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Andreas Ewe

Aerofly FS 2 Plugin 2.1.1.0

SimTools plugin for Aerofly FS 2

  1. vsp19

    vsp19 keep Sim-Racing Gold Contributor

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    I hope you are right

    Because yesterday I bought the Senerie New York and flown

    Is really an eye-catcher


    As soon as it works age please modest
  2. Archie

    Archie Eternal tinkerer

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    Current SDK issues aside, I wish the devs would release a Helicopter. One of the main sceneries is the Grand Canyon and NO Helicopter. :rolleyes:

    :popcorn
  3. vrxsim

    vrxsim New Member

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    Hey guys,

    Just spoke with Torsten at iPACS.
    He said that he's now published a fix for this issue. You'll be able to download it if you join the 'public beta' in steam.

    I still haven't tried it, but let me know!
    • Informative Informative x 3
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  4. Spit40

    Spit40 VR Flyer

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    FINALLY!! Yes, it works. The latest beta works with SimTools. @vrxsim many many thanks for your help.
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  5. Spit40

    Spit40 VR Flyer

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    OK, so I'm finally getting into SimTools now that FS2 works in VR mode and hitting a few areas of confusion.
    - When the game starts the platform tilts even though I'm on level ground. Everything seems fine with normal output testing.

    So I switched on the virtual axis to see what FS2 was reporting and saw the following. Both are stationary on level ground, one is at game start and the other later on in the game.

    I haven't yet done the tuning step - is that relevant? I thought that was just related to the amplitude of any DOF movement, not to do with the neutral point.

    virt_axis_1.JPG virt_axis_2.JPG
  6. MarkusB

    MarkusB Well-Known Member Gold Contributor

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    Hi @Phil Hulme,

    at first thanks a bunch for the fantastic news that AeroFly finally works. It is my absolute favorite.

    About the tuning: Yes, it is absolutely required that you capture the min/max values with the TuningCenter. Without, you may get these uncontrolled movements. I also had this when I once forgot the TuningCenter.
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  7. Spit40

    Spit40 VR Flyer

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    @MarkusB - Thanks for the advice. I will do that, but just thinking it through, how does the tuning process help SimTools identify flat and stationary? Doesn't it just record the full max/min range? I'm comparing the process to joystick calibration where you record the full range of movement, but there's also a step where the calibrator says allow everything to centralise and then confirm OK.
  8. MarkusB

    MarkusB Well-Known Member Gold Contributor

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    Yes, the Tuning Center records the min and max values. You need to activate recording and then do a "normal" flight, i. e. one without a crash. Do the usual acceleration, braking, start, landing, and turning. Then you save the values.
    The smaller the Tuning Center values, the larger the axis movement within SimTools. That means, if you still find your movement is too large, you can manually increase specific values.
    And as far as I know, the initial values are zero, which means uncontrolled movement.

    I may be wrong and this is not the problem in your case, but I would give it a try.

    I once had the case that my 2DOF rig was moving completely to one side after starting a game, although the virtual vehicle did nothing. And this was solved by recording the min/max values.
    • Informative Informative x 1
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Actually the smaller the Tuning Center value the sharper the response, but over a smaller axis range. So increase the TC value for larger smoother but slower movement and decrease it for the reverse.
  10. Archie

    Archie Eternal tinkerer

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    One helpful way to tune expands a little bit on @MarkusB 's comment.

    Do as he suggests and make a nice steady flight around the place, however in simtools, use the Overall slider to bring the movement of the sim down to about 10%.
    Then in the tuning centre, zero out all your values (reset) and then start capturing the values as you taxi down the runway etc.

    If you don't limit your sim, your movements will be super violent (!!)

    It's important to let the game settle for a few seconds as some games can send a sudden surge of values to the capture on first start, so for example if Pitch surges to 90 before going back to normal range, you just captured 90 and anything BELOW that value won't register. So let the game "settle" and then reset all the values.

    If you start from zero, you capture everything. Once done. Be sure to "save" before hitting "stop capture"

    Then you can fine tune from there.

    Again, this is based on SimTools V1. It's likely easier in V2 now. The irony being, since V2 came out I've hardly touched my sim due to work/life commitments s I can't recall the settings in V2 readily.
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  11. Spit40

    Spit40 VR Flyer

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    OK, I've run the tuning process about half a dozen times now, and it seems to be storing new values fine. but I still get random platform movements.
    tune.JPG
    The last two times have been almost impossible to fly and and land as all sorts of random and sometimes severe movements were happening as I tried to make a gentle touchdown. Any ideas? DOF output testing behaves sensibly.

