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Tutorial Graphic SimTools parameter adjustment

Discussion in 'SimTools DIY Version' started by fzxj520, Sep 10, 2016.

  1. fzxj520

    fzxj520 Member

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    My Motion Simulator:
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    Because of the language barrier, I hope to more intuitive way to my SIMTOOLS parameters of understanding.
    [​IMG][​IMG]
    The car in the picture indicates the movement of the car in the game.
    [​IMG][​IMG]
    The seat in the picture represents the movement of the car simulator.
    upload_2016-10-13_11-32-16.png

    The effect of different Tuning Center values on the motion of the car simulator.
    -------------------------------------------------------------------
    Axis Assignments:
    Axis Assignments .JPG
    Capture Max Min:
    Capture Max Min.jpg
    Tuning Center:
    Tuning Center.gif
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    Last edited: Oct 13, 2016
  2. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator SimTools 2.0 Beta Tester

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    Last edited: Sep 10, 2016
  3. cthiggin

    cthiggin Active Member

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    Noorbeast,
    Great example.............I need one clarification please..

    Input boxes where you manually put in +- 30 and +-100 - "why" is the +-100 showing less seat movement than +-30??? in my feeble mind, it should be more movement with +-100???
    Thanks kind sir.

    Tom
  4. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimTools Developer SimAxe Beta Tester Gold Contributor SimTools 2.0 Beta Tester

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    I think the max/min part may need a little extra explanation.

    Although using smaller numbers does make the sim faster, it also makes your simulator have less range from the game.
    (Anything above the max value is ignored)
    In the above Max/Min Example #1 the sim is maxed out at 30deg (so 31deg to 180deg does nothing).

    While using bigger numbers makes the sim slower to respond, it also gives the sim more usable range.
    in Max/Min Example #2 above the sim reacts up to 100 and -100 degrees.

    The question is, what is the realistic usable range the game is giving us?
    To find the answer, we auto capture Max/Min settings from he game under "normal driving conditions".
    "normal driving conditions" - means driving at about 80% as you normally would being carful not to hit anything.
    (although I would run over a curb or two, or even a little jump)
    Save the new settings and your set for a test drive.

    This way when you use 100% on the axis assignments page you get the full range of motion from the game on your simulator.
    If you want your simulator to be more sensitive to a given DOF, just use more % on the axis assignment page.
    (btw, above 100% is possible with SimTools 2.0)
    yobuddy
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  5. TFOU57

    TFOU57 Member

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    Hello,
    In Game Data Input Game Tuning Center, is not it worth no units from the game?
    In Game Limits Max / Mini is not also values without units? and not degrees?

    Bonjour,
    Dans Game Data Input de Game de Tuning Center, n’est-ce pas une valeur sans unité en provenance du jeu ?
    Dans Game Limits Max / Mini n’est pas également des valeurs sans unités ? et pas des degrés ?
    Last edited: Sep 11, 2016
  6. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimTools Developer SimAxe Beta Tester Gold Contributor SimTools 2.0 Beta Tester

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    If your asking me if this goes for all DOF's, the answer is yes!
  7. TFOU57

    TFOU57 Member

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    Yes, for all DOF
    My question for each DOF in Game Limits Max / Mini, the Max / Min values are not without -they units?

    The maximum being a part of the unit without value extracted from the game for each DOF.

    Oui, pour tous les DOF bien évidement.
    Ma question était pour chaque DOF, dans Game Limits Max / Mini , les valeurs Max / Min ne sont –elles pas sans unités ?
    Le maximum étant une partie de la valeur sans unité extraite du jeu pour chacun des DOF.
  8. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimTools Developer SimAxe Beta Tester Gold Contributor SimTools 2.0 Beta Tester

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    Sorry buddy, I don't understand the question :(
  9. TFOU57

    TFOU57 Member

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    I just understand that:
    - Units in Tuning Center depend plugins.
    - Maxi / Mini corresponds to a range of telemetry of the game that can be cut according to our wishes. Before I thought it s'agissait a range of displacement movements in the simulator. (Misinterpretation on my part because the post 1, duringthedeclarationofvaluesMax/ Min, i had interpreted the seat mage as the simulator.

    I take this post to ask what is the unity of Sway and surge effects, millimeters?

    Je viens de comprendre que :
    - Les unités dans le Tuning Center dépendent des plugins.
    - Le Maxi / Mini correspond à une plage de la télémétrie du jeu que l'on peut réduire selon nos souhaits. Avant je pensais qu'il s'agissait d'une plage de déplacement de mouvements au niveau du simulateur. ( mauvaise interprétation de ma part car sur le post 1, lors de la déclaration des valeurs Max / Min, j'avais interprété l'mage du siège comme étant le simulateur.

    Je profite de ce post pour vous demander quelle est l'unité des effets Sway et Surge, des millimètres ?
    Last edited: Sep 13, 2016
  10. TFOU57

    TFOU57 Member

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    By consulting the documentation, I found this convention for game plugins

    Nomenclature movements in SimTools
    Pitch is the tilt of the car forwards or backwards in [°]
    Roll
    is how much the car is dipped to the left or right in [°]
    Yaw
    is the heading of the car (north, east, south, west) in [°]
    Surge
    means clustering the acceleration of the car in longitudinal direction of [g]
    Sway
    means clustering the acceleration of the car in the direction lateral [g]
    Heave
    the acceleration means clustering up and down [g]

    In the plugin FSX I find it manages Pitch, Roll, Yaw and Surge, Sway, Heave acceleration and speed Pitch, Roll / bank speed, yaw / heading speed

    It should read Surge acceleration?, acceleration Sway?
    Certain plugins they concern only the Surge moving and moving Sway? In case they would be in what unit?



