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Howard_Casto:
--- Quote from: RandyT on September 08, 2021, 07:59:11 am ---Thanks. The roller wheel approach from those early machines is essentially what the Yaw2 borrowed for it's method of operation. Great for flying games, but less so for simulating interactions with hard surfaces and suspensions. Basically, they are only 2 DOF, but can be capable of greater range of movement, sometimes at the cost of speed. A big advantage of the Sega design is that it is super stable, but at the cost of size and weight. But the weight of my rig isn't a problem for these actuators (caveat: still untested with a very large individual). As someone who stupidly tries to adjust the settings for a new game, or worse, roller coaster, while in the seat, I can tell you that the speed and forces they can generate are downright scary (and sometimes painful) when pushed too high. The height it raises to initially is only half of the available travel. I really need to try it out with a flight sim to get a feel for how well it does with that genre. I should probably also make another clip to show the full travel of the rig in each of the three axes. I wish there was an offshoot called MotionMAME, in order to support those old simulator cabinet games. Any volunteers? :) *edit* I now see that there were at least 3 different styles of SEGA motion rigs (not counting the 360). The Afterburner cockpit was large and had only 2DOF, but the GalaxyForce II design seems to be pretty much exactly the same type of unit as the 3DOF YAW2, but with limited Z-Rotation. The one I remember was Space Harrier, which is without Z-rotation. That one also seems to use a different motion platform, more akin to the center mounted pivot design. But I could be wrong. --- End quote --- There are several more than that. Software wise they are all extremely similar though.... I had many of them mapped out back in my mame output days.... might still have info somewhere. I feel like we are getting to the point where a "motion mame" might actually become practical. The motion sim rigs get cheaper every day so soon it's not going to be a pie in the sky item. Between myself and SailorSat we could probably get most of the sega stuff working. |
RandyT:
--- Quote from: Vocalitus on October 15, 2021, 06:14:29 pm ---When are you going to sell the kits on your site? --- End quote --- I've thought about that, but there are so many parts in one of these, I'm not sure exactly what form such a kit would take. The best I could come up with would be all of the hardware, the half-dozen or so custom-machined parts (per actuator) and an instruction manual. Unfortunately, that still leaves some off-the-shelf parts that a user would need to source themselves. Whether that's marketable is something I have no clue about at the moment. My gut tells me that current supply chain issues would make that a non-starter, so I probably won't be doing anything in the near term. --- Quote from: Howard_Casto on October 15, 2021, 11:50:04 pm ---There are several more than that. Software wise they are all extremely similar though.... I had many of them mapped out back in my mame output days.... might still have info somewhere. I feel like we are getting to the point where a "motion mame" might actually become practical. The motion sim rigs get cheaper every day so soon it's not going to be a pie in the sky item. Between myself and SailorSat we could probably get most of the sega stuff working. --- End quote --- I'd be interested in knowing what the outputs of those old motion games were based on. From looking at the video of the actual Space Harrier machine, that title seems to be doing little more than movement taken directly from the joystick (and understandably, a lot less responsively, due to the heft of the machine.) This is what is being shown in my clip. The major difference with that title is likely the ability to reset after death and not activating motion until the gameplay begins. But I'm sure that there are others which are more complex and there definitely would be an improvement if that data could be acted upon coherently. It'd be very interesting to develop a plug-in for MAME which could talk to the various motion controllers directly and it doesn't seem that difficult to do, but I have no clue about MAME's plug-in system. :( |
Howard_Casto:
Typically movement for the super scalers mirrors the character's movement and since those games are super simple 90% of the time it will appear to the laymen that the joystick axis is being read, but if you crash/wreck/whatever or hit the bounds of the stage or something that would cause the sprite to move independent of the joystick you'll see some shake. For the earlier stuff you had a motor that almost self centered and the game sends a power level of 0 to 15 in positive or negative voltage to the motor to make it lean a certain amount on that axis. More advanced stuff like rail chase used pistons and such similar to your rig and modern stuff is basically just directx force feedback. Of course there are a million variations of each kind but like I said, the data is similar at least. |
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