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Messages - Gibbon

1
Hi,
In my project, the rig is not moving. Only the handlebar.
It may seem ''funnier'' to have a moving rig but from a physical point of view I realized it is not the best solution.
The data is transfered via UDP and processed to the servo.
2
Custom hardware / Re: incredible mixed reality video
April 11, 2019, 07:57:47 AM
Great job!
3
Hi,
I'm using Arduino software and C#.
I am not sure about low speed yet but I'm investigating.
4
First post updated:
  • Rig and Direct Steering Torque introduction
Go to first post
5
General Discussion / Re: VR: First Impressions
March 07, 2019, 01:01:19 PM
Sorry, I did not mention it.
It is profile.ini
6
General Discussion / Re: VR: First Impressions
March 07, 2019, 12:24:09 PM
Quote from: Myst1cPrun3 on March 04, 2019, 02:00:47 PM
I was close to vomiting after about 3 laps

Hi,
Did you try this:

Quote from: PiBoSo on February 19, 2017, 11:02:38 PM


[view]
mode = 1


To select the "alternative" mode for the onboard views ( pointing to the direction of motion and pitch relative to the ground rather than the bike ).
7
Partly SOLVED!

From profile.ini documentation:

Quote from: PiBoSo on February 19, 2017, 11:02:38 PM


[view]
mode = 1


To select the "alternative" mode for the onboard views ( pointing to the direction of motion and pitch relative to the ground rather than the bike ).

My bad. I didn't think to check this documentation.

For VR users (experiencing motion sickness or not) I highly recommend this parameter. It is really a game changer for me.
My only request now concerns the Option E camera.
8
Interesting article by Oculus:

VR Sickness, The Rift, and How Game Developers Can Help

I think the thing I'm talking about is the highlighted one:



I hope it makes sense.
9
Indeed, car sim servomotors will be powerful enough for this application but I'm affraid it could be oversized.
As the rolling angle is not really a "Force Feedback", I believe the needed Torque should be less important (also less pricey).
10
Hi,

It has been a long time since I want to build a proper controller for GP Bikes.
I create this thread to share with you what has been done and the next steps of development.
The controller I want to build should allow riders to control more realistically the different bikes by using Steering Torque as an input and Bike Angle as an output.

Here are the main characteristics:

SteeringDirect Steer Torque
Front BrakePressure sensor input
ThrottleFly-by-wire quick throttle
Rear BrakeThumb lever
ClutchNo clutch at the moment
RollingBike lean angle to drive a Servomotor
GearsPush buttons switch

Further development:
  • Controller to be implemented on full size structure
  • Foot pegs controls (Gears and rear brake)
  • Clutch implementation (if necessary)
  • Launch control feature (experimental)

I will update this post regularly.



03/03/2019: Project introduction

Please keep in mind that the controller is only a prototype for the moment. The parts and design are subject to change. The servomotor is obviously undersized.

Quick video showing the Rolling Angle used as an input for the the servo motor.

On the video the bike is controlled via a Bluetooth keyboard as the main purpose is to show the servomotor driven by the bike angle.
The data is received via UDP and sent via Wi-Fi to the microcontroller. An Ethernet connection will be probably used in the future.
The servo control program code is still "under construction" for obvious safety reasons.
For now:
  • if the bike crash the servo goes to its initial value at a given speed
  • angle limit is +/- 60 degrees
To be done:
  • limit rotation speed
  • other safety issues
As soon as the handlebar will be mounted on the structure, I will post a video showing how the Direct Steering Torque works. For the moment, calibration is needed.

The next big task is the sizing and selection of the the servomotor.



23/03/2019 : Rig and Direct Steering Torque introduction


First version of the rig made of aluminium profiles.

The rig will probably be redesigned in the future. For now, I need something convenient I can easily modify. Stability plates will be added.

Steering Torque input:
For the moment the handlebar is fixed on the rig and has no DOF.
A first "rough" calibration has been made to set the basis. It is a good starting point to evaluate the needed input.

Quick video showing Direct Steering Torque with fixed handlebar.

I put two LEDs to give a basic preview of how the torque is applied. Those LEDs turn on when torque is applied; the brightness is also relative to the torque. It's not really representative but I hope it makes it easier to visualize.

Feedback from my side so far:
  • At low speed the bike is out of control. I need to understand how to handle it as it seems that I will need to modify my software for this specific condition.
  • Direct Steer Torque mode works fine until the bike reach a "high" lean angle. As soon as you release the amount of torque on the handlebar, the virtual rider stops to lean left/right and it leads to a crash.
  • Surprisingly, using the "normal" steering mode is really intuitive using torque input. I'm looking forward to try it with the servomotor installed.

Next tasks are:
  • mounting the servo on the rig.
  • upgrade the controller (new material to increase rigidity)
  • add seat and tank on the rig
11
Yes it is.
But the point of the bike on which the camera is fixed is also in motion relative to the ground.
What I mean is that the "reference point" for the camera should be to a fixed distance to the ground.

For example a good reference point could be the point of contact between the front tire and the ground as mentioned on the sketch. Then it would only be an issue during wheeling.
12
Thank you for your answer.

Ultimately, After doing some tests, I think the best solution (for my application) will probably be solution E.
But for now the main issue I have is the VR user view being "overwritten" by the virtual rider view.

Here is another sketch:



Now, the VR camera follows the red line. I would be glad to have the possibility to use the green line with the Oculus.
13
Here is a little sketch I made. It's intended to represent what should be the camera position according to riding phase if the player is not moving.

In grey is the virtual rider.




How I see it:

Hypothesis 1: The player is seated on a chair.

Straight line -> the view is fixed.
If the player doesn't move, the camera doesn't move.
Leaning backward/forward requires an action from the player.

Turn -> Option A, B, D or E

I don't have enough experience with VR and/or my custom controller to be sure of the good option.
At first sight, I would say B or E.


Hypothesis 2: The player is using a full motion simulator
Straight line -> the view is fixed.
If the player doesn't move, the camera doesn't move.
Leaning backward/forward requires a action from the player.

Turn -> Option C
The player has full control of the camera at all time.
14
Yes you got the point.
To be honest I was inspired by your Mixed Reality videos on Youtube with car simulation, they are great.
I have no idea if such a "view" is a lot of work for PiBoSo. I hope not.
15
General Discussion / Re: VR: What's Best
February 13, 2019, 08:08:49 AM
Quote from: Myst1cPrun3
Anyway 32gb of Ram and a 2080ti should be good enough for most games, and if it's not I'm going to flip a table
It's more than enough!