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value1

IL-2 Sturmovik: Battle of Stalingrad plugin 2.0.0.5

SimTools game plugin for IL -2 Sturmovik "Battle of Stalingrad"

  1. Pat Regan

    Pat Regan DIY Fokker D7F Flight Simulator Gold Contributor

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    My Motion Simulator:
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    It's taken a year to get my Fokker D7F sim pod basically finished (except for details) and flyable in VR; still some cosmetics to do but now I've moved-on to scratch-build a 4 DOF motion platform of my own design.

    Tonight I paid my fees to renew my license and get downloads; and now I have the plug-in for IL2 BOS in my download files.

    For the motion platform, I have the basic DIY kit: a 4000 controller and three #5 actuators for Pitch, Roll, and Yaw. I've read the 4000 can power four actuators but only control three. So I have a fourth powered actuator for vertical "Heave" motion.

    If I can't get that fourth one to work with the 4000, I was thinking of using a second controller board and the Freejoy program (or something similar) to receive and apply "Heave" data from IL2 BOS.

    I'll be trying to get it all hooked up and working in the next few days. I'm fairly techno-savvy but motion platforms are new ground for me and I'm learning as I go.

    I'm wondering if I have to load the IL2 BOS plug-in into my IL2 BOS / FC file somewhere; or just access it when I bring the controller and actuators online? Guess I'll be finding out as I proceed.

    Will let you guys know how it goes.

    BELTS5.jpg
    Last edited: Oct 4, 2022
  2. Pat Regan

    Pat Regan DIY Fokker D7F Flight Simulator Gold Contributor

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    I don't have an answer to that problem but I do have the latest version of IL2 BOS/FC with Steam on W10 with no firewall; same as you.

    Hope to be setting my controller and actuator components up to test how they operate this week. I think my drivers are up to date and will let you know how it goes for me. Hope you get yours figured out.

    VBR,

    Pat
    Last edited: Oct 4, 2022
  3. Historiker

    Historiker Dramamine Adict Gold Contributor

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    Oh BABY! That is cool as HE double hockey sticks!

    Not sure which controller you mean but I assume it is the SX4000 by SimExperience? If so I am not sure how you mean to have one SCN5 lift that much weight for heave. Are you doing a seatmover inside your simpit? The SX4000 is meant for a pivot system but there are lots of ideas out there.

    For SIMTOOLS you just have use the SIMTOOLS utility, that will install the plugin for you. It is drag and drop. I use PT Mover now but I used to use SIMTOOLS and it is a great software.
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  4. Historiker

    Historiker Dramamine Adict Gold Contributor

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  5. Pat Regan

    Pat Regan DIY Fokker D7F Flight Simulator Gold Contributor

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    Thank you, @Historiker!

    Yes, I have the basic 3 DOF kit; SX4000 and three SCN5 100mm actuators.

    My problem is I am too heavy for most commercial motion platforms; about 285#. (I bought a YAW and immediately bent the frame; repaired it and now my wife uses it.) Plus, there’s the weight of my pod fuselage, too.

    And you’re right; lifting anything close to this kind of weight (I’m allowing 400# for me and the pod) is way beyond the 10-kilo capabilities of the SCN5.

    But that’s my problem with the SCN5 for Pitch, Roll, and Yaw, too: I’m overweight for the generally-accepted applications and commercially-produced platforms. So I designed one.

    (I’ve always said I will share the design and will once it’s finalized. I think this is something the DIY folks will like.)

    The difference? Essentially, in most systems I've seen, the actuators apply their force versus much of the user and platform weight. That (plus material type, gauge, and structural strength) limits the user weight to what's reasonable for most folks but it doesn't work for me.

    My solution is to take weight out of the equation by balancing everything on a universal joint and only using the actuators to "tilt it off-center" in achieving Pitch, Roll, and Yaw. That way, the required actuator force is much less.

    For Heave, the universal joint is spring-loaded and the actuator only needs to oppose the unsprung weight; which can be as minimal as mechanical leverage will allow.

    At the moment, my plan is to use one of those 12-volt “hospital bed” actuators via an Arduino board or the like. At 12V some are rated for 200# but the speed is only about ½ inch per second.

