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2dof 3dof 6dof really confused

Discussion in 'DIY Motion Simulator Projects' started by yeniuser, Nov 9, 2015.

  1. yeniuser

    yeniuser Member

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    Which number presents
    Up_down
    Left_right
    Back_forward
    Yaw
    Roll
    Pitch

    Could yolu please explain?
    For example if we call 3dof, which properties of above are included?
  2. cthiggin

    cthiggin Active Member

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    My Motion Simulator:
    3DOF, AC motor, Arduino, Motion platform
    3DOF = 1 degree = Pitch / 1 degree = Roll - & 1 degree = Heave (up/down) - or - Sway - or Yaw (one of these last three for the third degree of freedom.
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    These are the actual axis and forces: http://www.xsimulator.net/community/faq/dof-angles-forces.15/

    yaw, roll and pitch are actual angles: [​IMG]

    Sway, Surge and Heave give forces: [​IMG]

    What makes it confusing is that even with a 2DOF you can somewhat simulate things it can't do, like heave. A traditional 2DOF simulator does not actually have a real up and down heave axis like a 3, 4 or 6DOF, but pitch movements are used to simulate a heave axis, and it it is reasonably effective.

    All DIY motion simulators try and exploit the weaknesses of human perception to trick the brain into thinking it is experiencing something that the simulators are in fact not able to generate for real, such significant Gs: https://en.wikipedia.org/wiki/Motion_simulator

    In the end you have to figure out how many DOF rig suits what you want to do, at what complexity, cost and skill level is reasonable for your planned project.
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  4. bsft

    bsft

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    Just to throw a spanner in the works, 5 forces (DOF) can be used on a 2 DOF balanced frame.
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  5. yeniuser

    yeniuser Member

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    Could you explain it more clear?
  6. bsft

    bsft

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    @yeniuser , sorry, a 2 DOF balanced point sim basically moves back and forth and side to side. However, you can have 5 forces working through the 2 DOF.
    Pitch - going up and down hills, seat leans back and forth gently to replicate that.
    Roll - camber angle of the track, usually not too harsh.
    Sway - body roll of the car when cornering, so seat leans left when you go right and leans right when you go left.
    Surge, acceleration and braking force. Usually acceleration kicks the seat back to give you the impression of putting the foot down, and can give gear change effect as well. Braking, well the seat leans forward to replicate that.
    Heave - road bumps, depending on game / track / car, it car vary.
    Hope that helps a bit. Dave.
  7. yeniuser

    yeniuser Member

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    Thanks a lot. But I could not managed to get values. So did not have any progress...
  8. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    Best to start your own thread and give some further details about your rig and what game you are trying to use. That way members can assist you with troubleshooting.
    • Agree Agree x 1
  9. Alihan737

    Alihan737 Member

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    My Motion Simulator:
    3DOF, Arduino, Motion platform
    very nice project :)
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