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SimTools v3 Public Beta

Discussion in 'Tutorials and Tips by the Developer' started by yobuddy, Sep 26, 2022.

  1. cstdarknight

    cstdarknight Member

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    My Motion Simulator:
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    So if I understand correctly. Setup my axis's 1 at a time with no smoothing, then turn them all on to make sure it works and IF it is too "jerky" apply smoothing a little at a time until it is smooth and no more.

    When you say it is across all axis do you mean once I put smoothing on a single force and axis (e.g. Roll Axis 1a) it is now applied to Axis2a and to all of the force(s) on Axis1a and Axis2a?
    • If so, and I applied smoothing to all of my forces on both axis (8 in total (4 Forces on 2 axis)) does it "stack" i.e. my smoothing could be at (8 * 15%) 120%?

  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Yes that is the approach, aim for the most accurate and smooth profile as possible, then the minimal amount of smoothing possible.

    SimTools mixes axis settings on the fly, so their is a degree to which the axis settings are mixed.
  3. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    SimTools v3 is at release candidate stage, it really only needs some skinning for plugins done at this point.

    you can click the little data page icon for any game plugin to see all the info available for the plugin.
    upload_2024-10-27_20-2-54.png

    Try turning smoothing off for all of the axis, and then adjust the lower right profile intensity slider, you can even adjust this live while the game is being played to get the feeling just right.

    This setting won't affect the actual range of the axis, it makes it so your rotational output from the motor gets turned into even steps in a vertical direction. I would suggest setting this to 170deg, and it should make a more linear output from your rotational axis setup.
    Chat soon!
  4. peter stolmeier

    peter stolmeier Member

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    I've got my rig dialed in and tuned pretty good now and I did indeed get the vibe settings working well.

    Elite Dangerous is going to be my main simulation and it has vibe telemetry but.. honestly it's not very good. It's the game makers fault, not this software.

    I just ran a test with the pure game audio and it's got some rumble that fills in the gaps so I'm going to do both! I have amps glued to the base of the platform so I might as well use them. I'll wire up one for the motion shake and one for game shake on two different shakers secured to the bass.
    • Informative Informative x 1
  5. Slawko

    Slawko New Member Gold Contributor

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    same here man dont stress out :) im sure yobuddy will get sorted. Ive WT working with SMT2 no problems, wont getting any or getting only partially telemetry on SMT3 ... we need to wait :)
  6. cstdarknight

    cstdarknight Member

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    Thanks for the feedback, it's "good" to know it isn't just me messing something up (yet ;-) ) yobuddy said he'd be looking into it today/tomorrow so fingers crossed we won't have to wait to long (I love War Thunder and can't wait to play with motion on the highest realism settings).
  7. cstdarknight

    cstdarknight Member

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    Thanks, after following your advice combined with yobuddy's advice I've got it working with smoothing turned off, and the axis rotation set to 165 degrees with 100% profile intensity and 95 for each axis on limiting... I'm getting super close to my potentiometer axles now on "extreme" motions (Hammerhead for ground attacks, loops and control loss flat/rolling spins with recovery (sometimes)). So having super fun... although a lot harder to hit the enemy (although I'm not used to Il2 so I'm learning that along the way also) when you're also jerking around but much more realistic.
    • Like Like x 1
  8. Slawko

    Slawko New Member Gold Contributor

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    Yeah ive build my rig basically for that game... I'm finding a way harder to place a good shots than with no motion setup lol, need learn WT sim again :rolleyes:
    • Like Like x 1
    Last edited: Oct 29, 2024
  9. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    We are working on a new war thunder plugin, as it appears some data has been shifted around a bit.
    Chat soon guys!
    • Like Like x 3
  10. cstdarknight

    cstdarknight Member

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    Great. TY for looking into it for us. If there is anything you need for testing or input please let me know and I'll do the best I can to supply it. I'm pretty new so what is the usual turn around time on this kind of change? 1 day, 1 week, 1 month? More?
  11. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    We should have it done tomorrow.
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  12. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    A new War Thunder plugin has now posted. Please give it a test and let me know what you think. We will add more dash values in the next couple of days.
    Take care,
    yobuddy
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  13. cstdarknight

    cstdarknight Member

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    Thanks for the quick turn around on the fixes. Looks like there may still be some testing or configuration tuning to do though. It is not playable in flight and is very jerky even for a level flight without movement. Here are the details of what I found.

