Build Your Own Arcade Controls Forum

Main => Driving & Racing Cabinets => Topic started by: Boomslang on June 22, 2015, 04:26:58 pm

Title: Daytona USA and Outrun 2006 Motion Simulator
Post by: Boomslang on June 22, 2015, 04:26:58 pm
I've been making a DIY Motion Simulator for a few months and have it mostly finished at the moment except for the traction loss and a few kinks. I use software called SimTools on the xsimulator.net site for tons of help.

SailorSat (Ariane) was kind enough to send me some important memory address information which I forwarded onto the motion plugin guru for simtools Value1 (Thomas)

He has made a plugin that I've been testing for a couple weeks and got it to a stage that's pretty good I feel so it's been released today! Big Thanks to both of them.

Plugin is here http://www.xsimulator.net/community/threads/daytona-usa-plugin.7028/#post-81224 (http://www.xsimulator.net/community/threads/daytona-usa-plugin.7028/#post-81224)

Forces available are Roll,Pitch,Sway,Yaw,Surge,Heave and Traction Loss if available

Each profile can be adjusted to how much movement they prefer etc and there are tons of options

And a small video of it in action on my sim

https://youtu.be/QqNSI_PbwdE (https://youtu.be/QqNSI_PbwdE)


Title: Re: Daytona USA Motion Simulator
Post by: Howard_Casto on June 22, 2015, 05:28:09 pm
That's some hardcore looking stuff there man.  I built my podium to be able to handle a simple motion control rig if I ever decide to upgrade, but that's pretty high end there. 
Title: Re: Daytona USA Motion Simulator
Post by: Boomslang on June 22, 2015, 06:39:10 pm
Thanks man. I am lucky that my father in law is a engineer so he did most the frame building with me helping where I could.

A simple motion simulator could be built for only a couple hundred dollars if you want and I would never look past simtools myself. Brilliant software with awesome community and it's all free

I am planning to modify my obutto rig I have here which shouldn't cost much and I was even considering doing my Daytona and Sega Rally twin cabs. I'm using worm gear motors myself but you could make it with simple wiper motors

But focus is on finishing this one for now. I actually have traction loss as well which is the rear sliding left and right but need a battery for that one still which Daytona supports now :)

Think this is the first emulated game they have done
Title: Re: Daytona USA Motion Simulator
Post by: MrThunderwing on June 23, 2015, 12:22:26 pm
Wow, that's mighty impressive.
Title: Re: Daytona USA Motion Simulator
Post by: Le Chuck on June 23, 2015, 04:13:57 pm
Wow, does it make gameplay more challenging? I love my Daytona and have a hard enough time placing without getting tossed around. Great stuff!
Title: Re: Daytona USA Motion Simulator
Post by: Boomslang on June 24, 2015, 01:20:27 am
It's awesome man, adds a great feeling to an already brilliant game. I hope to add some more arcade games eventually as they are so much fun
Title: Re: Daytona USA Motion Simulator
Post by: vandale on June 24, 2015, 03:05:21 am
 :o :o :o :o :o :o :o
Title: Re: Daytona USA Motion Simulator
Post by: isamu on June 26, 2015, 05:14:26 am
Bananas  :dizzy: :notworthy:

Boomslangz 4 president :burgerking: :afro: :cheers:
Title: Re: Daytona USA Motion Simulator
Post by: ant2 on June 27, 2015, 08:12:45 am
Looks great. Wish they added the m2 games to simvibe.
Title: Re: Daytona USA Motion Simulator
Post by: Howard_Casto on June 27, 2015, 07:10:12 pm
it's possible.  The troubleshooter 2 memcfg files have the locations to a lot of the output stuff.  Additional outputs would have to be found, but it's a start. 
Title: Re: Daytona USA Motion Simulator
Post by: Boomslang on June 28, 2015, 01:24:54 am
Im not sure about SimVibe but I know Simtools is making their own software for bass shaker support etc which will be free unlike Simvibe

Title: Re: Daytona USA Motion Simulator
Post by: SpaceHedgehog on July 02, 2015, 03:39:34 pm
Nice going with this project! Daytona and motion, must be a whole different experience  :cheers:
Title: Re: Daytona USA Motion Simulator
Post by: Boomslang on July 14, 2015, 01:46:57 am
Thanks to Howard Castro and Value1 from Simtools I now have Outrun 2006 Coast 2 Coast with motion working

Pretty awesome and once his ffb update is out....my life may be complete  :lol
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: ryandoesntstress on July 18, 2015, 11:46:08 pm
What are you plans for this thing? It looks like such a pro job! Are you selling is or using it in a business of some kind? Speaking of pro jobs, where did you get the knowledge to make something like this? Do you have a background in this kind of thing or are you just a dude who puts in more than the rest of us?
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Boomslang on July 19, 2015, 12:12:06 am
Hey Ryan,

plans are to play the games on it! No, not selling or running any kind of business. The knowledge all comes from http://www.xsimulator.net/community/ (http://www.xsimulator.net/community/)

I read up and found what was needed to make a motion simulator and asked a ton of questions! My father in law is a marine engineer so he helped build this with me. It's really not as hard as you think to make a motion simulator and anyone could easily convert their rig to motion for a small cost if they looked into it and spent the time

The software is awesome and I play a lot of iracing and assetto corsa through it but its cool to get some arcade games running on it too!

