SeanIn Posted August 27, 2004 Report Posted August 27, 2004 Hello, Yesterday I asked you using 2 different FS2002. Thank you for your reply and comment. Actually I want to make a motion platform and use FS2002 as a VR. The main object is synchronization motion of motion platform and FS2002. If there are no constraints in motion platform, I can use position and orientation data from FS2002 extracted by FSUIPC. However my motion platform has some constraints, so I can't use data from FS2002 directly. If I used them directly, my motion platform would be broken, or two motions (motion platform and FS2002) would not synchronize each other. So I need your help. To solve this problem, I thought several methods. Please comment my thoughts. And if you have ideas on this problem, plaese tell me your opinions. 1. Can I play FS2002 using data getting from motion platform not by joystick. I can get position and orientation data from motion platform (x,y,z, pitch, roll, yaw). Actually I wonder if the data getting from motion platform could apply to FS2002. I think two systems are using different coordinates, and FS2002 is working by complicated factors not just coordinates data. I'd like to know this problem can be solved or realized.... 2. Can I use 2 different FS2002? I already asked you this problem. First FS2002 is for getting user's input by joystick, and second FS2002 is synchronized with motion platform. I thought that first I got a data from user's input, and calculate motion platform's position and orientation from getting data and then move motion platform and second FS2002 simultaneously. These are my two thoughts. Please tell me whether these are possible or not. If these are impossible, please tell me your ideas.. If there are difficulties to understand, please tell me, I'll write again.. Regards...
Pete Dowson Posted August 27, 2004 Report Posted August 27, 2004 Actually I want to make a motion platform and use FS2002 as a VR. The main object is synchronization motion of motion platform and FS2002. Surely motion platforms are normally not designed to give the ACTUAL pitch/bank/yaw of the aircraft, but the feedback to the senses of the pilot. The pilot cannot sense ordinary constant velocity except visually, the body senses changes in velocity -- i.e. accelerations. You surely therefore need to read the 6 accelerations (XYZPBH), all available in FSUIPC offsets, and try to produce motions which emulate such accelerations without actually ever needing to achieve the real pitch/bank/yaw of the simulated aircraft. I am in no way an aircraft or motion engineer, but this part seems rather evident. If there are no constraints in motion platform, I can use position and orientation data from FS2002 extracted by FSUIPC. I don't think you want that, you want accelerations only, surely? I thought that first I got a data from user's input, and calculate motion platform's position and orientation from getting data and then move motion platform and second FS2002 simultaneously. I think such an approach is seriously flawed. The movement of a joystick and effects on the aircraft are infinitely variable depending on many factors and can never give any realistic effects. This is precisely why the simple way some force feedback joysticks are so unrealistic. The feedback should relate to what the aircraft is doing, not what the control input is doing. Honestly, I think you need to look at acceleration values only. Steady movement is irrelevant, it is the changes that matter, and the six acceleration values give you good measures of those. Regards, Pete
Highvolt Posted August 27, 2004 Report Posted August 27, 2004 Indeed, doing motion is all about getting the accelerations and pitchrollyaw angles out (and that's only 3 axis of movement) 6 axis is way more difficult btw, you also need an algorithm to 'wash out' the motion. ex: you fly straight, and then you bank 10° to the left, after 5 seconds, you bank 20° to the left Motion platform responds something like this: bank to the left to achieve same level of acceleration you feel, and return to normal again(this is the wash-out procedure), after 5 seconds, bank to the left again. You need wash out, because the range of motion is always limited. If i were you, i'd look into another project..., because amateuristic motion platforms will make it less realistic, and your stumic will agree with me :) Cya, Wim Van Ertvelde AeroSimulators
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now