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Question Pitch and Surge Fine tuning

Discussion in 'SimTools DIY Version' started by jonas bandier, Mar 28, 2020.

  1. jonas bandier

    jonas bandier New Member Gold Contributor

    Feb 14, 2020
    +7 / 0 / -0
    My Motion Simulator:
    2DOF, Arduino
    Hi there!
    I have a DIY 2DOF motion sim. I'm getting to the fine tuning stage of the build.

    I would like to have the Pitch and Surge so that it NEVER overshoots the limits.

    I have set it to 80% Surge and 15% Pitch, which means i have 5% margin.
    What i found was that the 15% Pitch makes the maximum in-game angle = 15 degrees which is about 7 degrees in real life.

    What i would like it that 45 degrees in-game is = 10 degrees in real life, 22.5 degrees in-game is = 5 degrees in real life etc.

    Does it make any sense?
    Is there any way to do this?

  2. Ads Master

    Ads Master

    +0 / 0 / -0
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Jul 13, 2014
    Innovative tech specialist for NGOs
    St Helens, Tasmania, Australia
    +8,894 / 43 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    I am not sure what you mean. But normally the pitch axis would have a greater axis allocation, with a larger Tuning Center value, so it transitions smoothly over a greater range than surge, which tends to be a sharper force. Some of my Surge Tuning Center values are less than 1, with a larger Min than Max for gearshift simulation: https://www.xsimulator.net/community/faq/snappy-gear-change-motion.121/

    Try following the tips hear and initially do each axis one at a time: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/
    • Like Like x 1