to Yaw or not to Yaw, that is the question!(DiRT?)

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to Yaw or not to Yaw, that is the question!(DiRT?)

Postby CorvairNut » Mon 18. Mar 2013, 00:42

Hello. I'm working on plans to build my first motion platform and reading on these forums left me with a question. I saw someone mention use of "yaw" in racing sims to give the effect of the rear end sliding out. This very much appeals to me and I would like to add it to my design (roughly based on Floriske's build) but it will cost several hundred dollars to add it and I want to make sure it is worth it.

I really don't yet understand how X-sim manages to get info from games to run the motion unit. The games I would most like to have this "yaw" action on are the DiRT series, can anyone tell me if any of the DiRT games support yaw, and if not can you tell me where and how to look to find out? I can install Dirt 3 pretty quickly to look in the files for it if I know what I'm looking for.

I'm not very knowledgeable about any of this stuff, but I am a mechanically minded person and I can find my way around Windows reasonably well. I expect the software side of this project to be a challenge for me so any help is much appreciated.

Ray R.
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Re: to Yaw or not to Yaw, that is the question!(DiRT?)

Postby yokoyoko » Mon 18. Mar 2013, 14:11

Hi Ray,

I saw someone mention use of "yaw" in racing sims to give the effect of the rear end sliding out. This very much appeals to me and I would like to add it to my design (roughly based on Floriske's build) but it will cost several hundred dollars to add it and I want to make sure it is worth it.


It is difficult to choose for you ;) I have made some experience with an additional "traction loss axis" and I would not miss it anymore! If you ask me if it was worth the money I would say = Yes.

But be fair, I must say that each simulator upgrade on both - costs money and also makes the sensation better. I started with a regular seat mover 2DOF. After some time, I then added the third axis. Build the whole diy simulator is an ongoing process anyway. believe me :lol:
There was then a lot of small upgrades and all it was worth. Also a bass shaker increases the sensation incredibly well.

Whether 3 monitors / beamer, or a bass shaker with sound card and amplifier, or a "traction loss" module under the existing simulator - all are quite large in a similar price range - is that upgrade the best to start with is a matter of taste.

I really don't yet understand how X-sim manages to get info from games to run the motion unit. The games I would most like to have this "yaw" action on are the DiRT series, can anyone tell me if any of the DiRT games support yaw, and if not can you tell me where and how to look to find out? I can install Dirt 3 pretty quickly to look in the files for it if I know what I'm looking for.


It seems - you have to read here: http://www.x-sim.de/manual/index.html a lot ;) :lol:

Games I know they work with a "yaw effect":
-iRacing
-rFactor
-GameStockCar
-Reiza Truck ...
-Rfactor 2
-LFS
-Kart Racing Pro
-Dirt2 - (have never played part 3 or 4)
-RBR
-Grid
-F1 2010/11/12
-ARCA
-to be continued / + I have no flight sim's


I'm not very knowledgeable about any of this stuff, but I am a mechanically minded person and I can find my way around Windows reasonably well. I expect the software side of this project to be a challenge for me so any help is much appreciated.


In Mario318's thread http://www.x-sim.de/forum/viewtopic.php?f=37&t=429&start=50#p6626 I posted an example on how to do the "math-profile" for the converter. This is all you need for the software (after you added the "new tl axis" in the output section).
Perhaps this videos will help you too?
- how to profile
- how I have done the 3rd axis

Best regards
yokoyoko
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Re: to Yaw or not to Yaw, that is the question!(DiRT?)

Postby CorvairNut » Tue 23. Apr 2013, 09:01

Thanks for the great reply Yokoyo! Sorry I took so long to get back my computer was in pieces for a long while as I took apart my old (stationary) sim cockpit and started to build the new one that will have motion. I have learned more with each build and already in early stages this third one is the best by far!

This will be the first with motion however, so I'm about to start a whole new learning curve! I'm starting with two axes, then will add yaw in a few months when I have a little more money =)

I have two aura ST bass shakers, they work great! Huge immersion improvement with those!

Ray R.
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Re: to Yaw or not to Yaw, that is the question!(DiRT?)

Postby motiondave » Tue 23. Apr 2013, 14:36

Granted I do not have a "yaw" frame under my 2DOF, but I find that I move in the seat to compensate for the feeling of drift when playing dirt games.
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Re: to Yaw or not to Yaw, that is the question!(DiRT?)

Postby abs2 » Thu 17. Apr 2014, 20:06

hello, I am comtemplating to upgrade my diy 2 dof for a rear traction loss

i d like some info . should the motion be left and right as a tranversal motion or rotational with a pivot in the front.

i am thinking of a system of bearing in the front and in the back to move my aluminum frame (45x45 mm)

if both are ok which is better and more realistic?

i also cant find any tutorial drawings in x-sim where as 4 years ago it was easy to find

also: what kind of lateral motion (in length) is realistic (5 cm, 10 cm ?). is snc5 100 mm ok ?

i use 2 snc5 150 for regular motion behind the seat, can i use snc5 100 mm for rear traction loss or must i use 150 mm actuator.

also : pivot (rotational) or ful lateral motion ? is there a difference in feeling?

thank you guys , hope to get few answers
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