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FlyPT Mover

Discussion in 'FlyPt Mover' started by pmvcda, May 30, 2019.

  1. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    Was thinking of this and the best solution I have, is already implemented for 2.9.

    And that's a EMALP(MALP;xxx);xxx)

    An exponential average of a median average.
    But it's not symmetrical.

    MALP(VALUE;300)
    upload_2020-1-20_10-19-7.png

    EMALP(MALP(VALUE;300);300)
    upload_2020-1-20_10-20-2.png

    EMALP(MALP(VALUE;300);300) with noise:
    upload_2020-1-20_10-20-43.png



    Edit:
    Ideal was to have this:
    upload_2020-1-20_10-26-29.png
    That's the soft start stop in the output.
    Last edited: Jan 20, 2020
  2. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    Some tests to tune Mover 2.9 with the rig:
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  3. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
    DC motor, 6DOF
    Looks veeery cool !
    • Like Like x 1
  4. benmax

    benmax Active Member Gold Contributor

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    My Motion Simulator:
    2DOF
    Great ! I'm impressed with your actuators and how powerful they look like !
    powerful and the speed is also very great !! your rig is smooth and have a very good response !
    in my opinion I would add for the effects more heave and more surge and sway . I think you could increase the travel for the 3 effects .
    But anyway a very great job !! Congratulations
    • Like Like x 1
  5. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    Yes, I made some more tests and had it increased. It felt better.
    But I had to reduce sway, it was almost touching the laptop on the right :eek:
    • Like Like x 1
  6. robjos1

    robjos1 Member

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    Occupation:
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    My Motion Simulator:
    6DOF
    Amazing work as ever. Sent a donation through, you're really pushing things forward for 6 DOF rigs. This kind of fidelity was unimaginable for DIY before - Dirt is a tricky one as the moves can be quite intense too! Keep up the incredible work on the software. I know it's probably outside the scope of Mover but your pose setup modules are so nice was wondering if you ever considered supporting game vibe style transducer output?
    • Like Like x 1
  7. Gabor Pittner

    Gabor Pittner Active Member

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    My Motion Simulator:
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    If I remember well, its the first time you drive a car in your FlyPT simulator. :thumbs
    You started this project about the summer of 2017, and it becomes a very very succesfull project, Im impressed so much, CONGRATULATION!!! and thank you that you shared detailed mechanical electronical parts as well.
    My own FlyPT simulator is in the finish too, so Im excited extremely :)
    :cheers
    • Like Like x 1
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  8. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Thank's!

    Transducers?
    Not outside of scope! Started working on that some time ago.
    But it's stopped for now. Need to get or make a transducer for testing.
    The idea is to first make an output module for transducers (Send data to audio channels/boards).
    I want to keep it modular, so I'm thinking of making actuators that are in reality transducers, and feed those actuators with one or more values mixed, just like I do for actuators.
    Would be interesting to define transducers positions and distribute vibration in 3D, but that is just a far far idea, that might not even work and cause more confusion.
    Problem here is lack of time, I 'm now "stuck" solving some problems for 2.9.
  9. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    Oh, it's not the first time.
    I could not wait that long!
    But now I have the monitor mounted it's way better!
    Still missing handbrake and shifter and joystick and .... it never ends!
    And did you saw the cables?
    What a mess
  10. Gabor Pittner

    Gabor Pittner Active Member

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    My Motion Simulator:
    6DOF
    I mean the first time when you can really enjoy it, not testing only. :)
    Because you use a steering wheel and pedals to control the car, and a monitor is in front of you. :) So its not only a replay anymore :)
    • Agree Agree x 1
  11. robjos1

    robjos1 Member

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    My Motion Simulator:
    6DOF
    I picked up a couple of cheap used bass transducers from old cinema seats on ebay with an amp the idea being to get front and rear vibration effects. Just attached to the seat they're pretty cool. I think they are a nice addition to a sim rig as can pick up on the small/really fast details that the actuators can't quite manage.

    Thanks also for your Dirt setup video, really goes to simplify the logic behind how to tune in the filters. Again low priority but a similar one on a flight simulator (DCS?) and even NoLimits would be great further down the line.
  12. Gabor Pittner

    Gabor Pittner Active Member

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    My Motion Simulator:
    6DOF
    I plan to use a second PC (a laptop) with FlyPT mover to control the rig, but the game runs on my desktop PC. It was mentoined some months ago about two PC mode, but will it work nearly? How can I put IP address to use UDP mode on another PC?
  13. pmvcda

    pmvcda aka FlyPT

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    You don't need to. UDP usually sends to all IP's, so if you are on the same network, just choose the UDP port you have setup on the gaming PC.
    But honestly, I think it's faster if you use everything on the same PC, unless you have something tp slow.
  14. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
  15. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
    6DOF
    The setup video is not the most correct... I'm using filters in sway, surge and heave, that I removed in the next video.
    It needs more work, but it gives you a good idea.
    In my rig I can feel all the bumps and small details. That's why I don't feel that need for transducers (might be until I try).
    In the video you can see me testing it at 8 min:


    Edit: sorry can't put the link to the 8min...
    Using a rigid seat without cushions also helps.
  16. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    And why not BeamNG?
    It's fun, but I'm afraid of colliding!

    • Like Like x 4
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  17. PeterW

    PeterW alias Wickie

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    My Motion Simulator:
    6DOF
    Highest respect for your great sim and your mover software!!!!
    The movements and response of your sim seem to become better each day. Especially braking and accelerating seem to be very good now...
    I am really looking forward to use the full potential of your mover interfaces as soon as my simulator is completely finished.
    Edit: Would you mind sharing your settings ? Its difficult to see it in the video
    Wickie
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  18. pmvcda

    pmvcda aka FlyPT

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    My Motion Simulator:
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    Thank's

    I'm going to include my setups in the download for Mover 2.9.
    Trying to make at least one for each source I have in Mover.
    • Like Like x 3
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  19. cfischer

    cfischer Active Member Gold Contributor

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    Sounds like 2.9 will be huge! Thanks Fly!
  20. Mark Pattison

    Mark Pattison New Member

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    My Motion Simulator:
    6DOF
    Hello FlyPt,
    I have a suggestion for an additional check/limit feature for your amazing software, perhaps specifically for rotating hexapod (but not limited to).

    The idea is to put maximum offsets (horizontal and vertical) that all the Platform pivots can be from the default home axis position (no inputs).

    For example...
    You can design your rig to have a ±200mm Heave and a ±30° Roll and a ±20° Pitch. Mechanically, your rig can be put into all these extreme deflections at once with no kinematic issues.

    The issue is that these extreme multiple/compounded deflections could run your rig into the surroundings (ie. ground, frame, etc).

    Here is an example and more explanation...
    upload_2020-1-23_22-38-6.png

    Ideally, you could put a max Platform pivot coordinate point value for all 6 directions (Max +X, Max -X, Max +Y, Max -Y, Max +Z, Max -Z). This would help protect surroundings from max. multiple/compounded deflections while still allowing for good deflection throws when max. multiple deflections aren’t the case.

    What are your thoughts?
    _____________
    Best regards,
    Mark