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value1

X-Plane V10 Plugin 2.0.2.0

SimTools game plugin for X-Plane V10

  1. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    I see that the abruptness of the motion of your platform is pretty much correlated with th movement of your flight stick.

    I think that treating the entry and exit curve differently wouldn’t help the “realism”

    As I said, you can smooth with 3rd order LP EMA (Simtools Smoothing) this effect.

    I had a chance to fly as a passenger only twice a Puma helicopter. I remember the feeling especially on landing was pretty gentle and sexy.

    The big question remains if the pitch and roll angular rates have to be washed out or not.

    Maybe @Dirty could help here with an answer.

    Thanks
  2. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    upload_2019-7-13_21-36-49.png
    It's not that difficult. You can use Gload from the upload_2019-7-13_21-40-41.png dataset or acc- from the upload_2019-7-13_21-41-57.png dataset.

    The data is the same but the UoM is "g" for the first set and "m/s²" for the second. The plugin V2.0.2.0 uses Gloads
    (Gloadₙₒᵣₘₗ and acc-y have a funny +1 g added to simulate earth gravity:think)

    • Informative Informative x 1
  3. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    Small precision:

    To my understanding the data is not same as it is supposed to use an approximation of the center of rotation.

    Using motion data stats you might have a different mix of forces especially with airliners as Austin is moving the CoR to the cockpit between two seats 1 meter above the cockpit floor.

    Thanks
    • Agree Agree x 1
  4. Psionic001

    Psionic001 Active Member Gold Contributor

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    @value1 did you also notice that when you load a saved flight there is no sway and surge data coming through from the axial and side g-load?

  5. Psionic001

    Psionic001 Active Member Gold Contributor

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    I'm not talking about entry or exit curves. I'm watching the return to centre. I swing right, and it swings right, then quickly returns left towards centre way too fast. How can I slow that down? In effect I'm getting a cue right, AND a cue left, when I only want the cue right.


  6. hexpod

    hexpod http://heXpod.xyz

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    Me too. ;-)

    1.)
    You push the stick left (you start rolling) —> you increase the angular rate (you feel the impulse).
    2.)
    You bring back the stick to center (you stop rolling)
    —> you decrease the angular rate (you feel the impulse).

    Is there something what you assume incorrect ?

    Again, you can reduce the amplitude by increasing the values in Tuning Center or reduce the abruptness of the cue by applying smoothing.
  7. yobuddy

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

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    @Psionic001,
    Update your SimTools to v2.4 buddy and you will have a much easier time.
    Take care,
    yobuddy
  8. hexpod

    hexpod http://heXpod.xyz

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    Assuming I am right, if platform pitch and roll limitations are around 20 deg, you could put +- 9 in the Tuning Center. Doing so, in theory, you should get 1:1 angular velocity response.
  9. Dirty

    Dirty Active Member Gold Contributor

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    Hey @Psionic001 :)

    what you are talking about in this post is something that I have spent a lot of time thinking about to understand in depth first on a theoretical level and I have also paid attention while working in professional full fight sims for hours trying to understand what exactly it is that makes the motion what it is.

    First of all: If you move the stick left and right periodically with a period length of 2-3 seconds or less, then you will get the platform moving left and right like @hexpod described. Funny thing is, that in this case even with the wrong filters you will get a somewhat plausible behaviour .

    However, my understanding is that you are getting a left-right motion when you only deflect the stick to one side and then hold it there, right? In a very general sense the solution is this: You want the provers motion to be above the threshold of perception, while the adverse motion (which is an inevitable consequence) ought to be below the threshold of perception. Or at least as close to it as possible.

    Is this the problem? Just wanted to know before I spent hours on a lengthy post and create half a dozen graphs in Excel :)

    Dirty :)
  10. hexpod

    hexpod http://heXpod.xyz

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    Aha, indeed, it could be an “artifact” of old simple moving average from simtools 2.31

    lol
  11. Psionic001

    Psionic001 Active Member Gold Contributor

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    I have updated to 2.4. But just in case, how do I verify it was a full success?


  12. Psionic001

    Psionic001 Active Member Gold Contributor

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    @Dirty Exactly!!
    When you swing left and right within say that 2-3 second period it will not give the platform time to slowly reset to centre. And that's OK, and expected, and within the limitations of a mechanical system...I think.

    But when you do a single bank into a right turn, I always thought the platform should allow you to feel the bank right cue, then very slowly (at the users settings), and hopefully imperceivably, return towards centre so the platform is able to present the next force to the pilot when required and with full travel range available. "Below the threshold of perception" is a perfect way to put it. I think with faster moving rally and car games it's inevitable that the user may not have that threshold available so you'd need to speed up the washout depending on your game type. For "most" aircraft though, I think below the threshold of perception is achievable though.

    Edit: When I was doing my commercial pilot training my first instrument instructor showed me some disorientation exercises. With my hood over my eyes, he trimmed the aileron so we entered a slow 1G spiral dive to the right, after a few seconds he "cued" a left turn with a small twitch to the left. I immediately started leaning left, thinking we were in a strait and level left turn, and when I removed the hood we were in a steep, almost vertical spiralling right dive. A great lesson in disorientation.




  13. hexpod

    hexpod http://heXpod.xyz

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    I believe you should see this :
    E079BEEF-87F2-4B56-935C-A2A4AEAA3248.jpeg
  14. Psionic001

    Psionic001 Active Member Gold Contributor

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    Oh woah, ok I'm not seeing that, but my app actually says it's 2.4!!
    My washout return and gain are over 2 seperate lines like in my video...
    I'll do a clean install and see how that goes.



    Attached Files:

  15. hexpod

    hexpod http://heXpod.xyz

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    Oh I think I see.

    Don’t use heXpod assignment. Go for standard or advanced.
  16. Psionic001

    Psionic001 Active Member Gold Contributor

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    Ok so with 2.4 we no longer use the HexPod assignment? Is there an update or do we simply use standard and advanced now?


  17. Psionic001

    Psionic001 Active Member Gold Contributor

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    OK. Using "standard" as axis type, I now get the correct interface for washout.

    @hexpod Could you please post your axis assignments and tuning numbers for x-plane so I can test like-for-like? The HexPod 3d simulator is not responding as expected. I'm using HexPod V2.7


  18. Psionic001

    Psionic001 Active Member Gold Contributor

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    FWIW I made contact with Austin at X-Plane and he is inserting the sway and surge data back into the replays. We can now do rig calibrations with the full amount of data coming through once the update drops.
    • Like Like x 4
  19. John458

    John458 Member Gold Contributor

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    Hi @value1 and @hexpod

    Just getting Xplane to do its thing... having real trouble with the heave movement.. when the plane is static on the ground.. heave (under virtual axis) shows it sits way to the right as its starting position... how do I get it back into the centre of the axis?

    Any ideas would be much appreciated. Im running simtools 2.4 and standard xplane plugin

    Attached Files:

  20. hexpod

    hexpod http://heXpod.xyz

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    Apply 100 percent washout on heave.