Kev B's v5 motion simulator for ED - latest testing results - WOW!

Hello Commanders.

Those of you that have been following my Elite Dangerous motion simulator project will know that I currently have a fully working 3DOF (v4) motion chair that works great with ED, albeit in 'joystick mode'. It's the only game I regularly play (daily). I'm now at 2300hrs gameplay, 2000+ in VR and nearly the last 1000hrs with motion.

But that is 3DOF and I want the full 6DOF.

My last posting here showed my new v5 prototype 6DOF motion rig for ED (1/3rd scale). I was able to move each of the 6 axis independently. Vids showing my earlier development work an be found in this VR section of this forum.

Since then I have been busy tweaking and calibrating the v5 rig and figuring out how to control it. As you will be aware, motion API from FD has not been forthcoming but I'm not letting that stop my development work for the motion simulator. I still live in hope that FD will join the many other game developers that provide this. I only play ED and all this 'stuff' I build is only for ED.

My plan is if I can get the v5's six degrees of freedom working with HOTAS, there will be nothing stopping me building the rig in full size to use in ED. Because the 'end game' is being able to control motion simulators with an API, I need to configure and test that function too before I progress to a full-size build.

I can't test actual ED motion data with my v5 rig but I can use another game (rollercoaster) to show you the motion I would get with real game data (which the rollercoaster outputs via its own API). It is this type of motion that I want to replicate from Elite Dangerous (via an API) into my 6DOF motion rig.

Anyway, I've done a lot of work since then......

The vid below shows you the v5 prototype now in full motion using all six DOF. It shows just how fantastic actual motion data can be when connected to a motion simulator. This type of motion is what us 'sim folks' are after. Sorry it's not an actual ED game vid - but I believe it fully shows what is really possible for ED....... see how precise the motion follows the sim. Comments and questions, as ever, are welcome.


(edit: I've just watched the vid again. I think its really, really cool!. Be sure to watch the last half of the vid to see the sim and monitor simultaneously - that movement....lol. Exciting stuff!))

[video=youtube_share;f0kR0VaQuo4]https://youtu.be/f0kR0VaQuo4[/video]

Fly safe, and have a Great New Year
CMDR Blastard
 
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Finally watched the vid.
Very impressive and yes I'm still jealous.

Not of the rig, but skills you surely possess ;)
And I suppose the major difference between this and a full size rig would be power and engine size, the controller chain and the arduino's etc are pretty much good to go from this.
 
Finally watched the vid.
Very impressive and yes I'm still jealous.

Not of the rig, but skills you surely possess ;)
And I suppose the major difference between this and a full size rig would be power and engine size, the controller chain and the arduino's etc are pretty much good to go from this.

Yes - spot on. Arduino's, the motor drives and code are ready to go. I just need a larger (x3) framework, chair and 4 more large motors and its a goer. (and of course a FD API to really make it shine).
 
Elite might not.
But dcs and other sim games do have proper API for motion data.

But mostly the seems to focused around driving/racing simulators.
Hi,

exactly my point. Many other games (involving flying and driving) have an API output. I class Elite as the top space (flying) sim out there. Its a real shame we are having these problems making the best flying sim work with motion - when lesser sims have it available as standard. A real opportunity being missed.
 
Hi, thanks for the praise but why do you say 'censors? - I've done nothing wrong here. This post is part of an on-going series

It's the forum board itself he is berating, it has some rather stringent swear restrictions, just in case a kid comes by.

But still dumb, those few kids would already know them all too well, and I have honestly yet to meet a player under the drinking age in this game.
 
Hello Commanders.

Those of you that have been following my Elite Dangerous motion simulator project will know that I currently have a fully working 3DOF (v4) motion chair that works great with ED, albeit in 'joystick mode'. It's the only game I regularly play (daily). I'm now at 2300hrs gameplay, 2000+ in VR and nearly the last 1000hrs with motion.

But that is 3DOF and I want the full 6DOF.

My last posting here showed my new v5 prototype 6DOF motion rig for ED (1/3rd scale). I was able to move each of the 6 axis independently. Vids showing my earlier development work an be found in this VR section of this forum.

Since then I have been busy tweaking and calibrating the v5 rig and figuring out how to control it. As you will be aware, motion API from FD has not been forthcoming but I'm not letting that stop my development work for the motion simulator. I still live in hope that FD will join the many other game developers that provide this. I only play ED and all this 'stuff' I build is only for ED.

My plan is if I can get the v5's six degrees of freedom working with HOTAS, there will be nothing stopping me building the rig in full size to use in ED. Because the 'end game' is being able to control motion simulators with an API, I need to configure and test that function too before I progress to a full-size build.

I can't test actual ED motion data with my v5 rig but I can use another game (rollercoaster) to show you the motion I would get with real game data (which the rollercoaster outputs via its own API). It is this type of motion that I want to replicate from Elite Dangerous (via an API) into my 6DOF motion rig.

Anyway, I've done a lot of work since then......

The vid below shows you the v5 prototype now in full motion using all six DOF. It shows just how fantastic actual motion data can be when connected to a motion simulator. This type of motion is what us 'sim folks' are after. Sorry it's not an actual ED game vid - but I believe it fully shows what is really possible for ED....... see how precise the motion follows the sim. Comments and questions, as ever, are welcome.


(edit: I've just watched the vid again. I think its really, really cool!. Be sure to watch the last half of the vid to see the sim and monitor simultaneously - that movement....lol. Exciting stuff!))

https://youtu.be/f0kR0VaQuo4

Fly safe, and have a Great New Year
CMDR Blastard
Impressive... But very minor issue. When going around a left hand turn, shouldn't the unit be leaning to the right? ie: You'd experience G to the right, which you'd emulate with a lean to the right?

Looking forward to seeing the room sized version :)
 
Impressive... But very minor issue. When going around a left hand turn, shouldn't the unit be leaning to the right? ie: You'd experience G to the right, which you'd emulate with a lean to the right?

Looking forward to seeing the room sized version :)

Hi. All movements on the final version will work as you mention. I ordinarily keep pitch as-is, but roll will apply opposite movement. I also tend to keep yaw as-is. Of course, in the full build I will do some tuning and some of these assignations may change.
You may also have noticed that the 'triangle' onto which the seat is mounted is in fact back-to-front. This too will be reversed in the final build.

B

It's the forum board itself he is berating, it has some rather stringent swear restrictions, just in case a kid comes by.

But still dumb, those few kids would already know them all too well, and I have honestly yet to meet a player under the drinking age in this game.


aaaaah - I got it
 
Hi, thanks for the praise but why do you say 'censors? - I've done nothing wrong here. This post is part of an on-going series

It's the forum board itself he is berating, it has some rather stringent swear restrictions, just in case a kid comes by.

But still dumb, those few kids would already know them all too well, and I have honestly yet to meet a player under the drinking age in this game.

And it wasn't even a swear word, or as far as I know, offensive, at least in the US. It's like censoring "gosh dang it to heck."
 
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