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Filter function doubts

Discussion in 'SimTools DIY Version' started by Racing Mike, Jul 26, 2016.

  1. Racing Mike

    Racing Mike Member

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    My Motion Simulator:
    DC motor, Arduino, 6DOF
    Hi, I have DIY one 6DOF prototype, during the tuning I met some doubts about the filters of DOF. still can't understand it.

    My axis assignment.
    All the motor has the same rotation direction, when the incoming gaming value is positive the motor goes up.
    [​IMG]

    [​IMG]

    https://www.xsimulator.net/simtools-game-engine/
    You will also notice there is a button under each DOF – Flt which is used to create a filter for each force within the Axis Assignments and can be handy when you refine your axis assignments to improve the feel to your personal requirements.

    [​IMG]



    By pressing this button another window will pop up like this below:

    [​IMG]



    Smoothing – Will smooth the value, if a value seems jerky or not flowing this can be increased to add a smoothing effect by creating a mean value of the values coming in.
    if we set 25% or 50%, what is the different results? usually what value recommended to set?

    Washout – Is handy when we require a value to wash back to 0. i.e. like for a yaw axis that doesn’t actually turn a full 360 degrees. So to give the feeling to the rider that he/she is still actually turning.

    if I set 50%, and in axis assignment I set the axis 20%, what is the result? Does the motor rotate 10% (20%*50%) then return to 0, and repeat rotate 10%, and repeat?

    Deadzone – Is for setting a deadzone in the middle of the movements i.e. around the 0, so if our Min Max in the tuning center is set to Max 10 Min 10 and we don’t want to feel 3-0-3 we can set a percent to represent this and take these values away from the equation, resulting in a deadzone on the middle of our axis movements.

    I think the Min should be -10, right? how to understand "feel 3-0-3"?

    Boundary – Is to make sure the single DOF does not use more than X amount of the available axis. In turn letting you have a very sensitive axis and will make sure it doesn’t take over the whole axis.

    In my axis assignment some axis is totally more than 100%, and I feel the SIM is too soft, not fiery enough, I want to increase the percent of axis.
    If I didn't set the BOUNDARY here, is there some default protection mechanism to make sure the motor doesn't take over the whole axis?
    for example, the current DOFs have used most of the axis, 4 motors has 10% available, 2 moters has 15% availbale, the new incoming signal is PITCH DOF, 4 motors need 25%(but these 4 motors has 10% available), 2 motor need 30% axis (and these 2 motors has 15% available). how the SIM game engine command the motor to rotate? 4 motor rotate 10% and 2 motors rotate 15%, or the SIM game engine will keep the axis proportion (the 4 motors rotate 10%, and other 2 motors only rotate 12% to keep the PTICH axis proportion).
    [​IMG]
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    It is not just your Axis Assignments that determine how 'fiery' your sim reactions are, it is also the Tuning Center values, plus you can use Game Manager profiles to refine the reaction of a game motion profile even further to suit particular cars and tracks: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/

    Filters are useful, particularly for flight sim motion profiles, but you first need to get the default then game base motion profiles sorted.
    • Agree Agree x 1
  3. Racing Mike

    Racing Mike Member

    Joined:
    Apr 24, 2016
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    Chile
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    348Coins
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    My Motion Simulator:
    DC motor, Arduino, 6DOF
    I have read the FAQ before but still didn't understand it enough. No example it's not easy to understand.

    I will test with my prototype and try to understand it.
    • Like Like x 1
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
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    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    145,112Coins
    Ratings:
    +10,778 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    It is challenging to come to grips with the nuances involved in developing a motion sim profile, but think of it like finding a balance. You have a total allocation, that is your Axis Assignments, you have your tuning for how fiery or wallowy your sim is, via the Tuning Center, and you have variation customizations via Game Manager profiles. Filters let you kind of shape your Axis Allocations.

    But as SimTools mixes all of those you really have to first do one axis/force at a time. Once they feel OK then you can activate them all and fine tune your profile.

    Building a good motion profile takes time, testing and patients, but it does get easier with practice.
    • Like Like x 1
    • Informative Informative x 1
    Last edited: Jul 30, 2016