sagrada
New Member
Hello All... I'm in the process of building a 6dof Motin Platform to support my full-scale 737 Sim.
Posts: 43
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Post by sagrada on Sept 20, 2015 10:58:54 GMT
Hey Steven,
I'm just checking in to see if you are OK, and how your project is coming along. From the previous photos and videos, I can see the attention to detail that you have incrementally built into your race car simulator. So very impressive!
As always.... Looking forward to hearing about your project.
Best Regards, Mike
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Post by clyevo on Sept 30, 2015 2:37:41 GMT
Hi stevant, are you mainly using x-sim or ian's. Most of your videos has very good simulations and i would like to know which one is best in your personal opinion.
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Post by stevant on Oct 23, 2015 0:24:27 GMT
I use only Ian's
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Post by clyevo on Oct 24, 2015 1:53:18 GMT
do you mind posting the one of the config.bff files that you set up. Doesnt matter what game you use. I am particularly interested in the limit of the movement that you set in order not to exceed the range of your heim joint. Because your heim joint is quite similar in range to mine.
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Post by stevant on Oct 24, 2015 12:14:51 GMT
; ; Configuration file for BFF Motion Driver v3 - 6 DOF, for visually enclosed hexapod type platforms only ;
; This parameter MUST be left at 000 VALim2=000
; Driver Revision = 3 for 6DOF driver Drvr_Rev=3
; COM port and Baud rate for cue output ; Output is 8 bit, no parity, stop bits 1, flow control off ; Output Mode is either BIN, HEX2 or NONE for the 6 DOF driver
Port=COM8 Baud=250000 Mode=BINTH
; Number of data sets to run before sending motion data to output Nsets=100
;Platform Type, =4 for Stewart hexapod platform
Rig_Type=4
;Hexapod nominal real dimensions (need be approximate only) ; ;Pitch circle radius of upper actuator end connections - mm Rad_u=406.0 ;Pitch circle radius of lower actuator end connections - mm Rad_b=533.0 ;Vertical height of upper connections above lower connections when actuators are at mid stroke position - mm H_mid=558.0 ;Angle subtended by the lower end connections of an actuator pair - degrees Ang_Sub=110.0 ;Actuator working stroke - mm (actual stroke that matches the working electrical feedback range) Act_Stroke=250.0 ;Crank arm radius in mm, if there is no crank set =0 (ie for linear actuators). Must be greater than 0.5 x Act_Stroke Crank_Radius=160
;Height of pitch and roll center above upper actuator pitch circle - mm Rot_Height=300.0
; The actuator working stroke length in 0-255 position feedback scale FALim1=200
; The midpositions of the actuators in 0-255 position feedback range PitchStart=127
; The %tage of actuator stroke length of the start/hold position VALim1=50
;The proportion of full movement to actually use for each DOF - in %tage of full range ; The %tage of range the Pitch cue can use FALim2=100 ; The %tage of range the Roll cue can use LALim1=100 ; The %tage of range the Heave cue can use LALim2=50 ; The %tage of range the Surge cue can use SU_prop=75 ; The %tage of range the Sway cue can use SW_prop=75 ; The %tage of range the Yaw cue can use Yaw_prop=75
; Pitch Cue Calculation Settings
; Scaling factor to be applied to raw forward accelerations ; When aircraft is on ground FaScaleg=0.203 ;When aircraft is in air FaScalea=0.203 ; Time constant for low frequency isolation filter for forward acceleration tilt cue ; When aircraft is on ground - secs/rad TCfg=2.0 ; When in air TCfa=2.0 ; Cap level for acceleration magnitude that will be processed for cue in m/s^2 FaCap=2.993 ; Time constant for low pass filter to washout pitch accel part of cue in sec/rad TCpa=0.0 ; Proportion of pitch angle to be added for pitch rate contribution. RateP=0.61 ; Time constant for high pass filter to washout pitch rate part of cue in sec/rad TCpr=0.0 ; +/- Pitch angle cue demand that will give full scale rotation of rig in radians FAMax=0.31 ;Reverse output sense, =0 No, =1 Yes Pitch_Rev=0
