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My Joyrider Project Comes to a Life

Community DIY motion simulator projects with X-Simulator. Share your projects with reproduction hints and learn from others. No commercial projects. - Gemeinnützige DIY Bewegungssimulatoren Projekte mit X-Simulator. Präsentiert hier eure Fortschritte inklusive Nachbau Tips und lernt von anderen. Keine kommerziellen Projekte.
on 23.05.2012, 12:40

Re: My Joyrider Project Comes to a Life

Postby bsft on 23.05.2012, 12:40

Hey, you have done real well there! I would suggest move the pitch motor (next to you) off the axis point and further back for leverage effect and you will get some nasty motion 8) , a suggestion would be to mount the motor something like this Image

Otherwise, real great job, good to see you are enjoying it!
Ok, for vertical (bumps), set the profiler to auto max adjust, go for a short drive on the game like, 200-500m, exit , and then untick auto adjust, go back into the game with vertical and then get shaken up! Then change the number in there up or down as you need till you get a decent motion, and also reduce the percentage of effect from 100% down. This way you should pick up a small number to give you a good vibration of bumps as you travel. Sort that and you will be shuddering in no time. By the way, every car and every race will feel different, so unless you plan to do separate profiles for each vehicle, remember that the stadium trucks may feel slushy and not to bumpy compared to trailblazer. But hey, its still fun! DOnt be surprised if the bumps disappear if you go onto tarmac, mostly I get that, but am soon back on dirt!
Cheers, David.
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on 23.05.2012, 15:27
Re: My Joyrider Project Comes to a Life

Postby tronicgr on 23.05.2012, 15:27

value1 wrote:The roll axis in curves feels great! The acceleration/deceleration didn't convince me yet. One thing I noticed: there is hardly any shaking when driving over uneven ground.
Someone has a sugestion how to improve this?
(I probably should start reading the x-sim manual :D)



Man... these motors are so noisy!!! I just had some time to watch it with sound and my cat left the room... :lol:
I believe the winch motors are even more loud than SCN5 ... !!

For more shaking in uneven ground, mix in the acceleration/decceleration axis a percentage of "HEAVE" motion axis (axis Z on some games).
I did that for my joyrider and got lots of vibration and up and down motion cause of the flexing of the PVC of my joyrider. Try it, you may get at least some better feel of the bumps of the road...

See my joyrider doing the bumps back in 2007 using my "old" Basic Stamp2 motion controller:

Pay attention after the minute 3:00, it gets really bumpy!!

Thanos



 
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on 23.05.2012, 20:21
Re: My Joyrider Project Comes to a Life

Postby value1 on 23.05.2012, 20:21

kubing wrote:you have pitch and roll axis there. how did you get vertical acceleration?
Hi kubing,
Not quite sure if I understand your question right. The vertical acceleration is just a result of the lateral and longitudinal axes moving. I try to simulate (ha, ha!) the simulation (ha,ha!) of the vertical movements LOL. Either I can improve the feeling of the bumps and cobblestone with the profile (see Thanos' and bsft's comments above) or I'll install something like a butkicker.
bsft wrote:Otherwise, real great job, good to see you are enjoying it!
Thank you for the flowers.
And thank you for the good hints how to simulate the simulation :) I'll try them like I've tried so many valuable tricks from you before!
tronicgr wrote:Man... these motors are so noisy!!! I just had some time to watch it with sound and my cat left the room... :lol:
When you listen carefully: The motors are shouting for headphones!
To be honest, I might exchange them at some point with something quieter. For the moment they serve my purpose nicely.
Also a big thanks to you for your tips and the video link. I will try these trips as well.

Next steps are actually replacing the potentiometers with hall sensors, disassemble the seat, paint it nicely and add some protective sheets, so that one can't jam his extremities between the frames.
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on 23.05.2012, 22:59
Re: My Joyrider Project Comes to a Life

Postby bsft on 23.05.2012, 22:59

vertical force should be in the drop down list in the force sender - extractor, when you add a 1.1 output, look for vertical.
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on 19.10.2012, 23:09
Re: My Joyrider Project Comes to a Life

Postby value1 on 19.10.2012, 23:09

Finally some footage:

The video is so dark because I'm using these projectors and therefore must run the sim in the dark.
Also if you don't see the walls moving the game immersion is much better.
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