Take a look through xsimulator and they are really helpful, could have your own motion sim!
Title: Re: Daytona USA Motion Simulator
Post by: isamu on August 20, 2015, 11:14:54 pm
Im not sure about SimVibe but I know Simtools is making their own software for bass shaker support etc which will be free unlike Simvibe


Thanks for mentioning this blurb Boomslang. I have signed up over at xsimtools forum and there is some very interesting information being discussed there. Very excited things appear to be happening. Getting the games you've support to feed bass shakers would be absolutely phenomenal :cheers:

Any progress on getting support for the Super Model games Boom? Or how about F-Zero GX for Nintendo Dolphin?
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Boomslang on August 21, 2015, 12:16:39 am
Nothing with those games unfortunately, Ive actually done my own plugin for Gran Turismo 4 with pcsx2 and seems to work pretty good so I could do the same with Supermodel games etc ( I haven't shared the gt4 plugin yet)

I was kinda waiting for a possible network capable version if it ever arrives but it seems it never will
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: isamu on August 21, 2015, 07:56:23 am
Nothing with those games unfortunately, Ive actually done my own plugin for Gran Turismo 4 with pcsx2 and seems to work pretty good so I could do the same with Supermodel games etc ( I haven't shared the gt4 plugin yet)

I was kinda waiting for a possible network capable version if it ever arrives but it seems it never will

I agree. Unfortunately the network capable version of SM appears to be on the back burner until someone hears from Nik :(

Doesn't look like there will be a new official revision of Super Model coming out any time soon Boom, so I'd suggest just go ahead and proceed with developing the plugins. If you wait til a new version is out we'll end up looking like this:


(http://zdnet2.cbsistatic.com/hub/i/r/2014/08/27/66a975c4-2db0-11e4-9e6a-00505685119a/resize/1170x878/903f6768668600a12ddc39a0b8f67aa3/skeleton-at-keyboard.jpg)
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Boomslang on August 21, 2015, 08:58:21 pm
haha yeah man it sucks eh as Daytona USA 2 is actually my fav arcade racer
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: SailorSat on August 22, 2015, 07:41:42 am
For some reason I cannot get Daytona2 to run in MAME debug mode :(
I want some offsets! XD

All I can read out right now is the lamps - which is better than nothing.
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: lolomc2 on August 24, 2015, 04:53:48 pm
@Boomslang

Sorry to ask but did you make OutRun 2006 work with the simulator...? There is no video of the motion simulator...
How does it work while drifting on OutRun 2k6? Do you have a movie with yaw effect ?

Thank you
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Boomslang on August 24, 2015, 11:34:33 pm
I don't set up yaw as a force with my simulator as its generally not that great unless you have a rotating platform underneath etc

but yes otherwise I have had it running awhile ago now, was waiting for howards ffb update etc to play on it some more

only video ive done of it was this one

https://www.youtube.com/watch?v=ncoXpuilc-k (https://www.youtube.com/watch?v=ncoXpuilc-k)
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Howard_Casto on August 25, 2015, 08:09:47 am
I know there are detailed plans for a lot of this stuff in the sim forums, but for our purposes, I whish you'd post just a general guide in terms of how it was built and the software/hardware interfaces. 
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Boomslang on August 26, 2015, 01:02:25 am
well theres a bit too it but basically for a simple seat mover with 2 DOF with the parts I used

You will need
- A Seat, I used a bucket seat
- A Pivot Point I used a universal joint from a car etc
- 2 200W worm gear motors 25:1 would be fine but if your rig ends up heavy best to go to 50:1 or 60:1 for more torque
- 2 Pololu JRK 12v12 boards
- 12v Power Supply to power the motors or a car battery
- 2 5k ohm potentiometers with continuous turn OR Hall Effect Sensors
- Fans to cool the JRK Boards

I wont go into making a design as its different for every person but if your serious into making one I'm sure you will start looking at x-simulator etc to see designs etc some people use