; Roll Cue Calculation Settings
; Scaling factor to be applied to raw lateral accelerations ; When aircraft is on ground LaScaleg=0.099 ;When aircraft is in air LaScalea=0.099 ; Time constant for low frequency isolation filter for lateral acceleration tilt cue ; When aircraft is on ground - secs/rad TCllg=1.25 ; When in air TClla=1.25 ; Cap level for acceleration magnitude that will be processed for cue in m/s^2 LaCap=2.899 ; Time constant for low pass filter to washout roll accel part of cue in sec/rad TCla=0.0 ; Proportion of roll angle to be added for roll rate contribution. RateF=0.56 ; Time constant for high pass filter to washout roll rate part of cue in sec/rad TCl=0.0 ; +/- Roll angle demand that will give full scale rotation of rig in radians LAMax=0.30 ;Reverse output sense, =0 No, =1 Yes Roll_Rev=0
; Heave Cue Calculation Settings
; Scaling factor to be applied to raw vertical accelerations before any calcs are done ; When aircraft is on ground VaScaleg=1.0 ;When aircraft is in air VaScalea=1.0 ; Time constant for initial low pass (smoothing) filter of vertical acceleration ; in sec/rad TCva=0.1 ; Exponential factor to be applied to accel values above 1.0m/s^2 to exaggerate response. VaPw=1.0 ; Cap level for acceleration magnitude that will be processed for cue in m/s^2 VaSat=2.5 ; Time constant for high pass filter to washout heave cue in sec/rad TCvp=5.0 ; Scaling factor to be applied to recorded light-turbulence heave accel in air Turb_Scalea=0.0 ; Scaling factor to be applied to generated heave accel for runway rumble Turb_Scaleg=0.0 ; Time constant for final low pass (smoothing) filter of heave cue in sec/rad TCvf=0.1 ; +/- Heave demand that will give full scale heave of rig (in accel units - m/s^2) ; set this to the same value as VaSat VAMax=2.5 ;Reverse output sense, =0 No, =1 Yes Heave_Rev=0
; Surge Cue Calculation Settings
; Time constant for high frequency isolation filter for forward accel for surge cue ; When aircraft is on ground - secs/rad TCSUg=2.00 ; When in air TCSUa=2.00 ; Cap level for acceleration magnitude that will be processed for cue in m/s^2 SUaCap=2.993 ; Time constant for low pass filter to smooth surge cue in sec/rad ; In air ops... TCSU1a=0.2 ; On ground ops... TCSU1g=0.2 ; +/- Surge accel demand that will give full scale movement of rig in m/s^2 SUaMax=2.993 ;Reverse output sense, =0 No, =1 Yes Surge_Rev=0
; Sway Cue Calculation Settings
; Time constant for high frequency isolation filter for lateral accel for sway cue ; When aircraft is on ground - secs/rad TCSWg=1.25 ; When in air TCSWa=1.25 ; Cap level for acceleration magnitude that will be processed for cue in m/s^2 SWaCap=2.899 ; Time constant for low pass filter to smooth sway cue in sec/rad ; In air ops... TCSW1a=0.1 ; On ground ops... TCSW1g=0.1 ; +/- Sway accel demand that will give full scale movement of rig in m/s^2 SWaMax=2.899 ;Reverse output sense, =0 No, =1 Yes Sway_Rev=0
; Yaw Cue Calculation Settings
; Scaling factor to be applied to raw yaw accelerations before any calcs are done ; When aircraft is on ground YaScaleg=1.0 ;When aircraft is in air YaScalea=1.0 ; Time constant for initial low pass (smoothing) filter of yaw acceleration ; in sec/rad TCYa=0.1 ; Exponential factor to be applied to accel values above 1.0rad/s^2 to exaggerate response. YaPw=1.0 ; Cap level for acceleration magnitude that will be processed for cue in rad/s^2 YaSat=2.5 ; Time constant for high pass filter to washout yaw cue in sec/rad TCyp=2.0 ; Time constant for final low pass (smoothing) filter of yaw cue in sec/rad TCyf=0.2 ; +/- Yaw demand that will give full scale yaw of rig (in accel units - rad/s^2) ; set this to the same value as YaSat YAMax=2.5 ;Reverse output sense, =0 No, =1 Yes Yaw_Rev=0