    All I'm mapping is roll/pitch for now. Its set up as below though I've got all this reduced to 40% in Main Level%
    dof.JPG

    Is anyone else using FS2 in VR at the moment? Is there some way I can see some sort of raw output from the game to confirm whether the game is sending crazy stuff or SimTools is converting it in a weird way?
  12. Spit40

    Spit40 VR Flyer

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    This is what the tuning centre shows me for roll/pitch data when level/stationary
    level.JPG
  13. vrxsim

    vrxsim New Member

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    Hey Phil,

    The roll motion can only simulate until like 45 degrees of roll, and then it kind of resets that axis. We decided to ditch the roll completely and instead use Extra 1 and 2 to get the G force simulations instead (roll degrees /s and pitch degrees /s) if you know what I mean.

    If I remember correctly there are some tips earlier in this thread about settings being used.
    I'm not close to our sim now, so can't tell you exactly how we set it up.
    • Informative Informative x 2
  14. vrxsim

    vrxsim New Member

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    Also remember that the pitch direction should be same for both actuators. So either both inversed or both normal.

    Roll/Sway/Extra (the one that gives roll deg/sec) has to have opposite actuator direction
  15. Spit40

    Spit40 VR Flyer

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    Ahh! I was going to use Extra1 and Extra2 later, but just wanted to get some basic behaviour working first. So I should completely ignore roll. Same for pitch - or is it just that the Extra version is more useful?
    As for actuator movement, I understand what you're saying but with my platform design, pitch does require inversion of one motor movement.
  16. vrxsim

    vrxsim New Member

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    Ah okey, great!

    We use:
    - Pitch
    - Pitch / sec
    - Surge
    - Roll / s (used instead of sway)
    - Heave

    I think those give a good replica of the reality (to a certain degree at least :p)

    Obviously if you intend to bank less than 45-50 degrees maybe the roll is behaving well. But if you wanna do aerobatic or equivalent it's totally useless
  17. Spit40

    Spit40 VR Flyer

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    OK, I'm getting somewhere. At least level is level. I do think roll is completely broken, but anyway I've gone for Extra1/Extra2 to try and get a starting point of realism. I've put them on 50% each mapping DOF to axis. I also have main level% at 40%. Then I ran tuning again. Pretty jerky so I added 50% smoothing on everything

    Its nothing like realistic though. If I go into a dive I'm jerked forward and then as soon as I'm pointing down I'm jerked back. The problem is exaggerated by the fact the Rift's tracking throws the whole cockpit scene around. Am I using smoothing wrong?
  18. Spit40

    Spit40 VR Flyer

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    @vrxsim - i see you're on a 3Dof. I have roll/pitch and yaw. What is your 3rd Dof? Maybe your exact settings would get me off to a good start?
  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I don't know the design of your rig but it sounds like you need to spend more time following the known steps to create and refine a motion profile: https://github.com/matzman666/OpenVR-InputEmulator/issues/4#issuecomment-297819958

    Smoothing will be useful when you have the basics set, but smoothing is not a panacea for a poor motion profile, it is a refinement to a good profile.

    With traditional roll and pitch in a flight sim the movement being simulated can be way outside the physical movement capability of the rig, unless it can do continuous 360 degree rotation. So tricks like washout were developed to try and move the rig back into its range below the perception threshold. In the absence of such approaches what will happen is that the rig will move from one axis extreme to the other at the inversion point of a roll or loop.

    Using extra 1 and 2 is a different approach, it leans the sim and even at the limit of its movement it will stay in that attitude until released, which I consider works much better for VR and flight simulation.

    You also need to understand what the values do that you are plugging in. There is no real point of lowering the main value for a relatively sedate flight sim, say things like 172s or heavies. Instead follow the steps outlined doing one axis/force at a time. Larger tuning center values will smooth movement over a greater range of movement and smaller will do the reverse.

    Developing and refining a good motion profile takes time, patients and experience. It is part science and part art, but makes a huge difference to the experience.
    • Informative Informative x 1
  20. Spit40

    Spit40 VR Flyer

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    Many thanks. I'm very grateful for your feedback on this and the other thread I'm contributing to at the moment - did you mean to post a different link above?

    As for coping with extreme forces, the reason I'm only starting now (2 months later than planned) to tune/use my platform is that I've been waiting for the FS2 plugin to work so I can set things up flying a stable slow aircraft (C172) which I know how to fly, rather than WarThunder/DCS aircraft.

    So I'm not doing barrel rolls or anything. In fact my tests have been doing take-off and land circuit patterns. I have tried pointing the nose down steeply and pulling up again though - that induced the lurch delayed forward and lurch back once I was pointed down.

    I'm just focussing on one DOF at a time - though I've set up both Extra1 & Extra2 (tried pitch instead of extra). I tried to focus at first just on take-off, but what I find when taking off is that I don't feel much at all. One complication of course is that I can't see what's happening to the rig, so perhaps the pitching is working fine but pitch isn't a strongly felt force at this stage? Perhaps heave?

    How do others cope with tuning for flight in VR? Get someone else to fly and watch them/virtual axis? Video it? Try and peek(doesn't work for me)?