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Starting my first 2DOF DIY motion rig

Discussion in 'DIY Motion Simulator Projects' started by Christian Doehl, Nov 2, 2020.

  1. Christian Doehl

    Christian Doehl New Member Gold Contributor

    Joined:
    Oct 6, 2020
    Messages:
    27
    Location:
    Germany - Bavaria
    Balance:
    203Coins
    Ratings:
    +12 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
    Update!!

    Hi guys, a pandemic weekend later I made some progress!

    First of all, LFS still isn't delivering any Telemetry data which is killing me but as I am a console player (PS4), testing LFS from Laptop was only planned as minor milestone which should be easier to achive than starting with a network connection to PS4.

    As LFS is still making trouble I decided to test the connectivity of my PS4 with Project Cars 2. Therefore I used @vthinsel Plugin https://www.xsimulator.net/communit...ew-udp-format-manual-plugin-start.197/updates. hug:

    I unplugged PS4 LAN cable, inserted a network switch and connected Laptop with SimTools and PS4 to the switch. What should I say... IT WORKS!! :thumbs

    Project Cars on Console delivered Telemetry data and I could see a lot moving bars in the virtual axis testing tag in game engine.

    This made me enthusiastic and I started completing mechanical work the very next day as there where no pedal and wheel support until this moment. I was focusing on design from @Halloween2go which is shown in this thread https://www.xsimulator.net/community/threads/full-frame-2-dof-traction-loss-new-build.14740/

    20201113_165514.jpg

    Unfortunatly I was so motivated that I forgot to take picture during the day, but I will make them when I unmount the rig for painting and add them later. Here is a picture of the completed rig after the day:
    20201117_212952.jpg

    20201117_213142.jpg
    20201117_213008.jpg

    After remounting everything I was able to get my first impressions how the movement feels by testing it by driving --> very much fun!:)
    So I started with setting up Axis Assignments in SimTools and found that I wasn't able to eliminate motor struggeling and down movemenet behavior (as mentioned in a previous post the motor is going down with lower speed than up) which I expected to be adjustable by modifying K values in SCMutils but it wasn't.

    So i started suspecting the MotoMonster as, let's say as questionable. So I ordered 2 IBTs and removed the MotoMonster. Result: Left side --> GOOD :), right side --> no movement :confused:, but found a wiring fault by myself and after fixing this (and parameter change in SMCutils) both motors move smooth and with same speed up and down. So I would add mysels to tzhe long list of people in this forum who have doubts with the MotoMonster Shield, so if you want to stay more cheap than with the sabertooth I'd recommend the IBT2s instead of the MotoMonster :thumbs.
    20201117_213037.jpg

    I also made 2 or 3 steps to modify the pot mounting to the motor to the actual version with a coupling which seems to perform well.
    20201117_213114.jpg 20201117_213105.jpg

    Now I have something like a working motiom rig :cheers as you can see here in the video:



    hug:to all the supporters here in the forum to get me to this point. Now I can start debugging, optimization and so on.

    BR
    Chris
    • Like Like x 5
  2. Halloween2go

    Halloween2go Member Gold Contributor

    Joined:
    Dec 12, 2019
    Messages:
    66
    Balance:
    545Coins
    Ratings:
    +52 / 0 / -0
    My Motion Simulator:
    3DOF, DC motor, Arduino, Motion platform
    Dang! That Look friggin AWESOME! How is it handling? Looks great !
  3. Christian Doehl

    Christian Doehl New Member Gold Contributor

    Joined:
    Oct 6, 2020
    Messages:
    27
    Location:
    Germany - Bavaria
    Balance:
    203Coins
    Ratings:
    +12 / 0 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
    Thanks @Halloween2go,

    i was mainly following your build as you can find some similarities to your frame. This forum with its users was a huge help.

    However I already did some hours of testing and finetuning simtools, so for Project Cars 2 i think I have setup with a quite good movement of the rig. Last weekend I had the chance to test it with a more heavyweight driver and therefore was able to look at the "technique" while it's acting. So I found that the pot mounting "opposite" of the motor is not good for my actual setup as the motor kind of moves its holding fixture while moving the lever and the couple to the pot is twisted which occurs position loss of the lever and after some minutes one of the couples was gone completly, so i decided to put the pot on the same base than the motor and connect it via gears. This also offers the possibility to set a ratio as the pot is able to move 270° and the lever less than 180°, so I designed and printed the gears in 1,5:1 to get a better resolution of the pot.

    After this modification I already drove some hours (nearly 2h continously) and everything works fine.

    I also cleaned up the electronics work as I mounted all of the parts in a seperate box with cables including connectors to motors and pots.

    What has to be mentioned are the motors I used, after the period of testing I feel they are little bit too slow and maybe also little big to weak.
    20201024_124326.jpg 60W, 60rpm, 50:1 wormgear motor

    So I decided to change them before optimizing and finalizing the "moving" holding fixtures. Again I followed @Halloween2go and ordered the crab pot puller motors in 50:1 with 280W and ~80rpm, hope this will be a significant improvement.

    I'm going to share pics of the new pot setup and the electronics later.

    BR
    Chris