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Question No in-game movement but testing fine

Discussion in 'SimTools DIY Version' started by James Robbie, Oct 11, 2018.

  1. James Robbie

    James Robbie Active Member

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    My setup:
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    Latest SimTools with latest iRacing plugin (can't remember exact version sorry but was all downloaded a week or two ago for fresh install)

    Background - This is based around iRacing as i don't run anything else. I have read "Heave" is the best iracing 2DOF "bump" motion.

    I have an issue where when using the SMC3 Utility software, motors react to software inputs and everything is working as it should BUT when i go ingame, MM board isnt sending/recieving and no motor movement.

    Settings, videos and screenshots below. Hoping its something simple and easy.
    20181011_225344.jpg 20181011_225155.jpg 20181011_225147.jpg
    Screenshot_20181011-235728_Gallery.jpg

    View when ingame:
    20181011_225127.jpg

    SMC3 Settings:
    Screenshot_20181011-235504_Gallery.jpg
    Last edited: Oct 11, 2018
  2. James Robbie

    James Robbie Active Member

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    SMC3 Utility testing


    Ingame testing with settings in original post
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  4. James Robbie

    James Robbie Active Member

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    Ok, i will go through that. I thought i had created a profile by capturing the min/max values which are locked into those columns.

    And just to clarify, putting in a smaller number will increase movement? So with heave, the captured value is 2.4, i should set it to 1 or 1.5 for arguments sake? The game is normally outputting around the value of 1
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    In many race games I run far less axis allocation and a value below 1 for heave, like 0.5. but as I suggested you need to go through the steps to refine the profile values one axis at a time specifically for your rig and the game you are using. It seems a bit daunting at first, but once you know your rig it gets much easier and faster.
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  6. James Robbie

    James Robbie Active Member

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    I have been testing for a few hours tonight and still no consistent working... :(:(:( I should mention I'm using a car battery constantly on charge so power shouldnt be the trouble.

    Tried lots of different combinations and had mixed results but never got ongoing movement from ingame. Tried changing comport baud rates to match, different DOF types, setting the tuning centre max/min to 0.5 for all of them and taking the start/stop position commands out. Even got the SimTools axis testing working (first time ever) and motors were responding accurately so thought i would jump in game and when the game loaded, motors went to max top and I'm assuming cut out because they didn't respond once i was in game. Weird shit like that

    One thing is maybe having the "Kp" at 600 is too much and its hitting the cutoff limits before it gets a chance to brake/reverse? But still, it works fine in the utility software at that value when selecting all of the movement tests.

    I even downloaded and installed LiveForSpeed and tried that but couldn't get any data from the game but threw the towel in thinking i1 was only opening more problems.

    I'm sure I've probably missed stuff out of this update too sorry. I feel like im so close yet so god dam far away...
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    It sounds like you are jumping all over the place rather than being methodical.

    First SMC3 needs to be working correctly and PID, max and clip limits set for accurate motion.

    Once that is sorted, and not before, SimTools Output Testing needs to respond as expected on all axis: https://www.xsimulator.net/community/faq/which-way-to-set-simtool-axis-movements.230/

    Last, a motion profile should be refined, one axis at a time: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/
  8. James Robbie

    James Robbie Active Member

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    Yip openly admit it is all over the show and all i can say is I'm getting desperate and frustrated... Haha I feel like I'm constantly going around in circles and doing the same stuff making me feel like a muppet.

    I get no faults in SMC utility and appear to have plenty of head room when using any of the preset test movements but i will turn down the KP to start with. And then i will go back to work purely on axis output testing until I'm 200% sure that's solid
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Great, one step at a time, and let us know at what point something misbehaves, that will narrow down the possibilities.
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  10. James Robbie

    James Robbie Active Member

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    Its alive... ITS ALIVE... ITS ALLLLIIIIIVVVVEEEE

    So - a combination of stuff ups that took me a little bit to reverse engineer! I will try put it into words without writing a novel:

    Short answer is the motors where hitting the clip/max limits and shutting down.

    Long answer is first i went into SMC Utility and confirmed everything working and dropped Kp down straight away from 600 to 400. Next i started again with the profile capture and set everything to 100% including axis limiting. I jumped in game and again, it jumped once and then cut out. Couldn't work out what or why and then I opened the SMC3 to confirm movement and straight away i noticed the motor had JUST gone over clip limits. So then i lifted the clip limits and played with the axis limits percentage. Somebody turned on a light bulb halfway through and i realized my range of motion was already greatly reduced as i have a 2 to 1 gear ratio between motor movement and pot feedback. Initially i had the axis limits set to 50% but that was still enough with clip limits set to 150 to trigger.

    Anyway end result - Captured min/max settings and using those figures without changing. Axis set to Heave at 100% with axis limit of 20% and clip limits set to 100 with max limit set to 20. Kp set to 400.

    Because my rig (and my ass) is heavy and I'm using wiper motors, i will play with the Kp and up it compensate for little motors pushing lots of weight. One weird thing i found was once the motors locked up after hitting limits, i had to open SMC3 to kickstart/reboot the motors. Even after manually centering the motors, rebooting the MM board and restarting the SimTools software, motors weren't budging.


    Now I need to connect the armature and start fine tuning everything. Only negative is now i have to purchase a Vive sensor to cancel the motion... BUT ITS WORKING!!! hug::cheers:grin:thumbs
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  11. James Robbie

    James Robbie Active Member

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    I will say it lots more times in my build thread when i get around to updating it but thank you, thank you, THANK YOU to @noorbeast for the support, help, guidance and most of all, patience. Unreal wealth of expertise. Not enough thanks can portray how relieved and happy i am to have my motors responding accordingly.
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