;Runway heave effects ;Slow acceleration sine wave amplitude at takeoff speed m/s^2 RW_Amp_3=0.0 ;Slow sine wave frequency at takeoff speed - in cycles per second (Hz) RW_CPS_3=0.75 ;Fast acceleration sine wave max amplitude m/s^2, set a very small value to effectively disable if platform does not have good high freq response RW_Amp_1=1.0 ;Wheel Diameter for Fast Wave Frequency - m, set at unrealistically large dia to simulate centerline bumps RW_Dia=0.5 ;Reference take-off speed for calcs - knots RW_Tos=100.0
;Trace Output, =0 no output, =1 raw accels & final cues, =2 heave cue calc outputs, =3 pitch cue calc outputs, =4 roll cue calc outputs ;Use for setup purposes only - do not leave on - the processing will eventually grind to a halt as it tries to store all the data. itrace=0
;Flag to indicate whether Booleans are needed, =0 No, =1 Yes, setting to 0 will reduce the processing load slightly (non LAN operation only) Use_Bool=0
;Receiving Port for UDP data on motion driver PC PortS=20777 ;IP Address of motion driver PC on the LAN, = 127.0.0.1 if sim and motion software on same PC ;IPAddress=192.168.1.68 IPAddress=127.0.0.1
;UDP data forwarding ;To send the F1 2013 UDP data on to another application specify here the IP Address and Port for that application (ie where the data is going) ;To disable set IP_F_target=0.0.0.0 ;(Note UDP data will be forwarded from PortS + 1 on the motion driver machine)
IP_F_target=0.0.0.0 ;IP_F_target=192.168.1.96 PortF=20777 ;And also the IP Address of this sender PC (might not be 127.0.0.1 - can be LAN address if sending to another PC) IP_F_this=192.168.1.76
;Use Joystick input? =0 No, =joystick number for Yes eg =1 =2 =3 etc Use_Joy=0
;Motion Drive data loop sleep time in ms MD_Delay=1
;Process priority Priority=Normal
;Kill, Prefix, Drive and Hold hot keys Key_Kill=Tab Key_Prefix=\ Key_Drive=d Key_Hold=h
; Joystick number for driver remote control buttons, =0 to disable, otherwise set to joystick number on system Joy_But=1
; Kill, Drive and Hold joystick buttons, set any =0 to disable it (these are active only if Joy_But is non-zero) But_Kill=2 But_Drive=17 But_Hold=19
;By actuator or by DOF scope output, =0 by dof, =1 by actuator Scope_Mode=0
;Go to drive mode as soon as the motion driver initialises =1 yes, =0 no, setting =1 will also disable the checks made for X-Plane running on the ;motion driver PC (ie the driver will start and go straight to drive even if X-Plane is not running) Drive_on_Start=0
;Trigger acceleration level in G's for crash detect (active in come racing card sim versions). ;If vehicle acceleration above this value is detected the motion software assumes a crash has ;occurred and will send the motion driver to Hold to protect the platform. Crash_Gs=5.0
End of File
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Post by stevant on Oct 24, 2015 12:20:56 GMT
Ian's software by far is the best. It works great with many simulation games and he has excellent, personal support. I would order from him and once you use it I think you will agree.
Kudos to you Ian!!!
All the best with your platform clyevo.
Stevant
PS- by the way this is my Dirt3 file.
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Post by clyevo on Oct 26, 2015 2:22:51 GMT
Ian's software by far is the best. It works great with many simulation games and he has excellent, personal support. I would order from him and once you use it I think you will agree. Kudos to you Ian!!! All the best with your platform clyevo. Stevant PS- by the way this is my Dirt3 file. Thanks a bunch, do you have any tips with dirt3, i was able to get plugin working with f1 2014, but not dirt3. I am not sure if it is related with my outdated dirt3 version. I will try updating it but just want to know if you have some difficulty setting up dirt3 with ian bff.
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Post by stevant on Oct 29, 2015 23:46:01 GMT
Its actually the newest Dirt3 you need to purchase/download. I forget the full name. You might need to make some changes to the file also once you download it but Ian will help you through it. I emailed him and he pointed me in the right direction!!
