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help purchase actuators

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by stefano, Jan 23, 2015.

  1. stefano

    stefano New Member

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    ciao sono nuovo di questo forum, ho fatto un legno della cabina di guida di F1 e vorrei consigli per farlo muovere il mio desiderio e quello degli attuatori ad un buon prezzo per quello che ho cosigliate il peso e la velocità degli attuatori, grazie mille
    IMG182.jpg
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Here is the Google translate so others can comment:

    Hello, I am new to this forum , I made a wooden cockpit F1 and I would advice to make it move my desire and that of the actuators at a good price for what I cosigliate the weight and speed of the actuators , thanks a lot.

    Nice job on the cockpit @stefano.

    Can you tell is the weight of the cockpit and if 2DOF will meet your needs?

    Many of us use 12 volt DC motors, which are widely available from different sources throughout the world and which come with either 25:1, 50:1 or 60:1 gearboxes. Here is some general information: http://www.xsimulator.net/community/faq/dc-motors-shopping-list.32/

    Have a look at @John Hien Nguyen's Rseat build, as that may be of interest in terms of F1 style: http://www.xsimulator.net/community/threads/rseat-formula-custom-2dof-simulator.5700/

    There are many other member designs in the build section, spend some time and see if something appeals to you: http://www.xsimulator.net/community/forums/diy-motion-simulator-projects.22/
  3. stefano

    stefano New Member

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    I translate it with google. I state that are not expert eletronia, the cockpit can weigh between 100 and 80 kg more the person. and wanted to know if with scn5 and feasible
    arcteam-23.jpg
  4. shannonb1

    shannonb1 Well-Known Member

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    My Motion Simulator:
    2DOF, AC motor, Arduino, JRK, 4DOF
    If you balance it right
  5. eaorobbie

    eaorobbie Well-Known Member SimTools Developer Gold Contributor

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    Nope might work at the start under low power, but scn5 will fail, read the Specs on the , 5kg lift vertically is what they are designed to do all day. Anymore slows them down and eventually the body shows sign of failure as it develops hairline cracks or worse the connecting pin between stepper and ball screw shaft sheers and its a trick fix , not impossible but if it snaps , the warranty is void.
    SCN6 might cope better but will go in the end , most do.
    • Agree Agree x 1
  6. Nick Moxley

    Nick Moxley Well-Known Member

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    +1 Actuator's are NOT what your after, 50:1 boxes or 60:1 is what you need.
    • Agree Agree x 4
  7. shannonb1

    shannonb1 Well-Known Member

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    Ive seen someone use that same rig with the scn5's and it worked well. Again all about balance but I do agree you should go with some high gear ratio motors. Stronger, wont break, easier to replace and you can always adjust the gearing box.
  8. stefano

    stefano New Member

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    I have to let go of the actuators? and direct me towards motors, however, or seen and tried 3DOF simulators formula one with actuators that were not great a nice effect seemed realistic. Suggested starts with some initial steps to start with the motors and which take based on weight
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    There are links to various DC motors in my initial response. However, what you need first is an understanding of all of the various design options and components that make up a motion simulator, such as control boards and power supplies. I will repeat my initial question, will 2DOF will meet your needs?
  10. shannonb1

    shannonb1 Well-Known Member

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    3dof? sway or heave?

    I would recommend that you look through the forum, use the search function and self serve a little and then come back once you have used some of the vast archive of guidance already available.
    • Agree Agree x 1
  11. stefano

    stefano New Member

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    il che significa 50: 1 o 60: 1 peso pre o accelerare il mio cockpit può arrivare a 180 kg con la persona, o in tour in un Cemtro commerciale in Italia questo cockipit uno di f1 ed è ancora realistico o motoriduttori realizzati sono a buon mercato rispetto agli attuatori darmi qualche illustrazione per iniziare la mia avventura
  12. stefano

    stefano New Member

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    which means 50: 1 or 60: 1 pre weight or speed my cockpit can get to 180 kg with the person, or toured in a commercial Cemtro in Italy this cockipit one of f1 and is still realistic or realized gearmotors are cheap compared to the actuators give me some illustration to start my adventure
  13. stefano

    stefano New Member

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  14. eaorobbie

    eaorobbie Well-Known Member SimTools Developer Gold Contributor

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    Ok they using an AC stepper or servo motor , hooked directly to a ballscrew. Plus they are supporting the ends to me looks to be sprung as in Actuators are only shifting the balance and the springs are supporting the inertia. LOL
  15. stefano

    stefano New Member

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    which gear do you recommend for my cockpit 50: 1 or 60: 1
  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Depending on the design you could possibly use either but your rig does have a bit of weight so perhaps the 60:1.

