space problem in my rig-room with only 2.0m width but 6.0m length and already 1.4m width for my moved triple screen to walk around the rig. That's why I would like to park my rig not in center position, but in fully moved translational axis (Heave to down, Sway to right, Surge to behind).

    I can move the Axis manually with the Axis Testing function of SimTools (Game Engine). But unfortunately there is no fluent movement acting with the mouse cursor in the Axis Testing Menü. Even if I use the mouse as slow as possible and standing outside of the rig, the axis are "jumping" very hard like running against block several times per seconds or like very hard stick and slip. This is already dangerous for my screen fixation. But outside of the Axis Testing function in real games there is a fluent smooth movement of the Axis.

    Do I have to use a different mouse with higher solution or are there any short cuts to use a keyboard instead of mouse cursor or are there any filter adjustments available for the Axis testing function with a mouse?

    Every tip is welcome,
    Michael
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  3. Michael Grellmann

    Michael Grellmann New Member Gold Contributor

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    Everything is working well now, except Yaw in iRacing.

    I'm using the iRacing Plugin v2.0.3.2 in SimTools v2.5. Axis Assignments for Yaw is done and Output Testing is o.k. Captured Data in the Tuning Center are given between 180 and -180 degree. But ingame Yaw is not used in right or left turns, only sometimes a short and hard impuls driving straight on. So I had to set Yaw to zero in the tuning center.
    Is there any idea for help?
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I
    I would not expect yaw in a turn, as it rotates around a center point yaw in a race car would most likely be constrained to the likes of a spin.
  5. Michael Grellmann

    Michael Grellmann New Member Gold Contributor

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    So I did too until I red page 67, 68 in SimTools Manual.
    However with my current experience the Axis yaw only makes unplausible moves in iRacing.
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    In the manual that is a settings direction heading for world axis, not necessarily what I believe a car does in a turn, and the real life experienced rotation, unlike an aircraft, tends to be more of traction loss, pivot point near the front, for a race car if over powered out of a steady neutral turn, or understeer if power is reduced from a steady neutral turn, as that experienced rotation relates to grip, or lack thereof.

    In other words yaw is a world force acting on a car in a turn, and is important in terms of determining the best handling setup, the fastest constant neutral cornering possible, but what the driver tends to experience in terms of rotation, and balances in the turn, is the over/under-steer, that is the front or rear tyres pushing out from a neutral turn, with the tyers with grip being the rotation point, not the center of the vehicle.

    The extreme example is a drift car, in a left turn the front tyres are pointed right and the rear is pushed out in oversteer, the experienced pivot point is toward the front, traction loss, not in the center, yaw, but the car can be said to be acted on by the centrifugal force, as the world yaw axis, if it is held as a steady state drift around a point, in other words the car is rotated counter-clockwise relative to the center point of the circle it is traversing in a steady state drift.

    My guess would be little attention may have been given to yaw in the plugin, but the plugin dev @value1 would be the best person to advise.
  7. Michael Grellmann

    Michael Grellmann New Member Gold Contributor

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    Thanks for detailed replay, which is really understandable.

    Now I proofed my axis assignment for yaw again and it is correct. So it is working perfectly (clear and clean) in MSFS2020.
    Maybe the plugin is written for other rigs with 4 vertical axis + one horizontal for traction loss, not for hexapod axis. That's why I tried Centripetal Circuit as track, reseted tuning center Max/Min, captured Max/Min again and saved the given values. And even than there is only an implausible and rare hard yaw move during "normal" curve driving, but not in case of provoked oversteer/ traction loss. And only in these cases of traction loss I would expect a yaw move.

    Thanks for the mention of dev, I will give him a PM.