    Notes:
    • Used WT Arcade mode - Test flights for all tests, plane was p-51D This way I could concentrate on just my plane and how it moves
    • EACH Force was tested on it's own with a final test with all enabled (to confirm it was unflyable)
    • I have the simulator working well with IL2 even for advanced maneuvers so I know the sim can take the input and work correctly.
    • Force One Roll: It is "rolling" during a maneuver that is only roll (no pitch or yaw) and it does turn the plane but the moment any pitch or yaw is added it jumps all over the place as if it is getting wild input for the roll value even though it really shouldn't have changed much at all.
      • Tried Roll2 force also but it doesn't seem to be getting any input.
      • WIERD: This may be my inexperience but I had to reverse the direction of my motors for roll (relative to Il2 Strom) I.e. in one flight sim IL2 the roll work great with my motors in => direction but for this plugin I needed to change both motors to "crossover" direction. Is this a game specific settings as I would think that the output for "roll right" should always have my motors direction in the same no matter which game I'm playing.
    • Force two Pitch: It is now giving input (again had to switch motor direction) it is very jerky when any pitch input is given (note: I used keyboard commands and a single "w" key input for "pitch up" to ensure no other directions yaw/roll were being used). Even in a slow steady increase to pitch it is jumping all over the place much like roll does when given any kind of input besides roll.
    • Force three "Surge" - It is now giving input (again had to switch motor direction) but it also gets "jerky" when not giving any flight commands. I.e. in straight level flight with no yaw, pitch or roll given it is jumping all over the place
    • Force four - Heave - Seems good
    • Force five - Sway - Seems good much smoother than roll no jerkiness. I mention this as this is usually an opposing force to roll.
    Question: would you be able to ask the developers what plane they use to test as I read on ST2 (SimTools2) profiles for WT that the inputs are "weird" and had to have a lot of tweaking and that certain planes don't get all the inputs. If I know what plane to test on it would help to ensure we're all on the same "test platform".

    Settings:
    upload_2024-11-2_14-53-24.png
    *** The extra + settings for Roll and Pitch are just turning on anti-roll (no smoothing or any other settings)

    upload_2024-11-2_14-53-45.png
    upload_2024-11-2_14-55-1.png
    upload_2024-11-2_14-55-23.png

    *** For Parking Location and Crash Detection I made no changes.
  14. Slawko

    Slawko New Member Gold Contributor

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    Well man I found Arcade Mode its completely busted if about steering, im using Virpil stick and throttle and it wont work right in Arcade. Change to a stick from keyboard, go for realistic or sim and change control type to realistic/full itll will smooth everything out. Some of the planes wont work with motion at all in that game, try some planes added long time ago... In my case im getting telemetry ok but motion its just on very end of that readings even after tuining ....
  15. cstdarknight

    cstdarknight Member

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    Thanks, do you mind posting what plane(s) you found do work for you in Realistic/Sim mode. I'll try again outside of Arcade mode in the next few days.
  16. cstdarknight

    cstdarknight Member

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    Ok I tried again same steps as my last post but it is still not working well at all. It is a bit better in realistic mode but still very "jerky" when doing Roll, Pitch or Surge operations.

    I used Realistic mode on a p-51D-30. Still not sure how to know if that plane is good to test on or not some info from devs on what they use to test would help.

    Slawko: Did you get it working on SimTools 3 profile with your stick and throttle in Realistic/Sim mode? or are you referring to your SimTools2 setup not working at all in arcade mode but then working in Realistic/Sim Mode? Thanks for the feedback. Also, What plane do you usually fly when it is working and which SimTools (2 or 3) are you in?

    Thanks.
  17. Slawko

    Slawko New Member Gold Contributor

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    Well man ill try to get on it tonight to double check what's happening, SMT2 works with me all the time, but after last plugin update had SMT3 working as well, tbh never really get to deep in it but seemed fine. Ill have go asap and let u know.
    Last plane ive tried in sim with full manual settings was Wyvern S4
  18. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Hi Guy's,
    The outputs from the v3 plugin for war thunder is just ordered differently from the v2 plugin. (thou it does look like we may need to take another peek at surge)

    Basically, what was pitch and roll in the v2 plugin, is now roll2 and pitch2 in the v3 plugin. (As we could not get any data from them with the vehicles we used) So in the v3 plugin, roll is extra3 from the v2 plugin, and pitch is extra2 from the v2 plugin. I will put them back into the v2 order in the next update of the plugin, as it only confused things.

    The problem with war thunder's output data is it's fairly limited. If you want to see what data is available from the game, then when the game is running, use one of the links below in a browser to display the values.
    http://127.0.0.1:8111/state or http://127.0.0.1:8111/indicators.

    Anyway, I will take another look at the plugin tomorrow.
    Chat soon,
    yobuddy