PiBoSo Official Forum

General => Custom hardware => Topic started by: Chris_Beeves on September 01, 2021, 06:42:44 PM

Title: Motion rig project
Post by: Chris_Beeves on September 01, 2021, 06:42:44 PM
Hey guys!

This is a project I started a few days ago. I mean to have it finished before summer 2022.

I love how it lands the wheelie at 0:18  ;D
Like someone said on Discord, I really need a little action figure on there!


The Simtools plugin for GPbikes is outdated unfortunately, so for the moment I am stuck with mgp18..
I have started looking into rewriting the plugin for UDP instead, should solve the 64-32-bit problem.
Title: Re: Motion rig project
Post by: Manu on September 01, 2021, 06:55:51 PM
Very interesting. Good job!
Title: Re: Motion rig project
Post by: poumpouny on September 02, 2021, 08:08:10 AM
Wow. I have also a project but 2dof only. Good job !
Title: Re: Motion rig project
Post by: Chris_Beeves on September 02, 2021, 08:30:00 AM
Quote from: poumpouny on September 02, 2021, 08:08:10 AMWow. I have also a project but 2dof only. Good job !
Cool! How's it going?
Are you running it straight from gpb export or with something like simtools in between?
Title: Re: Motion rig project
Post by: poumpouny on September 03, 2021, 06:42:30 AM
I'm plannig getting data from the same output as Max use for his MAx HUD plugin. It is still in plan phase, nothing really started, but i will also start from scale model like your's
Title: Re: Motion rig project
Post by: davidboda46 on September 03, 2021, 09:24:03 PM
Just wanted to say that the stuff you're doing is awesome and it's so much fun watching your projects progress over time.

Cheers,

/David "Gonzo" Boda #46
 
Title: Re: Motion rig project
Post by: Chris_Beeves on September 04, 2021, 05:47:17 PM
Thanks David! I appreciate that!  :D
Title: Re: Motion rig project
Post by: VSMaster on September 04, 2021, 08:51:22 PM
I agree. With David. Congratulations to the progress you've made so far.
Title: Re: Motion rig project
Post by: Chris_Beeves on September 05, 2021, 07:03:56 AM
Thanks VS!
I'll keep you posted with progress.
Title: Re: Motion rig project
Post by: RobyXit on October 08, 2021, 08:20:15 PM
Congrats  8)
Title: Re: Motion rig project
Post by: daye on October 31, 2021, 01:43:04 PM
whaaooooooooooooooo
Title: Re: Motion rig project
Post by: Chad Smith on January 03, 2022, 07:06:34 PM
That looks really cool. I'll be following this and might take some idea from you for my motion  ;D

What do you think about adding a traction lose?
Title: Re: Motion rig project
Post by: Chris_Beeves on January 03, 2022, 09:32:14 PM
The prototype has traction loss, it's just that motogp18 doesn't output that.

The rig will have 4 dof:
- Pitch
- Roll
- Heave
- Traction loss

Sway can be somewhat simulated, but I'm not sure how useful that effect is.

The motors and electronics just arrived and are waiting for me to pick them up at the post office.
In two weeks the design phase starts, not long now! :D
Title: Re: Motion rig project
Post by: Chad Smith on January 04, 2022, 01:28:13 AM
Nice! Looking forward to it. Do you have an x-sim build thread?
Title: Re: Motion rig project
Post by: Chris_Beeves on January 04, 2022, 06:35:19 AM
Me too. Have been looking forward to this for a looooong time!

There is a thread at xsim, but not sure where I will focus on updating.. There are many places 😆
Title: Re: Motion rig project
Post by: Vini on January 04, 2022, 10:00:25 AM
Nice, Chris.
Traction loss is yaw?
Title: Re: Motion rig project
Post by: Chris_Beeves on January 04, 2022, 11:06:32 AM
Thanks Vin!

Not exactly yaw. Rather rotation with center point somewhere around where the front tire contact patch would be.
Front traction loss will have to wait until V2, It's kind of pointless to simulate 99% of the time since it usually can't be saved anyway. The handlebars will have to convey that instead.
Title: Re: Motion rig project
Post by: Vini on January 04, 2022, 11:40:35 AM
I wonder how all this will be perceived by the "popometer".
Title: Re: Motion rig project
Post by: Chris_Beeves on January 04, 2022, 12:14:32 PM
Not sure it will show on such a device  ;D
Title: Re: Motion rig project
Post by: Vini on January 04, 2022, 12:21:03 PM
I don't know. If you manage to utilize gravity in the right way, a well timed heigh shift could be sufficient to trigger the tingly feeling that makes you pucker up.
Title: Re: Motion rig project
Post by: Vini on January 04, 2022, 12:27:39 PM
Have you thought about some strap support system that helps you stay on the bike as compensation for the lack of cornering forces?
Title: Re: Motion rig project
Post by: Vini on January 04, 2022, 12:36:25 PM
What about putting a few electrodes into the seat to give you some small current when the rear is sliding :D :D
Title: Re: Motion rig project
Post by: Chris_Beeves on January 04, 2022, 01:54:40 PM
There are many things I want to research when it comes to output and input data translating into motion.

Electrodes in my ass is not one of those things!
However, there is a detail in vehicle simulation that gives researchers trouble. That is that there is no real fear of crashing or failing, so the results aren't always relevant to real life.
The groin electrocution would change that.

I'm not 100% sure I understood what the "popometer" is.. :)
Title: Re: Motion rig project
Post by: Vini on January 04, 2022, 03:37:55 PM
"Popometer" is an established term in racing german which translates to "ass-meter", or the feeling you get from your ass over what the vehicle is doing. Specifically rear slip and yaw angle.
The electrodes (or metal seat surface) are not supposed to replace the pain of crashing, it's supposed to replicate the tingly feeling you get when your bike starts getting light at the rear. Similar to when you are standing next to a steep cliff etc. you get what I mean.

An alternative would be pressure outputs at different zones, similar to how F1 teams simulate Gforces.
Title: Re: Motion rig project
Post by: Chris_Beeves on January 04, 2022, 05:00:07 PM
There will be shaker speakers in the seat and tank to be able to communicate popo-feelings! Those in combination with rig motion should be enough if triggered correctly.
I wrote some wheel spin code for simhub which seems to work very well.
Title: Re: Motion rig project
Post by: Chris_Beeves on January 12, 2022, 10:21:46 PM
Monday I finally get to start working on this. Some of the hardware has arrived, so electrically we're pretty set except for cabling.
Title: Re: Motion rig project
Post by: Chad Smith on January 13, 2022, 08:39:47 PM
Heck yeah! Looks like a good project.
What motors did you get?
Also, on your scale motors did you print some levers to go on the end of the motor shaft? I can seem to find any levers.
Good luck with the build!
Title: Re: Motion rig project
Post by: Chris_Beeves on January 13, 2022, 08:55:15 PM
440W 60Nm something. It's going to be interesting!

I just used normal servo horns and some rc car spares I had lying around.