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murph
New Member
Posts: 8
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Post by murph on Nov 3, 2015 16:57:22 GMT
Its actually the newest Dirt3 you need to purchase/download. I forget the full name. You might need to make some changes to the file also once you download it but Ian will help you through it. I emailed him and he pointed me in the right direction!! Hi Stevant, Just checking in, Great Idea using the butt kickers I would think they bring it to a whole new level! And I am sure you know already but on the off chance that you don't Dirt Rally I think you might like it see below for my bad driving
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Post by stevant on Dec 25, 2015 13:53:33 GMT
Dirt Rally is a great game on the platform Murph!!
I want to bring up another point now that my platform has been up and running for over a year now. Time flies first of all, we all know that. Merry Christmas by the way!!!! One of my HEIM joints has been slowly seizing over the last few months as the platform was getting a little "jerky" with some of the movements. I could not put my finger on it as I reached out to Thanos thinking it was an electrical problem within the components. Turns out to be that one of the joints lost it's motion at certain angles. I replaced with another one and the problem was solved. My point to bring out here is that these platforms consist of many moveable parts, both mechanical and electrical. I guess we sometimes overlook the obvious as I did. These joints might eventually go bad so keep an eye on them and check them periodically for any binding. Just figured my experience might make an issue you might be experiencing less frustrating by sharing with you all.
Happy building everyone.........awesome projects out there!!!
Stevant
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Post by vicpopo on Dec 25, 2015 14:04:08 GMT
Hi Stevant ! Merry Christmas also ! ;-) Thanks for sharing and full agree with you ! I have to modify also my mounting for my 6dof joints .I push them to their limits angle and I know that it's a focusing mechanical point! Grease solves the noise problem but not the wear !
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Post by Trip Rodriguez on Dec 26, 2015 7:51:16 GMT
I'm really glad to see how well you've got this working stevant. It's been a long time since I was active here due to a general time deficit and financial setbacks (got married and then a string of unexpected expenses compounded that) but I have the same motors, same gearboxes, same drivers and electronics, and a set of custom made crank arms plus Tie Rods. That's about as far as I've made it but I think having your build as a reference is going to really make my build easy once I'm ready to proceed. I still need braking resistors, all the wiring, potentiometers and mounting solution for them, wiring the house for it, and building out the base frame (super easy) and the top platform (not so easy). Not sure what else I'm missing. If you are not disinclined I'd like to get some contact info for you via PM just in case you aren't hanging around this forum at the time I'm ready to proceed. The same thing applies to anyone else who did a build with the same major components! Also, are any of the folks with a rig like this (with these motors, gearboxes, etc.) located on or near the East Coast of the US? I'm located in NorthEast PA and it would be fantastic if a friendly enthusiast with essentially the same build was within a reasonable (8-10 hour maybe) drive! I'll be happy to share my contact details with anyone else using these parts! Thanks for posting your awesome build, looking at this makes me want to go open up a couple more credit cards ;P Trip Rodriguez twitch.tv/triprodriguez
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Post by Trip Rodriguez on Dec 26, 2015 7:54:23 GMT
Also, DiRT3 is my favorite racing game by far and I can't hardly wait to try DiRT Rally! My focus is mostly flight (and especially Star Citizen) but I plan to put a good number of miles on my 6DOF rig playing in the DiRT!
Merry Christmas and Happy Holidays to all!
Trip Rodriguez twitch.tv/triprodriguez
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Post by paulg100 on Dec 27, 2015 9:03:52 GMT
Hi Stevant
Out of interest can i ask how much you have been using your sim? I have the same 1 1/4" teflon heims as you and you would think since these are made for cars and high load that they would be very robust and last a long time without issue?
Make me think i should of ordered some spares!!
Thanks
Paul.
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Post by stevant on Dec 31, 2015 21:35:17 GMT
I use it everyday, but there are also 11 others that are still good so it could have been a bad one. There are also different manufacturers of these so it's possible that I did not get the best. I am buying now from a company here in the US where they are made. I forgot where I purchased the others. They look similar but the Teflon could vary I'm sure. That's the most important part too!!
Steve
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