    In tests, I’ve increased the voltage in stages up to 48 volts; extension/retraction speed increases with voltage but the force is reduced accordingly: double voltage doubles the speed but halves the force.

    (And, at 48 volts, the internal clutch isn’t fast or strong enough to keep the ram from breaking the set-screw out of the aluminum housing and blowing the black plastic tip off the end. LOL!)

    So 24 volts seems best for the speed and force my application requires.

    Been working on this project for a few years now; the basic pod is built and we successfully motion-tested the chassis and universal joint yesterday.

    Now it’s time to bench-test the actuators with the game. Downloaded the IL2 plug-in and will try a 3-axis test in the next few days, workload permitting.

    After that, I’ll set up and bench-test my Heave actuator. Once I’ve got them all “dancing to the 4 DOF music” I’ll fabricate the platform mounts, put it all together, and take it for a spin.

    I really appreciate your interest and welcome any advice from the group. I’m solid on mechanical fabrication but this is my first motion simulator so the electronics are something I’m learning as I go.

    VBR,

    Pat
    Last edited by a moderator: Oct 7, 2022
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Even on a pivot mass is not the only issue, there is also inertia, so the actuators need to be able to cope with both.
  7. CARLOS CUEVAS RODRÍGUEZ

    CARLOS CUEVAS RODRÍGUEZ New Member

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    Hello, I introduce myself to this forum and my name is Carlos, I have a flight simulator from the second world war, il2 sturmovik great battles, I am going to install some BODYSHAKERS, I would like to ask if the sim tools program works for bodyshakers and also for the game il2 sturmovik
  8. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The IL2 plugin dev @value1 is best placed to confirm, but on the plugin Download page neither SimTools DashApp (rumble motors) or GameVibe (transducer) support are currently listed.

    Plugins will need to be updated for SimTools v3 compatibility, so that may be an opportunity to upgrade the plugin.
  9. yobuddy

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

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    • Informative Informative x 1
  10. Kenshiro27

    Kenshiro27 Active Member

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    HI,
    Works with IL.2.Sturmovik.Cliffs.of.Dover.Blitz ?
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Not tried but I doubt it, as COD and BOS are very different core engine coding.
  12. Kenshiro27

    Kenshiro27 Active Member

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    Ok, thanks for answering
  13. Pastrana

    Pastrana Member

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    upload_2023-7-21_17-43-26.png
    Hello, en Simtools V3, I don't get movements from the motors in Il2, I see that the telemetry works, the numbers vary, but the motors do not move.

    If I test the axes from simtools the motors work, but the game does not seem to move the motors.
    Last edited: Jul 21, 2023
  14. yobuddy

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

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    @Pastrana,
    What does your axis assignments look like for the game buddy?
  15. Spoofy

    Spoofy New Member Gold Contributor

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    @Pastrana did you get it sorted i have the same problem
  16. Spoofy

    Spoofy New Member Gold Contributor

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    My axis assignments Simtools.jpg
  17. Kevinski

    Kevinski If it doesn't fit, hit it until it does.

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    @value1 Thanks very much for writing this plugin. For me using my 4DOF platform, I needed to swap the Surge and Sway assignments. They seem to be the wrong way around in the plugin?

    Surge was working on the rudder axis in game and sway was emulating surge. Swapped them around on those two motors and all is good now. Thanks again for the plugin.
  18. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    For now it is easier just to reverse the DIR settings, as a quick fix.

    I am flagging it for @yobuddy, as part of the work with the new v3 repository plugin system is standardizing plugin axis settings.
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  19. Kevinski

    Kevinski If it doesn't fit, hit it until it does.

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    @noorbeast Thanks for the info mate. Just so you know, I actually had to assign the sway and surge assignments to different motors, i.e sway had to go onto the surge motor and surge onto the sway motor for the axis to do what the plugin was commanding. Not just a polarity change on the motors themselves.
  20. richdelta9

    richdelta9 Member Gold Contributor

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    I just tested this with the virtual plugin builder and I am seeing surge and sway values coming in as they should. I get sway movements when I roll left or right and surge movements when I nose dive and pull up. I am also seeing correct movements in a tank. Have you tried this in a tank?
    • Informative Informative x 1