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Roman Design

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About Roman Design

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  1. Thanks! There are several off-the-shelf rigs available, but the price are quite steep. Just the delivery charges often cost more than my whole build 🙂 Since this video I've replaced the old Saitek yoke with a DIY Boeing-style pendular yoke (a huge difference, feels amazing!) that also converts to a joystick, and a Boeing-style 3d-printed 8-axis throttle quadrant - now I got speed brake, 2 throttle levers with TO/GA and A/T disconnect buttons, and 2 full axes of reverser levers, prop and fuel levers (for GA aircraft) and a flap lever. Few switches too. I'm now building a left-side HOTAS throttle that converts to heli collective control, and will build a switch/gear/button box to extend my VR control box. When all done, I will make a new post and video of the whole rig.
  2. 3DOF is more difficult and more expensive to build. Otherwise the more degrees of freedom - the better. 6DOF is best, but 6 powerful motors or actuators will cost thousands. I honestly feel there's more than enough motion to feel realistic. I was planning to add yaw motor, but I'm not sure I want to do that anymore, I think this is so great I'll leave it as is.
  3. Some of you may know me from the Canadian airports I released, but now I just want to share a motion simulator project I just completed. I recently became interested adding some motion to VR, but I quickly learned that commercially available rigs are very expensive, so entry cost is too high, and there is no motion compensation solution that works well with WMR OpenXR (Reverb G2), rendering some solutions unsuitable. So that was disappointing. Then I learned that people are building those rigs themselves. I read about that and I was hooked. Research followed, parts were ordered, and soon I started building. When I finished the initial tuning and tried it in VR on my HP Reverb G2 for the first time, I was speechless. The result surpassed my expectation. Similar to switching to VR, this is another moment of OH MY GOD!!! This is what VR is meant to be. I can never go back now. This is what I wanted, the project is so worth a few days’ work invested in it and more. I can never go back from VR+motion for flight simulation now, that’s official! The level of realism and immersion is like going from pancake to VR again. Now that this rig is completed (for now at least), here’s a detailed video with the flight demo, hardware and software walkthrough. Watch the beginning if you are interested in the concept, and all the details follow the demo, for those interested. DIY 2DOF Motion Platform for VR Flight Simulators DIY 2DOF Motion Platform for VR Flight Simulators Two 12V motors: 180 WATTS (.24 HP), 50:1 gear ratio, 60NM torque Arduino Uno R3 with customized SMC3 firmware IBT2 motor drivers FlyPT Mover software (free) DIY vibration transducers connected to SimShaker for Aviators (free) + Sound Module (paid) HP 750W power supply Modded Saitek/Logitech yoke Custom 3D-printed VR dual encoder control box with trim wheel Reverb G2 WMR HMD Construction is mostly wood, with DIY universal joint made of 4 pillow block bearings Repurposed office chair - in addition to being free, it’s actually closer to real GA and commercial aircraft chairs than most gaming/racing chairs which are modeled after car racing seats. Designed with a possibility to add another motor for yaw/traction loss in future development Here’s a summary: Pancake: you are looking at a plane that you are flying. Fully disconnected. VR: you ARE INSIDE the plane that you are flying. (waiting for VR controller support 2 to actually INTERACT with the plane you are flying in 3D, instead of clicking a 2D control representation with a mouse). Motion rig + VR you ARE INSIDE and FEEL LIKE YOU’RE INSIDE the airplane. It really affected the way I fly - much more like in real airplane I avoided sudden control movements, steep turns and hard landings (other than for testing) and tried to fly smooth, so I won’t be jerked around. It got my flying much closer to realistic instantly. The difference is between knowing you shouldn’t make sudden movements but not feeling anything when you do, and actually feeling everything you do with your controls. And a hard landing would really kick your butt hard! It’s just 2DOF, but this is another level of immersion. This is amazing, I was grinning and laughing during my first test flight. When I stopped after a hard emergency landing, I just started laughing for a minute like an word not allowed, and couldn’t stop.
  4. Interesting. Those are Asobo objects, unlike the building with I modelled and textured. Maybe they broke something in the last update. If I verify that and it's not fixed in the next updates, I'll remove those, or just sink them in the ground to hide the purple...
  5. You're welcome! I'm fairly sure it will work. I will definitely check it myself soon, but as far as I know, it should work fine.
