• Welcome to PiBoSo Official Forum. Please login or sign up.
 
May 04, 2024, 06:31:26 AM

News:

GP Bikes beta21c available! :)


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gibbon

46
Custom hardware / Re: Full motion simulator
November 20, 2014, 09:48:54 PM
Quote from: doubledragoncc on November 20, 2014, 08:43:26 PM
Good defence wkp, sorry but it just seems so wrong to show it being used like that. Isaw the fitness video too and can understand to a point, but who care if it leans if it dont even work and isnt even connected to a sim!!!!!!!!!!!!!

I totally agree, that's why I'm making my own...same principle but connected to GPB  ;)

Quote from: doubledragoncc on November 20, 2014, 08:43:26 PM
I also think these, "bolt a real bike to a moving bench Dof systems are total waste of money as you have a real bike there, why not just ride the bloody thing instead of bolting it to a bit of moving metal............come on DOH

For road motorbike, you're right...not interesting.
But riding a racing bike is quite expensive and and I think it could be a good alternative, at least for learning tracks and off season. And as GPB is getting better and better (sensitive subject but still my opinion  :D ), if the motion sim works well, why not using it for bike settings purpose...
47
Custom hardware / Re: Full motion simulator
November 20, 2014, 07:56:32 PM
Quote from: doubledragoncc on November 20, 2014, 06:02:28 PM
Just watched the show with where they use the "Leanmachine" Im sorry but what crap is that. It flops from side to side and thats about it, oh I think he acually used the throttle because he sure as hell did not use the clutch or the brakes so are the new MotoGP bikes with auto frickin  everything?????????

Sorry but I think the thing is an insult to put a MotoGP champion on!!!

Actually, it's not a simulator it's just a fitness system for training...
As I understood, it's up to the rider to follow the screen...there is no link between the system and the onboard video.
Throttle is used to help the bike to go in its initial position.

I don't think this is a crap and I must say, from what I know, it's the only existing plateform which allow "real" lean angle...
48
Custom hardware / Re: Full motion simulator
November 20, 2014, 02:32:25 PM
Quote from: lluisete on November 20, 2014, 02:01:20 PM
http://www.mecanitzats-muntada.com/CKU28/CKU-Maquina-entrenament-pilots-motociclisme.html

This is for me the most advanced plateform (in term of movement) you can find today...but it's not a simulator
Some GP riders tried it (see BT Sport Youtube channel)

http://www.youtube.com/watch?v=5Er8ElDPPio
49
Custom hardware / Re: Full motion simulator
November 20, 2014, 09:56:21 AM
Quote from: HornetMaX on November 20, 2014, 07:50:01 AM
Quote from: Furious on November 20, 2014, 12:52:38 AM
QuoteVery unclear: you mean  that if the bike in GPB stays horizontal and accelerates, your rig will wheelie ?
yes. Why? Cause i simulate forces. Keep the force vector on the same direction. Imagine : gravity acceleration vertical and bike acceleration horizontal vector. Sum them up and you have the angle . We Pitch the bike to make that new vector parallel to gravity vector.
So at best you're just rotating the bike frame in order to align the gravity with the overall force acting on the simulated bike. That's very different from saying "Acceleration simulation (up to 80 % of the real bike acceleration)".

Also, if the bike in GPB accelerate forward at 1g, the overall, force acting on the bike (roughly) is pointing down (1g gravity) and forward (1g acc) at 45 degrees: if you want to keep your rig's frame oriented so that the gravity is aligned as the overall force acting on thew virtual bike, you should pitch your bike forward (45 degrees !!), not backward. Which would be very weird: when you accelerate the rig frame would pitch forward and when you brake it would pitch backward (wheelie).

As you said you're doing the opposite (i.e. bike accelerating = rig pitching backward), you're not keeping the vectors aligned.

I don't think trying to simulate the forces is a good idea, because basically you can't and, in trying to do so, you mess up the bike attitude (your rig pitches while the bike in GPB is horizontal).

@Admins: you may want to split the discussion between Furious and me to a separate topic. But keep it, it's very interesting.

MaX.

Hi, I'm also working on a full motion simulator based on GPB and Oculus Rift (I'm not the one who sent the mail).  ;)
Furious, you did a really nice job but I totally agree with HornetMax, it will be very hard (well, almost impossible) to simulate the gravity and simulate forces will not a give you a "instinctive" approach wich is in my opinion quite important in simulation.

Also I have a question about your plateform and how the rider will move his body around the bike...it seems that there is no lot of space.

@Piboso: Do you have more information about the company? What country ?
50
Support / Re: Roll Velocity in logdata CSV file
November 13, 2014, 04:14:53 PM
Just FYI, I made a new plugin, so I can have what I was looking for.  ;)
Thanks
51
Custom hardware / Re: It ain't pretty, but it works...
November 13, 2014, 04:05:07 PM
Nice stuff! I'm also working on a motorbike controller  ;)
To continue  the discussion about controller and prices (see Here), in 2006 a french controller was released for a price of 2250€ (2800$)...without foot gearshift (option cost 325€)

I don't know if the controller had success...it seems a bit expensive to me compare to system complexity
Here is a pic (it's called Playbike)



52
Support / Re: Roll Velocity in logdata CSV file
October 23, 2014, 12:51:41 PM
Yes, I've already seen this post...you did a great job by the way!  ;)

But as I didn't see the Roll Velocity on the screenshot I didn't download it but I'll do it and will let you know!

Thanks.
53
Support / Re: Roll Velocity in logdata CSV file
October 23, 2014, 12:30:19 PM
Yes I know, but for the moment, as I just need "max" value (in normal racing condition...I mean without crashing),

I was wondering if there is a simple process to get this in the CSV file.

Anyway, Yes I'll  write 2 plugins (Input & Output) to drive the motor
54
Support / Re: Roll Velocity in logdata CSV file
October 23, 2014, 11:30:41 AM
A 2DOF Motorbike simulator!
But I can't say more for the moment  :-X
I need the Roll velocity (in the CSV as a first step) to determine the correct motor size.
55
Support / Roll Velocity in logdata CSV file
October 23, 2014, 06:54:39 AM
Hello,
Is there any way to get the Roll Velocity (m_fRollVelocity) data in the logdata CSV file ?
Thank you