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first project

Discussion in 'DIY Motion Simulator Projects' started by Joeri, Feb 18, 2019.

  1. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    My Motion Simulator:
    3DOF, DC motor, JRK
    There are many factors to consider when designing a motion simulator. Generally the speed needed is a bit subjective and is significantly affected by design choices, but general wisdom suggests between 150-700mm/s http://www.xsimulator.net/community/threads/minimum-rpm-needed-for-a-2dof.7009/

    Keep in mind different designs have different affects on the perceived speed movement of the rig itself. For example the lever linear speed is amplified by the height of the seat back in a compact design.

    And it is not just speed that matters, the rig must have enough power to drive the intend mass, including dealing with inertia.

    Disregarding mechanical loss, to know what Newtons it will take to move something it will be Mass (kg) x Acceleration (m/s) = F (N). So to move 100kg at 0.7 m/s needs 70 N. It takes 9.8N per kg to counteract gravity. Keep in mind there is significant mechanical loss in things like the gearbox, depending on the ratio you may want to allow between 10% to 50% loss for worm gears and the greater the gear ratio the higher the % loss is: http://www.meadinfo.org/2008/11/gear-efficiency-spur-helical-bevel-worm.html
  2. Joeri

    Joeri Member Gold Contributor

    Joined:
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    Occupation:
    car body repair shop
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    The Netherlands
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    My Motion Simulator:
    2DOF
    I know that 200/700 mm/s is ok.

    but I'm getting 1151.920000 mm/s
    that can not be good?

    I want to understand why I get these numbers ;)
  3. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    My Motion Simulator:
    3DOF, DC motor, JRK
    The RPM to Linear Velocity formula is :
    v = r × RPM × 0.10472

    Where:
    v: Linear velocity, in m/s
    r: Radius, in meter
    RPM: Angular velocity, in RPM (Rounds per Minute)


    You can review the maths behind SimCalc: https://www.xsimulator.net/community/threads/simcalc-by-tim-mcguire.11277/page-2#post-140469

    The short real world answer to your question is that the lever CTC is what gives you that figure given the RPM, but the Torque would be inadequate to drive a real world load.
  4. Joeri

    Joeri Member Gold Contributor

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    ok thanks again. Tonight I Will try to understand it with the laptop.

    today connected some wires again.
    it is now plug and play. on the motors and potentiometers


    9CF00DF9-D48A-4936-9A76-812FB59840B7.jpeg
  5. Joeri

    Joeri Member Gold Contributor

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    My Motion Simulator:
    2DOF
    started on the bottom frame.

    7DB9C56F-9513-4DD8-B102-AF77DFD4420F.jpeg 257B1619-555D-46D1-B666-06A69E515F9B.jpeg
    • Like Like x 1
  6. Joeri

    Joeri Member Gold Contributor

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    My Motion Simulator:
    2DOF
    D8DA71D1-CB4A-405E-98E3-9355B6890217.jpeg

    played a bit with smc3 today. with the test motors 12v. I only had to use max limits 145. if I set it to 255. then it goes outside the values and goes off. is that OK ?
  7. hannibal

    hannibal Member

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    i like the compartment boxes you are using... do you have a part number / manufacturer... link?
  8. Joeri

    Joeri Member Gold Contributor

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    2DOF
    • Friendly Friendly x 1
  9. hannibal

    hannibal Member

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    thank you!!!!!
    • Like Like x 1
  10. Joeri

    Joeri Member Gold Contributor

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    My Motion Simulator:
    2DOF
    043EFCC7-69AB-4543-8AA1-20FA4F5B0DC5.jpeg
    got the universal joint in today. I think he's a little on the small side. Only 60mm high, hope that is high enough. parts are now coming in slowly.

    Keep u up to date
  11. hannibal

    hannibal Member

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    My Motion Simulator:
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    Shiny! Can i ask for link where you bought this?
  12. Joeri

    Joeri Member Gold Contributor

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    My Motion Simulator:
    2DOF