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Low cost 2DOF/3DOF/6DOF motion simulator - DOF REALITY

Discussion in 'Commercial Simulators and Peripherie' started by Radioproffi, May 23, 2016.

  1. Jukkakamala

    Jukkakamala New Member

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    Well, let us start from the beginning, why: traction motor had too much slack. Chair would move 5cm+ with motor standing still and pushrod in the middle hole. So that is a lot of slack.

    So fault number one was the woodruff key on the axle holding the actuator lever. Groove in the axle was way too wide. Solutkon for that was to drill a hole and tap it in the lever where it goes over axle. And then with a file do a flat section where the bolt would meet the axle.

    That done most of the slack was gone. But there still was a bit, maybe 1cm+ but a lot stiffer slack.
    That slack was inside the motor. The axle connection to the cog connecting to worm-gear was loose. I disassemled the motor and pulled the axle-cog-assembly out. Removed the pot-drive-connector and triangular piece that was the root of the problem. Then with sandpaper polished axle end and inside of the cog and with silver, brazed them together for good.
    The slack is gone.

    On the other side, the motor internals are fantastic. 2 ball bearings, steel shaft, brass drive cog, steel worm-drive, good grease. Motor quality is very good.


    Pot alignment, how i did it.
    If you disassembled the motor, put the shaft with cog in about the right position when in rest and middle. Pots middle position is when the flat part is in line with the pot wires. Then put everything together but leave the motor side on axle-pot connector loose. Then connect motor to controller and check motor rotation. If it rotates, just a little turn the pot to stop it, either direction. Then with very little turns of pot, drive the motor to middle position. Tighten the pot-axle-connector and you are done.

    https://pekkakaukalo.kuvat.fi/kuvat/dof/

    Just a few pictures there. And a video showing the worst part on slack.
    • Dislike Dislike x 1
  2. Andy Booth

    Andy Booth Active Member

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    That was a lot of slack.

    Was it like that from the beginning?
  3. Jukkakamala

    Jukkakamala New Member

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    The slack from the woodruff key was from the beginning. When i fixed that i found more slack inside the motor and fixed that too. Now only slack is from cog and worm screw, like 2mm from the end of the actuator lever.
  4. Andy Booth

    Andy Booth Active Member

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    Glad you have it resolved.

    I have the p3 rig which uses the mpre powerful motors and all my free play seems to be in the worm drive. Don't think there is a lot I can do to make it bettter.

    I toyed with the idea of replacing the motors with gearboxes for linear actuators. I spoke to Igor at DofReality and he said the only actuators that could be installed without major upgrade were just far too expensive.

    Guess I'll live with a little slack.

    Andy
  5. srt8driver

    srt8driver New Member

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    Mostly finished assembly of my new P3. The default Pitch Roll and Sway were completely wrong. I figured it out (I think) and have Asseto Corsica working well, but Project Card 2 (UDP) is completely wrong. Is it common for different games to be so backwards in motion?

    Also, I am not sure how to test and balance the rig. I know its important, but I don't have anyone that could spot me with the motors disconnected. How can I tell how out of balance I am?

    Also the mounting bolt head that attaches the frame base (part that doesn't move) to the sway/yaw traction loss motor, seems too tall. The unit wobbles on the head of that bolt (the four corners of the base are higher up). Should there be feet/levelers on the bottom of each corner of the traction loss base?
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    This is how SimTools expects the Axis to be configured: https://www.xsimulator.net/community/faq/which-way-to-set-simtool-axis-movements.230/

    You do need to create a unique motion profile for each game, here are the steps to do so: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/

    You can get a friend to assist in finding the balance point, just include yourself and all peripherals, you can have a very slight bias weight to pre-load the motors, rather than perfect balance, as it will help counteract the small play in the wormdrive gearboxes: https://www.xsimulator.net/communit...-of-gravity-to-balance-a-motion-simulator.55/

    @Radioproffi or other dofreality owners should be able to assist with how the rig goes together and perhaps share their motion profiles for different games.
  7. Andy Booth

    Andy Booth Active Member

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    srt8driver,
    Regarding:
    "Also the mounting bolt head that attaches the frame base (part that doesn't move) to the sway/yaw traction loss motor, seems too tall. The unit wobbles on the head of that bolt (the four corners of the base are higher up). Should there be feet/levelers on the bottom of each corner of the traction loss base?"

    If I understand what you are saying, you are talking about the moving frame pivot point locating into the bearing which is welded onto the lower fixed frame. It is an interference fit and you need to push the upper frame into the lower frame until the upper frame sits on the rollers.

    Regarding:
    "Mostly finished assembly of my new P3. The default Pitch Roll and Sway were completely wrong. I figured it out (I think) and have Asseto Corsica working well, but Project Card 2 (UDP) is completely wrong. Is it common for different games to be so backwards in motion?"

