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Question Min/Max Rotation needed -2DOF

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Snapdi, Oct 26, 2020.

  1. Snapdi

    Snapdi New Member

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    My Motion Simulator:
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    I'm in the middle of building a 2DOF sim using wiper motors. I'm unsure of of the amount of rotation i need to achieve. I'm wanting to use it for racing/helicopter simulation. Also, I'll be using VR too. I am just worried about under powering my rig for extra rotation I don't need.

    Side note, in Simcalc I am confused about the x-axis rod and motor position. Is it measured from the center? (so half the length), or the full length? (mount to mount).
    rodmount.jpg
    P.S. Is there a standard formula for optimal leverage/rotation?
  2. moaale

    moaale IAN MRTIN

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    You would have to make sure that the arm or whatever you want to call it, they stay in the center that it would be 50% above it would be 100% and below 0% it is understood the degrees you want them to move you give it a voice, look at it and go testing each axis It starts with 20% on the game engine / axis assignmaents part. It is not the same to walk slowly as hard if you go strong the movements will be more abrupt ... and to see where they have to start your viela you would have to put a couple of photos.
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    You can use SimCalc to determine the impact of design on axis rotation: https://www.xsimulator.net/communit...e-linear-speed-and-forces-of-your-design.270/

    With VR and motion, speed and movement precision are far more important than large axis movements.
  4. Snapdi

    Snapdi New Member

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    Thanks for the responses! Was wondering what the average rotation I should be going for to simulate racing. eg. don't want to go for 15 degrees if I'll never go over 12 degrees. Getting over 10 for pitch seems difficult with short arms and shoulder mounts.
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    There is not really an average, rather it is a question of optimising for a given design, desired performance level and intended use, such as with VR.