Simulating gravity, What way should chair move?

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Simulating gravity, What way should chair move?

Postby berksglh » Tue 8. May 2012, 18:41

Its probabbly on the old board somewhere, but lets move forward and post it here.

For a 2 DOF wiper motor simulator to fell realistic, what way should the chair move when I:
Accelerate.... chair = forward?
Brake... chair = Backwards?
Turn left... chair = left?
Turn Right... chair = Right ?
Nose pitches up hill = chair leans back?
Nose pitches downhill = chair leans forward

The accelerating and braking seems to make sence to me. But turning I'm unclear. I would think since in a real left turn, your body wants to continue moving forward, while the vehicle moves to the left, that you would want the chair to lean left in a left turn. However most pasanger cars lean to the opisite side as the crappy suspension and weight shifts.

So when turning left, does the chair go left as well? or go right?

What about when going up hill and down hill? Does the chair also tilt the same way the real car would, or oppisite?

I'm starting to think i have it all backwards *.. should the chair react in the direction the vehicle moves relitive to the driver, or do i have it all backwards, and it should move oppisite of that so you feel the same gravity affect.?
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Re: Simulating gravity, What way should chair move?

Postby motiondave » Wed 9. May 2012, 02:11

Ok usually this is how it goes,
Acceleration , chair goes backwards to give your brain the impression of being thrown back in the seat.
Braking, chair goes forward.
Turning left, chair usually leans to the right to simulator body roll.
Turning right, chair leans left.
Bumps can be tricky, but usually follow the same motion as braking , acceleration.
Nose pitches up hill , chair leans back.
Nose pitches downhill , chair leans forward.
Cheers, David.
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Re: Simulating gravity, What way should chair move?

Postby berksglh » Wed 9. May 2012, 14:34

Ok. I made my first actual working profile lasnight (not in the cloud yet) for GTR Evo. and I agree with you on the turning and hills. I will have to disable all my math but braking and acceleration, then reverse those 2 and try them again alone.

It was really cool to actually feel the car pitch for/aft/left/right while driving over hills and banked corners, and being able to feel the inside tires roll the car up over the curbs.

The math seems a bit jerky when the car shifts, and at slow speeds when braking and acceleration. I need to play with the various math filters to try to tone it down.

The brake and acceleration were odd, but reversing seemed to make it worse. Ill try it your way again tonight.

Thanks. :D
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Re: Simulating gravity, What way should chair move?

Postby motiondave » Wed 9. May 2012, 14:47

Good to see.
With the math numbers, try increasing that number by increments of 10-20% and you may find you can soften the effects of overly sharp braking, acceleration.
Do the same with lateral as well.
For bumps, BobBuilt suggested I find a smallish number in vertical, set that, then use the collision effect force for vertical as well. He told me to take the number from normal vertical force and put it in the collision threshold number box and add 200, and let maximum value find its own number.
What this does is give you good bumps, but when you hit a big bump or jump, the motion is softened up a bit.
You can do this with the other forces as well.
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Re: Simulating gravity, What way should chair move?

Postby berksglh » Wed 9. May 2012, 20:14

Well Going off what you said about adding in the colision plug in as well for softening up the top end.

Why not split the math function into maybe 3 seperat plug ins, each with part of the Min Max range of the affect and each with a seperate slider so I could tune the low, mid and high range seperatly. Then add the colision for the crash affect above that range?

I never thought of splitting the plugin to tune ranges seperatly. I think you lead me to my tuning answer? The math setup could get somewhat long though if you split everything 3 ways...

I wonder if we can get a bigger screen area for math entry? and maybe the ability to insert rather then just add at the bottom.

Thanks again! :D
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Re: Simulating gravity, What way should chair move?

Postby motiondave » Thu 10. May 2012, 04:11

Sounds good, by the way, do you have photos of the simulator and or even a video to share?
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Re: Simulating gravity, What way should chair move?

Postby berksglh » Thu 10. May 2012, 15:03

Yes. On my project page... Its not totally finished yet. Just to the point that I could test the seat mover part of the project. I am only running on a laptop and a crappy table for * But if I can get things running properly, I will make a custom stand and maybe have the petals and wheel atached to the chair.

No video yet.
http://www.x-sim.de/forum/blog.php?u=259&b=17
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Re: Simulating gravity, What way should chair move?

Postby motiondave » Thu 10. May 2012, 23:09

great looking setup there!
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