    En consultant la documentation, j'ai trouvé cette convention pour les plugins de jeux

    Nomenclature des mouvements dans SimTools
    Pitch is the tilt of the car forwards or backwards in [°]
    Roll
    is how much the car is dipped to the left or right in [°]
    Yaw
    is the heading of the car (north, east, south, west) in [°]
    Surge
    means the acceleration of the car in longitudinal direction [g]
    Sway
    means the acceleration of the car in lateral direction [g]
    Heave
    means the acceleration up and down [g]

    Dans le plugin de FSX je trouve qu'il gère Pitch, Roll, Yaw et Surge, Sway, Heave acceleration et Pitch speed, Roll/bank speed, Yaw/heading speed

    Il faudrait lire Surge acceleration ?, Sway acceleration ?
    Certain plugins concernent-ils uniquement le déplacement Surge et le déplacement Sway ? Dans se cas ils seraient dans quelle unité ?
  11. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimTools Developer SimAxe Beta Tester Gold Contributor SimTools 2.0 Beta Tester

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    It is always like this buddy,
    Pitch is the tilt of the car forwards or backwards in [°]
    Roll
    is how much the car is dipped to the left or right in [°]
    Yaw
    is the heading of the car (north, east, south, west) in [°]
    Surge
    acceleration in the direction longitudinal [g]
    Sway
    acceleration in the direction lateral [g]
    Heave
    acceleration up and down [g]
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  12. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimTools Developer SimAxe Beta Tester Gold Contributor SimTools 2.0 Beta Tester

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    It looks to me like the red chair (right below the tuning center pic) tipping at the top of the page is tipping back and forth between 0 and 100.
    If this is true then the red chairs would look different.

    The top chair would max out movement with 1/3rd of the input.
    Where the bottom red chair would move it's full distance over the 0 to 100 input.
    (in other words, it would do what the top red chair is doing above)

    The max value you set is the value that maxes out your sim in that direction for the DOF.
    hope that helps some.
    yobuddy
  13. TFOU57

    TFOU57 Member

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    @yobuddy , @ fzxj520
    I agree with you, the upper red rocking chair in the range 0 to 100 according to Example 100 Max / Min -100 and not in the range +30 Max / Min -30et the second in below in the beach 0 to 30 in example 30 Max / Min -30 and not in the range 100 Max / Min -100
    Explaining post with moving images is a very good idea for the understanding of all nationalities

    It should nevertheless choose realistic examples to facilitate understanding
    In the example the post 1 there is a Roll DOF, all units are in degrees
    - A value of 159 ° to capture is not realistic in normal driving conditions.
    Ongoing barrel: Yes
    - Choosing a Max range + 100 ° / Mini-100 °
    Are there a pedagogical interest in using such values for understanding?

    @ yobuddy , @fzxj520
    Je suis d’accord avec vous, la chaise rouge supérieure bascule dans la plage 0 à 100 selon l’exemple Max +100 / Min -100 et non dans la plage Max +30 / Min -30et la seconde en en dessous dans la plage 0 à 30 selon l’exemple Max +30 / Min -30 et non dans la plage Max +100 / Min -100
    L’explication de post avec des images animées est une très bonne idée pour la compréhension de toutes les nationalités

    Il faut néanmoins bien choisir des exemples réalistes pour faciliter la compréhension
    Dans l’exemple pris au post 1 , il s’agit d’un DOF Roll , les unités utilisées sont en degrés
    • Une capture de valeur à 159° n’est pas réaliste en Conditions normales de conduite.
      En cours de tonneau : Oui
    • Le choix d’une plage Max +100° / Mini -100°
    Y-a-il un intérêt pédagogique à utiliser de telles valeurs pour la compréhension ?
    Last edited: Sep 14, 2016
  14. ferslash

    ferslash Active Member

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    thanks a lot for this... i think this visual aids should be inside the software itself :D

    thanks again
    fer
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  15. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimTools Developer SimAxe Beta Tester Gold Contributor SimTools 2.0 Beta Tester

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    Before we start posting visual aids thou, we should get the graphics doing the correct movements.
    Anyway to update the red chair wiggles?
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  16. fzxj520

    fzxj520 Member

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    thank you all!
    I only understand a small part of the meaning of the text.
    I'll add some pictures later.
  17. TFOU57

    TFOU57 Member

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    Hello
    Sorry, photos are not animated !

    Too much tilt !

    upload_2016-10-11_17-36-32.png
    Last edited: Oct 11, 2016
  18. value1

    value1 Nerd Staff Member Moderator SimTools Developer SimAxe Beta Tester Gold Contributor SimTools 2.0 Beta Tester

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    My Motion Simulator:
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    Just to confirm:
    Roll, pitch and heading are always in ° (there's maybe one or two exceptions where it's °/sec)
    Surge, sway and heave are in g where possible or in any fancy unit the game designer chose.
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  19. fzxj520

    fzxj520 Member

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    upload_2016-10-12_22-11-14.png upload_2016-10-12_22-13-14.png
    The car in the picture indicates the movement of the car in the game.
    upload_2016-10-12_22-11-26.png upload_2016-10-12_22-13-29.png
    The seat in the picture represents the movement of the car simulator.
    upload_2016-10-12_22-12-19.png

    The effect of different Tuning Center values on the motion of the car simulator.
  20. TFOU57

    TFOU57 Member

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    Sorry, Ok if the car is the game, you just reverse the post1 "+30 / -30" and "+100 / -100"

    In the post 1, reverse upload_2016-10-12_18-20-18.png and upload_2016-10-12_18-21-1.png