1. Hundreds of coffees, endless nights of debugging and coding, and countless feedback by our beta testers led to this new major release. SimTools 2.4 is probably the version with the most upgrades and improvements in a single release ever. Look at everything Dustin has included:
    SimTools 2.4 all features.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Download Package Now!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant here. Do not following these rules will lead to permanent exclusion from this website: Read the forum rules.

Question Position of the lever

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by hannes27, Oct 18, 2017.

  1. hannes27

    hannes27 New Member

    Joined:
    Sep 21, 2017
    Messages:
    5
    Location:
    Linz
    Balance:
    140Coins
    Ratings:
    +0 / 0 / -0
    Hello Pro´s

    It should be easy for you to answer my rookie-questions.

    What is de advantage of mounting the Levers like in Pic_1?
    Most of the 2dof are made like this.
    Pic_1.jpg


    To Mount the Levers like in Pic_2 would give the sim more angle.
    Or is this already a joyrider?


    Pic_2.jpg
    How much angle should a sim like this do?

    Thank you!
  2. Brett Horton

    Brett Horton Active Member Gold Contributor

    Joined:
    Aug 18, 2016
    Messages:
    289
    Occupation:
    UAS Manager / Pilot / Integration Specialist
    Location:
    Tampa FL
    Balance:
    - 12Coins
    Ratings:
    +191 / 2 / -0
    My Motion Simulator:
    3DOF, DC motor, JRK, Motion platform
    First image shares both pitch and roll (And all others) forces between the two motors.
    The Second image puts the forces directly unto the single motors themselves.
    You would also have to come up with a mechanical solution so that the two axis would not interfere / interact with one another in the second image.
    among many other issues....
  3. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

    Joined:
    Jul 13, 2014
    Messages:
    13,151
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    100,051Coins
    Ratings:
    +8,339 / 42 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    The shoulder mount design provides pretty good design leverage and as @Brett Horton shares the load.

    The rod angles are because torque is most effective when applied at or close to 90 degrees. Think of it like a door, if you face the door square on you could push it with your little finger, but if you face the door jam your would have to apply a lot more force.

    See here re rod angles for shoulder mounts: https://www.xsimulator.net/community/faq/shoulder-mount-rod-angles.149/
    Last edited: Oct 19, 2017
  4. hannes27

    hannes27 New Member

    Joined:
    Sep 21, 2017
    Messages:
    5
    Location:
    Linz
    Balance:
    140Coins
    Ratings:
    +0 / 0 / -0
    Thanks for the answers!

    How many degrees should the the right movie for pitch and roll?
  5. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

    Joined:
    Jul 13, 2014
    Messages:
    13,151
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    100,051Coins
    Ratings:
    +8,339 / 42 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    What degrees of pitch and roll are possible depends on the actual design and you can play with SimCalc to get an idea of some of the physics involved and resultant degrees of movement: https://www.xsimulator.net/communit...e-linear-speed-and-forces-of-your-design.270/

    With a 2DOF your are not simulating full Gforces, you just need enough precise movement to fool your brain, which is far lees than many think, especially when motion is used in VR.
  6. matthew loomis

    matthew loomis Member

    Joined:
    May 18, 2017
    Messages:
    94
    Location:
    rochester,ny
    Balance:
    517Coins
    Ratings:
    +82 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
    I designed my sim for about 15° each way but the motors wernt enough. I get about half that and its really good. Good for one to one movement on about 90% of most tracks. Id say 10° is a good goal for 2dof. Flight sims are a diffrent story.

    The first pic is typical and can be used for a joy rider or seat mover. Everything sits on a u joint and the motors just have to handle the balance. #2 would need huge motors
  7. hannes27

    hannes27 New Member

    Joined:
    Sep 21, 2017
    Messages:
    5
    Location:
    Linz
    Balance:
    140Coins
    Ratings:
    +0 / 0 / -0
    Thanks!
    10 degrees should be possible for me to realize.
    At the weekend i will have a look at SimCalc.