    It would seem that space is not a problem so you could add shoulder style 2DOf motion to your cockpit, which is an efficient motion design.
  17. stefano

    stefano New Member

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    this and my cockpit
    • Like Like x 1
  18. welen123

    welen123 Member Gold Contributor

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    I have no idea with the motor ,but your F1 cockpit is so cool! add a motion effect will be amazing!
  19. mereni

    mereni New Member

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    My Motion Simulator:
    SCN6
    All depends on the level of "realism" which you wish to achieve (i.e. are your looking for a “body shaker”, or a “simulator”?).
    If you were thinking about a “simulator”:

    First a few figures of the real world of transitory° accelerations:
    Forward acceleration (positive surge):
    up to 0.6 g in a "normal" car
    up to 3.5 g in a F1
    Backward acceleration (negative surge = braking) :
    up to 0.3 g in a "normal" car
    up to 1.5 g in a F1
    Vertical accelerations (heave)
    road bumps = 1 g
    buzzers : 0.3 g (at 180 km/h)
    Lateral accelerations
    up to 1.2 g in a "normal" car
    up to 4 g in a F1

    Then let us go now to simulation
    Let us forget completely about realistic gs!!! (to simulate a 3 seconds acceleration - without using other means of fooling your internal ear° - would require a track more than 50 meters long, wash-out not included !). We are talking about 20 cm to 40 cm displacements, a factor of scale of 1/100!

    Not being Toyota, and not having the room nor the money to construct a 60m x 60 m simulator, we may have to settle for 20 cm displacements in 0.5 second as a target (remember, a real buzzer makes your wheels jump up and down 3 cm in 0.01 second!).

    1) For a fwd acceleration, all you have to deal with is the forces of inertia (not the weight) ; 200 kg displaced on a distance of 20 cm in 0.5 seconds requires (if I am not wrong, which is almost always the case !) a force of 80 N.

    A SCN6-40-200, when pushing 120 N, moves at 100 mm/s, which is not enough in our case.
    Let us then have 2, and, with a system of gears or levers, and we may get 120 N at 200 mm/s, which is quite acceptable.

    2) For an upward acceleration, we have to add the weight to the above, and buy a dozen other SCN6, 800$ a piece! Forget it, the only solution is to get rid of the weight!
    How? With some counterweights and pulleys and/or springs. This will "only" double the inertia, but this is not as bad as lifting up your 200kg (easily said, I have not yet finalized the design of such an animal).

    1 question to you:
    do you really want to go into the "simulator" business, or stay in the body-shaking, and go into more depth ?

    1 question to everybody:
    did I make any enormous errors in the oversimplifications I wrote here? If this is the case, I will be happy to have been setting the ball rollind, and will try and shut up in the future…

    ° permanent accelerations can be achieved, as far as I know, only by the construction of a centrifuge (in your back garden?) or by fooling the internal ear, and tilting the platform -pitch and roll - The professional simulators do both, performing a temporary linear movement whilst tilting the device (reasonably slowly so that the internal ear detect the induced sway/heave) to simulate permanent gs. With a 45° tilt, the maximum obtained is 0.7 g, which is neither very bad nor very good.
    • Informative Informative x 1
    • Optimistic Optimistic x 1
  20. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I consider all forms of physical motion simulators, including body shakers and centrifuges, to be a form mechanical mind trick, so yes I would say you have oversimplified and drawn an artificial distinction between types of simulators.

    All forms of simulators have their relative advantages and disadvantages. The role of a simulator is not to replicate an effect but to elicit a feeling of being subject to such an effect. There are both physics and physiological factors at play in any motion simulator: http://en.wikipedia.org/wiki/Motion_simulator