Once its all made up you will attach the rod arms to your sim and other end to your CTC lever (lever which turns with motor) and you would ensure that the seat is well balanced during making it. JRK boards attach to your pc with usb and you set up how far the levers turn etc in the jrk config software. Once that's all set up then you load the simtools software, set it up to find the jrk boards etc, download the game plugin and add to simtools, set up the forces you want to use 1 by 1 and config ingame till it feels right, then turn all forces on you want to use and you have it all done. Every time you load the game it automatically powers up motors etc and motion will happen when playing

I know that's a hell rough guide but there really is a lot involved and I would recommend reading through my build thread if you want all the finer details etc. It's actually quite simple once you have done it and it adds tons of fun to every game
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: lolomc2 on August 26, 2015, 02:44:08 am
Thank you to both of you for answer.
I was thinking to built one simulator for years. The only thing which really stop me was the yaw effect. For me -- I know it is personal -- if there should be one effect only, it must be the drift. Especially if you plan to use it with OR2k6 !

Last few weeks I saw the force dynamic 401cr  (https://www.youtube.com/watch?v=HJoi-1g0IzI)(4dof, including full rotating base) and I really start to think about it. I did not read enough thing about it, especially interfacing motors and software to answer to all my question but I really have a good overview of the mechanical aspect I plan to do.
The only thing, is will my mechanical design work ? :lol

But now that I have the goal to simulate drift on OR2k6 with three screens, my motivation is high to make it work  :cheers:

Let's start by increasing my WAF  :laugh2:
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Boomslang on August 26, 2015, 03:06:13 am
Oh just to be clear, yaw is different from traction loss (drift)

In Simtools they have a force called yaw which is basically the 180 or 360 degree rotation of the car so it will turn as you turn the car etc etc

They setup traction loss as a separate force called Extra 1 which usually which picks up wheel spinning and loss of traction.

I DO use traction loss but I do not use Yaw. I have 4 motors on my rig (2 behind seat for 2 DOF), I have a lazy susan bearing up the front and inline skate wheels with bearings on the rear for traction loss which has a motor (3 DOF) and finally I have linear bearing rails for the whole rig to slide forward and back with another motor (4 DOF)

I have had a little problem with my traction loss motor which is why its not showing that in videos currently but should have that back within 2 weeks

Commercial motion simulators are completely overpriced unfortunately and you can make your own for a tenth of the cost which will be just as good. If you do wanna look at DIY motion sim then design your sim etc and post it to x-simulator forums to see what the guys think of it etc, they are beyond friendly and really helpful. They love this stuff and I must admit after making one, I have the bug pretty hard now too
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Howard_Casto on August 26, 2015, 03:37:43 am
It's that pivot point that always scares me away from building one.  Can a make a lightweight rig that'll pivot on one u-joint?  Sure.  Can I make the rig that I actually want to build (much heavier) with my fat butt in it that'll pivot on one u-joint?  Eh I don't know.... I'd be afraid everything would collapse on an intense game or something. 
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Boomslang on August 26, 2015, 04:36:18 am
It's that pivot point that always scares me away from building one.  Can a make a lightweight rig that'll pivot on one u-joint?  Sure.  Can I make the rig that I actually want to build (much heavier) with my fat butt in it that'll pivot on one u-joint?  Eh I don't know.... I'd be afraid everything would collapse on an intense game or something.

well my rig is pretty damn heavy and I'm not exactly light (about 95kg) and Ive had 0 issues with mine. Honestly it would take ALOT to break a universal joint from a car or something man. Traction loss is my bottom layer, then Surge layer (which has bottom of pivot point) and universal joint only has the weight of the top layer and me on it. I would be more worried about one of the motors flexing and snapping whatever its attached too more then ever being concerned about the pivot point. They are pretty solid mate, I'm pretty sure they could handle a ton more weight ontop of one as mine properly has something like 130-160 kg on it with the seat and steering wheel, pedals etc and handles it with ease

I haven't done it yet but a emergency stop button should really be installed just incase for a quick way to shut it down incase of anything major
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Boomslang on August 26, 2015, 04:44:19 am
Mine is what they call full frame so pedals and steering wheel etc is all moved with the motion and a seat mover is just the seat moving and pedals and steering wheel will be stationary

Apparently motion is more realistic with seat movers from what I have read but I'm more then happy with my full frame one, I liked the look of everything moving and I haven't been disappointed with the end result. I have been playing a lot of Iracing lately and am loving the motion while doing some competitive racing online

This is my top piece sitting on pivot point just to show a rough idea without seat and wheel/pedals etc

(http://s3.postimg.org/6m4grmg6b/13471_10152831226773335_8530286553151557054_n.jpg)
Title: Re: Daytona USA and Outrun 2006 Motion Simulator
Post by: Howard_Casto on August 26, 2015, 12:33:14 pm
Yeah I read about those and it seems like it would be incredibly awkward to play with the seat moving around and all the controls in one place.