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# Offset values for 6 DOF motion simulator in FSX /P3D

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Dear Experts,

we are working on a 6 DOF motion simulator for FSX/ P3D. Actually we are new in this field so we are confuse in the selection of 6 offset values for our 6 stepper motors. We are using the paulhenty code to get the data from the FSX game and done it successfully. But the main confusion is which offset we will use to assign the rotation of motion for motion simulator? We were thinking to use " 3060, 3068, 3070" values for x y and z axis? but not sure on that. Can anyone of you help us in this regard. Your earlier response will be highly appreciable.

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Hi,

there are no specific Offsets or values for motion simulation. You need to calculate the motion with more values than just acceleration of those three Offsets. For yaw (rotation) the offset is 3088. The G-load is as well a factor, those Offsets are just below the ones you are looking for to use.

Thomas

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Dear Thomas Thank you for your instruction.Can you please send me any document or any material for calculating the roll, pitch, yaw ,heave , surge, sway?

Which values i have to consider and how the calculations have been done for these 6 degrees?

Is the offset 3088 will do complete yaw function if we mapped it to a stepper motor?

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The 6 in 6DOF relates to the six axes of movement -- X Y Z and also roll pitch and yaw. All those values are together as you see in successive offsets. You would need just to scale those accelerations to meet the needs of whatever your motion system needs.

I don't know, but think the G force experienced would be determined by those accelerations, so I;m not sure that is also needed as a 7th factor.

Pete

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Thank You Pete Dowson. I am fetching all the 6 values to my system but when i do a pitch in my game i didn't get any change in the pitch value same is the case with roll and yaw values.

So according to your statement i have to assign one axis to our one servo.So now my understanding is if i will give a motor x axis then i will give the pitch axis to the opposite motor and same for the other values. Is it so?

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2 hours ago, E Automates said:

when i do a pitch in my game i didn't get any change in the pitch value same is the case with roll and yaw values.

Those values are accelerations, not pitch values, so there'll be zero in a constant speed pitch change.

FSUIPC is onlt passing on the values supplied by the simulator. Please refer to their documentation for more details. They are SimConnect Variables and will all be catalogued in the SimConnect SDK.

2 hours ago, E Automates said:

So according to your statement i have to assign one axis to our one servo.So now my understanding is if i will give a motor x axis then i will give the pitch axis to the opposite motor and same for the other values. Is it so?

Sorry, how you actually operate a motion system is beyond me. I think you might need to visit one or more of the cockpit building forums if you want advice on that. there are also books on the subject. The one called "Flight Simulation" in the Cambridge Aerospace Series, by JM Rolfe and KJ Staples has a whole chapter on the subject. There are others.

Pete

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