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FlyPT Mover

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

  1. Mauricio

    Mauricio Member Gold Contributor

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    Hi Peter! Thank you so much! I gonna try your setup!
  2. Wanegain

    Wanegain Active Member

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    My Motion Simulator:
    DC motor, Arduino, Motion platform, 4DOF
    Indeed ! I was looking a zip file in download section from this forum..

    Thank you !
  3. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    How do I set up Elite Dangerous with FlyPT Mover? I have a working home-built 2DOF rig and it works great with MSFS, but looking at the FlyPT source it only has pitch / roll /yaw positions, not speeds (accelerations), and because it's space, I need to model accelerations with a smooth return to rest (HP). It won't make sense, for example, to hang at 15 degree left turn just because I end up in that position in space. It should retur to res, after giving me a motion cue for turning or pitching.
    Can anyone share filter settings to do that? I would guess it should be possible to calculate delta angle change from the new position data, but I have no idea if FlyPT Mover can do that, and how. I found a YouTube video with 6DOF doing that just fine with FlyPT, so I know it's possible, I just don't know how!

    Googling the setup didn't return anything useful, and FlyPT website doesn't even have the game in the docs. So I'm not even sure how to enable it and what steps are needed. I just bought the game on sale solely for this, I hope I can make it work...
  4. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Use an high pass filter to go back to zero.
    Bigger the value, bigger the amplitude.
    Usually we use a low pass after the high pass.
    Something like:
    EMALP(EMAHP(VALUE;300);300)
  5. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Yes, but if the VALUE is roll position in degrees and not roll speed, how would it work?
  6. Flymen

    Flymen Flymen Gold Contributor

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    Ok Sorry !!! Telemetry ( suspension) are there for some Cars only with I Racing ( like Nascar ) but with Sprint Car ...no !
    • Informative Informative x 1
    Last edited: Nov 30, 2021
  7. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    You could try 'RWash' which works well for me in DCS for Roll position values.
    • Like Like x 2
  8. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    I couldn't find documentation about what RWash does. It's not on the FlyPT website. Is there an explanation anywhere, so I know how to use it? Also, in space the ship can be stable at any rotation/position on all axes, so would RWash react if for example the roll changes from -60 to -90 degrees, or some weird (for a n airplane) rotation changes?
    Last edited: Nov 29, 2021
  9. Historiker

    Historiker Dramamine Adict Gold Contributor

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  10. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Thank you! It looks clear now. As it works over Delta of the history of changes, it seems to be exactly what I need if all I have is roll/pitch positions (not speeds). I'm going to test it on my 2DOF in Elite Dangerous. The only thing that's not clear is how high the history value should be. I guess I'd have to try and see...
  11. Flymen

    Flymen Flymen Gold Contributor

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    My Motion Simulator:
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    Today , I did some test with suspension on Iracing NASCAR and did’t find a solution to feel a real sensation of this track ( Daytona) . With travel position it really smooth Like nothing and with speed is ok but the Rear Right wheel goes up and down with no raison !! ​
    With travel position , If I put gain on high filter , the Rig goes up and stay there about 2 inch over the middle( more gain = higher )
    Need solution !!!
    Thanks
  12. pmvcda

    pmvcda aka FlyPT

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    Car and track?
    Like I already said, iRacing is quite frustrating for telemetry.
    I have some updates for the next build, but not sure it solves the problem.
    For example suspension rumble works only in some curbs. There's no rumble if you go out of track.
    You have to use motion, there's no work around. There's no suspension data from what I know and the documents they have about telemetry.
    It can be really complete for steering data, but then no data for suspension....
    • Agree Agree x 1
  13. Flymen

    Flymen Flymen Gold Contributor

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    My Motion Simulator:
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    Suspension speed with no filter ( sorry this video have a realy bad resolution )

    IRacing ( Nascar ) Daytona Orlando . Car : Nascar Toyota next gen infinity series
    • Like Like x 1
  14. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    My Motion Simulator:
    2DOF, DC motor, Arduino
    I have another problem now: Source "Elite Dangerous (Hook)" is red (connected) but nothing is showing up when I start Elite Dangerous tutorials - no data is present. What do I need to do so the data is working?
  15. VirtualObsession

    VirtualObsession Member Gold Contributor

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    @pmvcda, is the transducer output working properly in 3.5.3? I tried it a couple of weeks ago and couldn't get any output unless I disabled SteamVR audio mirroring. And then the output appeared to output from the wrong sound device. Does Mover require exclusive access to the target sound device?
    I'd like to add some specific engine vibrations. My AASD-15s are not picking these up, so I need to move these movements to my transducer.
    Last edited: Dec 2, 2021
  16. pmvcda

    pmvcda aka FlyPT

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    I have an important update for the next build in the transducers.
    There's a bug that did not allow more than 2 channels in most of the devices.
    I will release it in the next week.
    • Like Like x 4
  17. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    My Motion Simulator:
    2DOF, DC motor, Arduino
    Is there a way for a reverse feedback: taking an audio signal from the audio device that feeds transducers and generate some motion noise that can add to the transducer rumble? That would be a cool feature...
  18. digitalmonk

    digitalmonk Member Gold Contributor

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    So how do you use this black box feature???
    Not exactly sure what it's used for..
  19. GWiz

    GWiz Active Member

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    My Motion Simulator:
    DC motor, Arduino, 6DOF
    Speaking of bugs, I encountered an issue when setting up some bass transducer effects in Mover. When I initially set them up, I could get them working fine, but if I saved the new file and then launched it later with the sources set to auto-connect, the transducers would shake/make a noise constantly until I muted the effects in Mover and it would also make the rig jump to an unusual position, pushing the motor arms out of range. I managed to sort the motor arms back to their proper positions using SMC3 Utils, but it happened a few times, so I've stopped using the Transducers section in Mover.

    I don't know how you go about troubleshooting that sort of problem but it seems to be a reproducible fault on my system, could be something to do with my individual setup of course but thought you should know in case the feedback is useful for you.
    • Informative Informative x 1
  20. PeterW

    PeterW alias Wickie

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    6DOF
    Hi dear fligt-simmers!

    Nearly every time I use my 6DOF, I try to optimize my mover-settings. I love it to work out better settings!!! :)
    But in one topic, I cant find any suitable solution: This is finding the settings for 360° roll and 360° looping (pitch) at the same time.

    Currently I set the following values:
    Roll => Roll position EMALP(ROLLOVER(VALUE;90);100)
    Pitch =>Pitch position
    LOGISTIC(EMALP(EMALP(VALUE;300);300);70;1)

    With this settings, the roll is working good. But when I am going through a looping, the Roll is making jumps from left to right. I think its due to changing from + to - when overhead - or so.

    I want to find a solution to avoid this jumps, but without changing to acceleration values ! Lot of people will do this and maybe its the correct way, BUT I DONT LIKE IT!

    So any proposals are highly wellcome!
    @pmvcda maybe we could have a filter that can detect the looping-situation (head over) and removes the jumps?

    Wickie