1. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Download Package Now!
  2. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  3. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant here. Do not following these rules will lead to permanent exclusion from this website: Read the forum rules.

Access position data (feedback)??

Discussion in 'Forum and Website' started by KWhale, Oct 14, 2019.

  1. KWhale

    KWhale New Member

    Joined:
    Aug 29, 2019
    Messages:
    8
    Balance:
    52Coins
    Ratings:
    +4 / 0 / -0
    My Motion Simulator:
    6DOF
    Obviously rotational position data is passed straight through from the game to Simtools, where it is scaled and then straight on to the simulator. So the that data is available to the game, discounting delays, presuming a fully functional sim, if I'm understanding things correctly.

    But I would like to access raw/real-world position data of the simulator. Is there anyway to access that (presumably two-way data transmission via UDP via the game plugin) short of direct measurement?
  2. dododge

    dododge Member Gold Contributor

    Joined:
    Mar 8, 2015
    Messages:
    74
    Balance:
    649Coins
    Ratings:
    +46 / 0 / -0
    A situation where this regularly comes up is when trying to remove rig motion from the view in a VR headset, so that you only feel the motion without seeing the view shift around.

    I think the only consistent/reliable approach so far has been to attach a tracking device to the rig and use an external tracking system -- typically whatever system is already in place to track the VR headset.

    While in theory you could use the actuator/motor feedback sensors to figure out the actual position, every rig design would require custom computations/parameters. That said, I think some people have looked into that approach. You can probably find more in the VR forum.
  3. WalkerYYJ

    WalkerYYJ New Member

    Joined:
    May 24, 2019
    Messages:
    6
    Balance:
    52Coins
    Ratings:
    +1 / 0 / -0
    You would need to implement forward kinematics to get live position though wouldn't you? My understanding with the inverse kinematics equations (I think thats what everyone uses... Right???) is that although the platform may know where it is at point A, or at point B... When its translating from A to B the actual platform location is "fuzzy".

    That being said if I'm misunderstanding it all please let me know!
  4. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

    Joined:
    Jul 13, 2014
    Messages:
    13,465
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    101,672Coins
    Ratings:
    +8,473 / 41 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    See here regarding the existing SteamVR approach to motion cancellation and discussions about other possible approaches, such as inverse kinematic and rig tracking: https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/

    The camera based tracking attached to the rig suffers from drift and both that and Lighthouse based tracking have issues with powerful transducers. Accurately tracking a rig and inverse kinematics both have significant challenges.