Floriske.nl's 2DOF Playseat GT Wiper motor Project

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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby floriske » Tue 16. Oct 2012, 14:40

Thx for the tip on that, will try it tonight.

Regarding the springs: I'll leave them as they are, I don't see why I should remove them, if you look closely at the motor arms there is no unwanted "spring movenemt" on them and they help reducing the motor load while noöne is on the sim (at that moment my rig is pretty front heavy).
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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby motiondave » Tue 16. Oct 2012, 14:41

floriske wrote:Thx for the tip on that, will try it tonight.

Regarding the springs: I'll leave them as they are, I don't see why I should remove them, if you look closely at the motor arms there is no unwanted "spring movenemt" on them and they help reducing the motor load while noöne is on the sim (at that moment my rig is pretty front heavy).



Just a suggestion.....
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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby floriske » Tue 16. Oct 2012, 16:32

I know, and much appreciated! It's just that I don't think it will make a difference for my "bump" problem.

Will try the collision effect!
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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby motiondave » Wed 17. Oct 2012, 02:06

set the vertical number fairly small, reduce % of effect if it is to harsh, then add that number in collision with a bit extra.

For race07, I use 981 on vertical with 7% and 1081 in collision. Mind you, it get vibration at idle.
Every game will be different.
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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby floriske » Wed 17. Oct 2012, 08:44

motiondave wrote:set the vertical number fairly small, reduce % of effect if it is to harsh, then add that number in collision with a bit extra.

For race07, I use 981 on vertical with 7% and 1081 in collision. Mind you, it get vibration at idle.
Every game will be different.

:shock: 981 for vertical? lol! My max values for Race07 are 1500000 (vertical) and 2000000 (lateral and longtitudal).

*this leads me to think it might be a good idea to set up a "profile discussion" section?*
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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby motiondave » Wed 17. Oct 2012, 13:44

Yes thats right there Bob, it takes a HECK of a lot of profile experimenting...
I found with race 07, unless I make a profile for every car and every track (too lazy) I had to find a "one suits best generally".
Same with all games, some cars generate different motion on different tracks.
Dirt 2 trailblazer is pure hell nasty, but the same profile on a rally cross is softer.
Its a matter of finding something that does the job (if you couldnt be bothered like me) and go with that, maybe a twiddle here and there.
Same here with Bob, got to spend time thrashing various high performance jap cars and v8 and rotaries.
I even consider the motion driving the 28 year old van....
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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby floriske » Wed 17. Oct 2012, 16:20

BobBuilt wrote:I discovered that if you capture the vertical doing a nice clean lap without hitting kerbs or grass verticals can come out low.

These values where during a carefull drive in a BMW 320 without hitting anything else than asphalt.

But even if they could turn out lower: 981 and 1500000 isn't a little, but an enourmous (1:1529) difference

motiondave wrote:Yes thats right there Bob, it takes a HECK of a lot of profile experimenting...

That's exactly what I'm currently doing, hence my remark about the vertical forces being way off ;) Remember, this is my first sim so I will need some more time than the veterans overhere :lol:
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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby sirnoname » Fri 19. Oct 2012, 20:22

I vote for changing the forum to finished project!
I think the border is a moving simulator to the ingame road with a person in it. All additional work is fine tuning.
I hope it is possible to make posts in the finished forum but no topics?
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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby motiondave » Fri 19. Oct 2012, 23:51

floriske wrote:
BobBuilt wrote:I discovered that if you capture the vertical doing a nice clean lap without hitting kerbs or grass verticals can come out low.

These values where during a carefull drive in a BMW 320 without hitting anything else than asphalt.

But even if they could turn out lower: 981 and 1500000 isn't a little, but an enourmous (1:1529) difference

motiondave wrote:Yes thats right there Bob, it takes a HECK of a lot of profile experimenting...

That's exactly what I'm currently doing, hence my remark about the vertical forces being way off ;) Remember, this is my first sim so I will need some more time than the veterans overhere :lol:



If I do a run for getting values, I get similar numbers as well. After that, I have to fine tune.
I had issues on mine with race 07 and vertical going like "kerplunk kerplunk" slowly at 200kph. So I tried increasing the minimal value from -1 to -1000 and max to 100000 to try to shorten up the motion spikes. It sort of worked, but took away fine vibration. SO then I worked down in the numbers....a long way till I got 981 and -1 , but at 7%.
For me, it gave me a decent mild vibration, maybe not much effect on ripple strips but it does the job.
As said, I dont really bother with individual profiles for individual cars with individual tracks, I am lazy.
You are going to have to experiment and fine tune.
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Re: Floriske.nl's 2DOF Playseat GT Wiper motor Project

Postby Ruxxenknubbt » Sat 27. Oct 2012, 10:48

Hello Folks!

Although I have found the source for the motors, but unfortunately I can not find any information in the postings what type it is? Also, the attempt to read the uploaded image failed unfortunately!

Can anyone send me the partnumber of these motors please?!

Thank you in advance!
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