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2DOF compact race / flight with Oculus Rift

Discussion in 'DIY Motion Simulator Projects' started by reko19, Jan 9, 2015.

  1. bsft

    bsft

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    @reko19 , as for longer lever, yes and no.
    Depends on design, as for what @noorbeast has linked, that is based off calculations.
    Ive run 40mm CTC levers on seat movers shoulder mount and desk racer mount. Shoulder mount is a bit faster. I recall I measured 350mm per second, but thats not using the JRK at full potential. Desk racer was 250mm per second. both loaded with 85 kg driver.
    The original 65mm CTC using big worm gear motors 25:1 boxes and JRKS was devised by @eaorobbie as an SCN seat mover "killer". He has spent a LOT more time tuning settings and recorded 500 mm per second, loaded with a 100 kg person in his shoulder mount seat mover.
    With lever length, it does depend on design, control boards used, weight of driver.
    As you are looking at a full frame, and forgive me for asking, but where are you placing the motors?
    Id recommend foot motor mount, or if its under the knees like I did in the past, 45mm CTC lever max. You will get good speed and not loose too much torque power.
    Dave.
    • Informative Informative x 1
  2. reko19

    reko19 Active Member

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    Last edited: Oct 5, 2015
  3. bsft

    bsft

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    yep, thats fine, a 45-50mm lever will do just fine.
  4. reko19

    reko19 Active Member

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    thank you
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  5. reko19

    reko19 Active Member

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    productive weekend:

    Attached Files:

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  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Busy indeed, you have really pushed the construction along!
  7. reko19

    reko19 Active Member

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    hopefully pretty soon I'll need your help with the computer parts selection to make sure it runs smoothly with the oculus.
  8. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    Oculus has outlined the recommended specifications for the CV Rift:
    • NVIDIA GTX 970 / AMD 290 equivalent or greater
    • Intel i5-4590 equivalent or greater
    • 8GB+ RAM
    Connection wise the Oculus Rift will require:
    • Windows 7 SP1 or newer
    • 2x USB 3.0 ports
    • HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture
    Above those specs depends on the budget. You may also want to consider an additional 2x USB 3.0 ports, as Oculus has already demonstrated the Rift with an additional camera for greater tracking volume.
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  9. reko19

    reko19 Active Member

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  10. reko19

    reko19 Active Member

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  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I have used those.
  12. mgill4bu

    mgill4bu Member

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    My Motion Simulator:
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    I agree with @noorbeast for working on just the 2DOF for right now, if you can get enough movement out of the 2DOF you still feel pretty immersed with the oculus. The great thing I've found with using the oculus is the reduced motion sickness from the oculus as compared to just sitting. If you have the position tracking cam, make sure it doesn't shake while mounted on the frame so the games don't shift on you when you're not moving
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  13. reko19

    reko19 Active Member

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    i could be wrong, but from what i was able to read on this forum, camera is not advisable for this application. too much movement.
  14. mgill4bu

    mgill4bu Member

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    My Motion Simulator:
    2DOF, 3DOF, DC motor, Arduino, JRK, Joyrider
    Actually we were able to use it with no problem, you just have to make sure that the camera is mounted well enough such that the rig doesn't shake it. We're also looking into using the Leap Motion to add in more experiences for the user.
    • Agree Agree x 1
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    It depends somewhat on how hard the simulator is run. The rift camera mounted on the rig is fine for most flight simming but struggles with tracking when subjected to serious vibration of the rig itself.

    I have my camera mounted off the rig as it struggles with this level of movement:

  16. mgill4bu

    mgill4bu Member

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    My Motion Simulator:
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    I can see what your saying, are sim just doesn't vibrate as hard.
  17. reko19

    reko19 Active Member

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    still have some welding and drilling to do, but for the most parts the frame is complete. should be able to move it into the house so I could continue to work on it throughout the winter. the only one thing I am not really happy about is that there is some plays in the levers, tried using different pins sizes, etc. with no avail. will see if this becomes an issue later on

    IMG_4933.jpg IMG_4934.jpg IMG_4935.jpg IMG_4936.jpg IMG_4938.jpg IMG_4940.jpg IMG_4941.jpg IMG_4942.jpg IMG_4943.jpg IMG_4944.jpg IMG_4947.jpg IMG_4950.jpg
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  18. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Great progress :thumbs

    A little play is normal for worm gearboxes, they need some clearance for lubrication.

    The greater the CTC on the lever the more noticeable the impact of the gearbox play.

    A very slight bias in the balance of the rig, so the levers have a small load at rest, makes the play a little less noticeable.
  19. reko19

    reko19 Active Member

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    Thanks @noorbeast, the play is actually mostly not due to the gearboxes but at the point of attachment. Not sure how to explain it but because the hole in the lever is not 100% matching the whole in the shaft. worst case would have to redo it.
  20. bsft

    bsft

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    Thats weird, I have 10mm hole drilled through it with 10mm threaded rod and it doesnt wiggle any so what, probably because I tighten the @#$%K out of it.