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What are the advantages of using 3 vs 4 actuators for a 3 dof system?

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Calvin Lee, May 18, 2022.

  1. Calvin Lee

    Calvin Lee New Member

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    What are the advantages/disadvantages of using 3 vs 4 actuators for a 3 dof system? By three dof I mean the roll/pitch/heave. If weight is not a concern would 3 be more than sufficient?
    Thankyou!
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Three actuators are suitable if the design is wide enough, and not too top heave, to ensure stability, as long as the actuator specs can manage the intended load.

    Four actuators increase costs, but can simplify stability to an extent, but with really fast actuators in a peg leg design it is possible that only three of the four actuators actually have contact with the ground, in other words there can be a degree of uncontrolled motion precision.

    If you want to check out an interesting exploration/evolution in different rig design pros and cons, read all of @SeatTime's thread: https://www.xsimulator.net/community/threads/seattimes-sims.11757/
    Last edited: May 18, 2022
  3. Calvin Lee

    Calvin Lee New Member

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    Sorry I'm a bit of a noob. What did you mean by 'not too top heave'? I read this somewhat lengthy reddit post https://www.reddit.com/r/simracing/.../?utm_source=share&utm_medium=web2x&context=3 , where the person basically says 3 is better than 4 (assuming load is okay). Would you agree?
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    What I mean is if the base is small in footprint and too light, and you rapidly move a large top frame mass very quickly, there is the risk leverage momentum will be high enough to tip the rig over.

    There are pros, cons and compromises in all motion sim designs, 'better' is relative and depends on a range of privileged design criteria, everything from cost and ease of access, to complexity of the build and available hardware/skills, plus much more.
  5. Gadget999

    Gadget999 Well-Known Member

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    Use 3 it will enhance the experience

    Make sure they are widely spaced apart to keep the cog low
  6. Gadget999

    Gadget999 Well-Known Member

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    This is an example of why 4 is not better than 3

  7. Calvin Lee

    Calvin Lee New Member

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    Sorry I should have clarified, I'm intending to use motion sim for primarily sim racing, I believe some people say you get better feel with 4 post because you can differentiate between left right suspension. But does this make sense given 3 points make a plane?
  8. Gadget999

    Gadget999 Well-Known Member

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    it doesn't matter what type of simulation you are trying to do - the physics are still the same

    a pegleg 3dof with 4 actuators is a waste of money imo - use the 4th actuator to build in traction loss for example
  9. Gadget999

    Gadget999 Well-Known Member

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  10. Calvin Lee

    Calvin Lee New Member

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    The physics seem clear to me too. Maybe its placebo that's driving the desire to have 4 instead of 3. However if using tactile effects on the actuators that could also be a reason to prefer 4 over 3. Would you agree?
  11. Gadget999

    Gadget999 Well-Known Member

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    The physics seem clear to me too. Maybe its placebo that's driving the desire to have 4 instead of 3. However if using tactile effects on the actuators that could also be a reason to prefer 4 over 3. Would you agree?

    no i don't agree

    I have tried a pegleg sim and it felt it was not delivering a experience that reflected how the car was handling
  12. Calvin Lee

    Calvin Lee New Member

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    This is interesting. The guys at Sigma Integrale also referring to Barry from Sim Racing Garage claim as follows "the result with a 3-actuator setup is 90% the same, where a three post is lacking is it cannot differentiate between hitting the curbs on the front left or front right". Now if hitting the curbs simply refers to the roll, pitch and heave of the platform, then physically 3 post should achieve the same result, assuming the software works properly.

    If you dont mind can you elaborate why you say 4 pegleg does not reflect how car is handling?
  13. Gadget999

    Gadget999 Well-Known Member

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    " Now if hitting the curbs simply refers to the roll, pitch and heave of the platform, then physically 3 post should achieve the same result, assuming the software works properly."

    correct - but they may not have been using simtools so got a different experience

    "If you dont mind can you elaborate why you say 4 pegleg does not reflect how car is handling"

    no sway, surge or oversteer feedback

    (on my sim you can feel the changes to the suspension setup very clearly - different cars feel very different. A driver can push harder if he can feel how the car is moving beneath him)
  14. Calvin Lee

    Calvin Lee New Member

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    I'm little confused why are you talking about sway and surge. A 3 or 4 leg vertical post 3dof system doesn't have that. I'm trying to compare these two system.
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  15. Gadget999

    Gadget999 Well-Known Member

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    Yes, it was just an observation.


    Tell us about your sim, do you have photos ?
  16. superwhitewish

    superwhitewish Member

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    3 actuators vs 4 actuators.



    Can happen if the actuators are not tied to ground like the SFX100 style actuators.

    For me motion-wise, 3 or 4 actuators are the same as long as there's heave motion.

    Without heave, the rig can only rotate around the center. That mean if the front goes up, the rear will always go down. You cannot differentiate whether you hit a bumper at the front or get into a drain at the back, unless you get the information from the screen.

    With heave, if the front goes up and at the same time the whole rig goes up(heave), the combination of pitch and heave will make only the front goes up and the rear maintain it's position. Then you can know that you went over something at the front instead of getting into a drain at the back.

    Its the same effect with roll + heave or roll + pitch + heave combination. That means you can differentiate which wheel is hitting the curb. Just make sure heave is set correctly and the direction is correct.

    Only problem is, heave is usually simulating vehicle acceleration in vertical axis and not position. So you only get accurate motion feedback when you are moving at high speed.
    Last edited: May 24, 2022