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Messages - h106frp

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1
Plugins / Re: MaxTM - A telemetry tool for GPB, MXB, WRS and KRP
« on: June 16, 2018, 07:21:48 AM »
Cheers Max, your plug-ins and apps are 'must-have' components of GPB and greatly appreciated :)

2
Support / Re: Need a hand!
« on: June 15, 2018, 10:08:48 PM »
It depends which 3D app you use, somewhere you should be able to view the matix and see if it has any negatives.

To normalise the matrix you need to 'apply' any transformations - In blender its simply called 'apply' (ctrl A).

The concept of transforms and scaling becoming negative is a bit weird but common to 3D apps.

3
Support / Re: Need a hand!
« on: June 15, 2018, 09:48:41 PM »
Have you applied any transformations? (mirror, rotation) If you do not apply them your model matrix may contain negative values that creates reversed faces.

4
Tracks / Re: [GPBikes][Track]How to convert rFactor track to GPBikes
« on: June 08, 2018, 07:37:43 AM »


QuickBMS with the rfactor scripts to unpack the mas

3DsimED to load up the track and then export to fbx and textures

5
Bug Reports / Re: Problems with core.exe online
« on: May 31, 2018, 12:07:05 PM »
Just re-run the tool and de-select LAA

6
Support / Re: Game crash coming out of pits always
« on: May 31, 2018, 06:52:50 AM »
LAA mod applied?

7
Tracks / Re: Import KRP tracks
« on: May 30, 2018, 09:37:14 AM »
Did you create a new racedata using TrackED?

8
Suggestions and wishlist / Release Limerock as official DLC
« on: May 27, 2018, 08:36:51 AM »
A couple of recennt threads got me wondering why you do not release Limerock as official DLC?

The game engine already has a 'mods' section so I assume it can manage licence additions OK and official DLC would generate an alternative income stream and interest especially once the game reaches V1 release.

The base GPB licence is very reasonably priced and official content takes a lot of time and effort to produce (doing it as a 'real' full time job rather than modding as a hobby) so a nominal fee does not seem unreasonable to me.   

9
General Discussion / Re: GP Bikes beta14 WIP
« on: May 26, 2018, 10:11:59 AM »
The biggest problem in my humble opinion is the lighting/shadow model, the game engine appears to scale geometry detail quite well considering the lack of track LOD. A LOD to allow full 3D/simple trees as used in AC would be a good start (the simple tree LOD is also used for real time shadows as far as I can tell)

Still my biggest wish is for the rider (and environment) to cast a real time shadow on the bike in 1P view

.... and fix the 3D grass  mipmap problem :)

10
General Discussion / Re: It's almost time...
« on: May 24, 2018, 09:43:46 PM »
Could it be a typo? 57 would get you the correct diameter

11
Bikes / Re: 2004 Honda RS125 GP (WIP)
« on: May 23, 2018, 04:25:38 PM »
Have you configured the model in BikeED?

12
Custom hardware / Re: Project Realistic Rig
« on: May 17, 2018, 03:05:36 PM »
I added the steering damper to take out some of the sudden deflections by adding a bit of resistance to work against the servo. Using powerful servos you can get quite a large shock loading through the steer feedback which is very unpleasant, another option would be to add some averaging or damping in the interface software. The system I built is very powerful, the steer servo (small one) would easily bend a 6mm high tensile screw used in the physical stop system.

I used strain gauges on the steering stem for torque sensing  :)  (I do this sort of stuff for work)

Any controller that has the USB protocol as a software library would be the way to go - its quite fiddly on the windows side when you need to send data to the device.

 

13
Custom hardware / Re: Project Realistic Rig
« on: May 17, 2018, 08:30:47 AM »
I completely agree.  :)

 The roll axis on my rig was only intended as feedback and has significant holding torque applied from the controller (hence the big servo and worm drive), you will not move it as an input.

It was always intended to simulate normal/counter steering type input hence the extra torque sensing strain gauges on the steeering stem.  :)

Many years ago I had a trustmaster bars conntroller which allowed both axis to move but you could only select 1 as input - a horrible system that felt nothing like a motorcycle control

14
General Discussion / Re: GP Bikes beta14 WIP
« on: May 17, 2018, 08:21:57 AM »
I would still like to see an indication of the static sag displayed with and without the rider seated as its the most basic step in suspension setup

15
Custom hardware / Re: Project Realistic Rig
« on: May 16, 2018, 11:08:51 PM »
Easy ones first  :)

A hall effect device senses magnetic fields and ouputs a signal representing this. The device in my post will sense the field direction passing through it from a magnet so as the field rotates it will give a very accurate proportional volage.
The problem with potentiometers using a DC supply is they tend to output a very noisy signal, wear quickly with repeated rotations and are prone to mechanical failure in this type of application.
My home made device;
https://www.xsimulator.net/community/threads/home-made-hall-effect-pot.7203/
Hall devices instead of potentiometers ? is that it ?  Yes  :)


The mechanical stops are physical limits to how far your rig will rotate to stop you breaking your wrists. If you get any sort of problem with either the output from GPB or your equipment you must prevent excessive rotation of the rig. The limit switches  (microswitches) are pretty much a standard item to interface to the controller and give a 'soft' limit control and should activate before the mechanical limits.

Back EMF occurs when you suddenly reverse or stop the field on the drive motors. As the magnnetic field collapses it generates a large reverse voltage spike (the same way an ignition coil works to drive a high voltage to a spark plug) which will appear across the power supply. Switch mode supplies (like a PC power pack) usually have an over voltage cut out sensor that will activate and cause you power supply to operate eratically. The snubber circuit absorbs the back EMF spike before it can disturb the power supply.

The axis of your drive motors should use GPB output of lean and steer as their target positions. Any influence you add at the bars are then used as the input to the game and the control loop will be closed. This would be the most simple system similar to most commercial controllers and is our basic building block

If you want to build a torque based system you will need to incorporate a seperate torque sensor in the steer column. This would then become the control input to the game so instead of forcing a change in controller deflection you would apply a torque and allow GPB to calculate the new angles for the servo position.

The closed loop nature of control input to calculated bike and steer rotation automatically creates the steer solution. The values from GPB fed to your servos automatically adjust to the external influence created by the rider through speed and steer input. You need to think in ths 'closed loop' way even if it appears contradictory at first it will make sense once you get started.

GPB only outputs the calculated values - you must write your own code to drive the servo controllers. I used a PIC micro and analogue output chips to supply a scaled DC voltage to drive the servo position.

So.
DLO to get the values from GPB and into memory
A visual C program to grab thhe values from memory, scale them and send them by USB to
A PIC micro that outputs suitable control voltages to the servo controllers
Dedicated servo controllers that have limit switch, torque control and PID
24 volt servo motors with worm drive gearboxes
Hall effect feedback/position sensors
Provision for torque sensing in the steer column
Steering damper on the steer axis to limit violent oscillations  :o   

Hve you checked out;
https://www.xsimulator.net/community/

You could try simtools - this should simplify the programming aspects
https://www.xsimulator.net/community/marketplace/gp-bikes-plugin.53/

So it can be made to work and is intended for arduino and H bridge card

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