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3Dof mathematics

Discussion in 'Force-Profiler Simulator Control' started by oleg, Aug 21, 2012.

  1. oleg

    oleg New Member

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    Hi all,

    I am building own 3DoF motion simulator. I successfull received game data from LTS using X-Sim Sender. But I can't understand what to do next? Profiler see that data but I can't find ready profile for 3DoF mechanics and I even don't know what formulas I need to use to calculate actuators position.
    Please tell me where can I read about 3DoF mathematics? Which motion values could simulate my mechanics: Pitch, roll and vertical movements?

    Thanks for any help,
    Oleg.
  2. RaceRay

    RaceRay Administrator Staff Member SimAxe Beta Tester

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  3. oleg

    oleg New Member

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    Sorry, my mistake. I mean LFS or Live for Speed.
    No, but thank you for the tip. I'll look at this solution.
  4. tronicgr

    tronicgr

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    Let me give you an example of how these math work:

    Example1, 2DOF:

    You mix non-inverted longitude and inverted latitude acceleration values on one of the motor, and mix inverted longitude and non-inverted latitude acceleration values on one of the motor. You can also mix in all motors some heave for surface details like bumps etc.

    • inverted math: { }
      non-inverted math [ ]

    Left motor: [X] + {Y}
    Right motor {X} + [Y]

    Now in a 3DOF example the table grows a lot bigger:

    Front motor: {H} + [X] + {Y} - [H] - {X} - [Y]
    Right motor: [X] + {Y} + [H] - {X} - [Y] - {H}
    Left motor: {X} + [Y] + {H} - [X] - {Y} - [H]

    Of course there is a much simpler way to do it outside x-sim math section inside an intelligent microcontroller.

    Thanos
  5. oleg

    oleg New Member

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    tronicgr, thank you very much for the reply. Of course it will be better if all calculations will be done outside the X-Sim software. And I'll do this, but now I am interested in mathematical and physical process. I can't understand what my racechair must simulate?
    3DoF mechanic allows to move chair up/down and rotate it along longitude and latitude axes. In term of Outsim these values called Z-position, Roll and Pitch.
    Most obviously for me the simulator must repeat pitch and roll rotation and somehow add accelerations values to it.
    You wrote that I must take into account long. and lat. accels only. Don't must I use angular velocity/acceleration at all?
    My main problem I don't understand which kind of movements/accelerations/forces can/must my mechanic simulate?
  6. bsft

    bsft

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    Lateral = side to side shift going around cornering.
    Longitudinal = being pushed back under initial acceleration and being pushed forward under braking.
    Vertical = bumps, ripple strips, saw tooth edges on track, etc.
    Pitch = to give you the effect you are climbing a hill or incline up and down, the frame should just nicely lean back and forth.
    Roll = helps counteract some big lateral and can add the effect of big dips in the road on one side of the track or going around a steep bank corner.

    So what sort of rig are you planning or already have?
    Sounds like a 3DOF, but 3 DOF lift? or 2.5DOF with yaw - drift swing?
  7. oleg

    oleg New Member

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    I am planning to build a triangle model: three vertical actuators. This type of mechanics will move up/down and perform pitch/roll rotation. But the question is can I mix to these movements simulation of lat/long acceleration or some other type of forces?
  8. bsft

    bsft

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    Yes you can, on my sim, I run on each axis - motor, lateral, longitudinal, vertical and pitch, all on the one motor. I just invert forces when the need to be and set numbers. I also add collision effect to soften harshness on lat, long and vert.
  9. oleg

    oleg New Member

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    Thank you, I'll try to combine all values.
  10. bsft

    bsft

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    heres a screen shot of my math section for profiles on one motor. I use 3 forces and 3 collision effects to suit the force.
    Any further questions about this, you will need to refer to my signature
    :hi:

    Attached Files:

  11. oleg

    oleg New Member

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    Thank you very much!!!
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  12. nclabs

    nclabs Active Member Gold Contributor

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    Thank you so much, bsft! I was wondering to solve the same problem with the new simulator I want to build. May I ask you if you have 3 axis, right? Thank you again.
  13. bsft

    bsft

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    Firstly, I no longer use the previous software as shown in the picture.
    I still only run 2 DOF and use the current beta testing simtools .
    So I only have 2 axis, but on each I run the new forces.
    Surge - car acceleration and braking (also gives a gear change up jolt)
    Sway - side to side lean of car going into and out of corners
    Heave - bumps
    Pitch - feeling of going up and down hills

    Havent used roll, cannot quite seem to get it right.

    There is no collision effect in this software as the guys got the max/min settings right so you set a number and go on the force/feeling you want.

    With Simtools, there is no real comparison to previously used software , as the forces and feelings have been very well researched and refined to make this new software outstanding.
  14. nclabs

    nclabs Active Member Gold Contributor

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    Oh, thank you for the update but right now I want to stick to the old software, the question was about that. Do you remember your old configuration?
  15. bsft

    bsft

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    nope, sorry, cannot remember.
    Everyones setup is different so everyone will need to find their own set of values.
  16. poman

    poman Active Member

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    HEHE, i know it might not be the right tread to ask, but, do anybody know when that new fantastic sim software official version will be available?? very curious to see the difference :)
    tks
  17. RaceRay

    RaceRay Administrator Staff Member SimAxe Beta Tester

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    My Motion Simulator:
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    Its planned to release in 1-2 weeks:)
    • Like Like x 1