    As Norbeast said, you will need to set up profiles for each sim. Within the Axis Assignments screen, at the left of each Axis row there is a checkbox called DIR. Select that next to the axis that seems to be going in the wrong direction. On my P3 rig I have all three axis checked for DOF1, axis 1 checked for DOF 2, all 3 axis checked for DOF3 and axis 2 checked for DOF4 and DOF5

    As for balancing the rig, there is no real easy way of doing it other than getting some friends to help. I was able to get it close based on seeing restricted movement looking at the traces when viewing SMC3 however I was only able to get it right when I had friends helping me.
    I disconnected the control arms and sat in the seat with friends holding me upright. My friends were able to tell me where the weight was and what difference it made if I shifted my weight. With that knowledge I was able to get out, adjust the balance forward to back and side to side. Forward to back is quite easy because there are three positions where the universal joint can mount to the moving frame and then fine adjustment with seat rails (assuming you have seat rails).
    But it's the side to side balance that is a lot more difficult and time consuming. I had to elongate and slot the seat mounting square section steel so I could push my seat over to the right. That wasn't enough for me and I then had to re-drill where those seat mounting box section drill to the long frame. That pushed my seat even further to the right. I then slid my pedal box over to the right (my pedals are mounted onto aluminium extrusion giving me the ability to independently adjust each pedal left to right) and then had to re-drill the wheel mounting plate to push my wheel over to the right. I can add some photos if my explanation is confusing.
  8. Andy Booth

    Andy Booth Active Member

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    Capture.PNG

    I slotted the two sets of 3 holes at each end of the seat mounts and also re-drilled the two mounting holes circled in red. I think I moved aprox 10mm.

    With all those changes I was able to get the balance close enough.

    You know its about right when, with you sat in the seat the whole upper frame will rock side to side with very little weight shift. Once you have the side to side, you can then adjust front to back so there is a little weight over the front of the rig as suggested by Norbeast.
    • Informative Informative x 1
  9. Peter B Andersen

    Peter B Andersen New Member

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    Axis is swapped in project cars 2, i cant figure out to fix it. Anyone can make a motion profile?
    Thanks!

    Peter
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The Dir being checked orange or not in Axis Allocations determines how each axis moves, this is how SimTools expects the Axis to be configured: https://www.xsimulator.net/community/faq/which-way-to-set-simtool-axis-movements.230/

    You do need to create a unique motion profile for each game, here are the steps to do so, including Dir settings: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/
    • Like Like x 1
    Last edited: Dec 4, 2017
  11. Peter B Andersen

    Peter B Andersen New Member

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    I also have problem with roll and pitch wrong, i can change it so it works right in game engine and press save with the game name in game list.
    But when i start the game axis is still wrong?
    I can´t see how to make a motion profile?! i dont understand the guide, is there a youtube video with that?

    Attached Files:

  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    For roll one Dir should be checked and the other unchecked. For pitch, surge and heave on a 2DOF both will be set the same.

    Take it one step at a time to make and refine a motion profile: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/

    There is a bit of a video overview, but it does not go into details as parts 2 and 3 have yet to be made:

    • Like Like x 2
  13. Radioproffi

    Radioproffi Active Member Gold Contributor

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    Output test in GameEngine use default profile for testing, pls disable all DOF in game profile.

    Add only Pitch on Axis1 and Axis2 with default settings, run game - if pitch inverted - use DIR checkbox on both Axis, If Pitch make tilt on side, use DIR on one of the axis.
  14. Andy Booth

    Andy Booth Active Member

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    Noorbeast posted:
    "For roll one Dir should be checked and the other unchecked. For pitch, surge and heave on a 2DOF both will be set the same."

    Strangely enough, for my DofReality P3 rig its the exact opposite.For roll, both Dir is checked however for Pitch, only 1 Dir is checked.

    I guess you just play around until it feels right.

    Andy
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    That suggests the wiring for one motor is around the wrong way, this is how SimTools expects the Axis to be configured: https://www.xsimulator.net/community/faq/which-way-to-set-simtool-axis-movements.230/
    Last edited: Dec 4, 2017
  16. Andy Booth

    Andy Booth Active Member

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    It doesn't surprise me if one is wired incorrectly, but it works so I'm not gonna complain too much.

    The joy that is DofReality

    Andy
  17. Spit40

    Spit40 VR Flyer

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    Though useful to know things are behaving mechanically, be aware that you often don't even want to bother with roll /pitch. If you're in VR, roll/sec and pitch/sec are often more effective. If available these tend to be mapped to extra1 and extra2. In Aerofly FS2 Roll doesn't even work.
  18. Radioproffi

    Radioproffi Active Member Gold Contributor

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  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I am so glad @yobuddy is working on an automated setup process for these rigs!
  20. Mpmo

    Mpmo Member

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    ohh what's that? and you know the release date?