  6. Hi, as far as I know it's compatible. I'm not planning any updates on my free packs, but they are all installed in my MSFS and I think I flew in Toronto since SU5 - they are compatible, as far as I know. Worst case - run a renaming tool with MSFS addon linker utility, in case they conflict with anything else (they shouldn't).
  7. I released an update of all my airports. It's available on my website, and will soon be released on MSFS marketplace. There are some improvements, bug fixing, new lighting, Sim Update V and XBox compatibility fixes...
  8. Do you have a photo of the magnet mounter inside? What magned dimensions are you used exactly? Thanks
  9. The project is complete, and VR Control Box is working fine! Just need some finishing programming touches, and will publish the files soon. The trim wheel module that is attached to the throttle quadrant is also connected to the same box. It has rudder trim encoder at the bottom that activates only after pressing it in once. Until pressed, it acts as a magneto key rotator, so you can start the engine with it, and test magnetos. The box itself currently has 2 banks (with possibility of the third) activated by the 3-pos switch. Default bank has all the most-used functions in it. 2nd bank has rarely used NAV2/COM2/ADF radios and I run out of things to add there for now. There’s only so much you can remember and intuitively use in VR. 90% of the time I’ll be using the default bank.
  10. This is already working in my box. At least on GNS530. But the specific things you mentioned work great - push-for-cursor, outer knob for position, inner knob to letters - just like the real thing. GNS 530 works almost fully, with exception of some buttons. What I have mapped is what I decided to be most important and easy to locate by touch in sensible order: MENU, CLR, ENT, DIR, FPL. Left dual encoder works for radios, just like the real thing, button next to it swaps frequencies. G1000, G3000 and a touch screen G3X GPS units are obviously different, and can't be mapped as well. Mapping side panel buttons is not feasible for VR anyway. But same knobs would do all other functions like radios, altimeter, transponder, altitude and VS setting for autopilot, heading bug, course. Zoom also works fine on all units. G3000 in TBM has lower small screen encoders mapped, but they don't do very much unfortunately, it's a touch screen operation. So waiting for VR controller support to operate those without a mouse (which I hate in VR as a badly designed crutch).
  11. I think I'm building somethinf much better, not to mention much cheaper. How does a VR-targeted control box with 6 dual encoders, 8 buttons anda 3-position switch sound? 2 dual enconers and 2 single encodres are already working, waiting fir parts to complete. Garmin gns 530 works almost entirely via the encoder box, for example. Heading bug, course, altimeter, COM/NAV radio tuning, transponder etc, work too. 3D-pronted knobs are different shapes to make sure you're touching the right one. Parts cost around $25. 3D printer is required though... I'll publish all files when it's complete. https://forums.flightsimulator.com/t/wip-cheap-diy-vr-control-box-6-dual-encoder-8-button-1-3-pos-switch-project/401374
  12. It will probably take a while. Generally, their approach is quite genius, and generates very convincing snow almost everywhere, without any extra data needed to the sim. They did a great job. But they should have thought more about the aprons, taxiways and runways. Either give us, developers, more control over the snow via a texture channel or something, but even better - just tweak the procedural snow algorithm to account for runways, taxiways and aprons and have them gently covered with snow at the edges with just some traces in the center, and disable the texture color-based coverage for those. Same would work well for large roads. And that should work well everywhere and look fairly convincing. But there are so many things wrong with it yet, so that will take a long while I think...
  13. There's a nice video review if CYOW by FilbertFlies channel:
  14. Thanks for a great review! Due to video limited time, there are many parts that didn't make it to the review, so for those interested, I would recommend taking a look at the photos on the CYOW page (link in the sig) or on this forum's CYOW topic as they show all interesting parts. There's a bridge you can taxi on, wind tunnel complex, cargo hangar and 2 hotels with parallax windows, firehall, and other interesting locations, buildings, billboards, sculptures etc. If you set airport traffic and planes in the sim, you will have a number of airliners and GA aircraft randomly parked at gates and parking starts, and moving around the airport. So I felt there is no need for static plane models, as dynamic AI planes are more realistic. Here's a few notes, similar to what I posted as a comment on the video, for those interested in details: the double concrete seams are visible because the underlying aerial photo textures are blending and bleeding through the MSFS Apron textures. There is no control over that. All apron textures are blending with the ground below. Usually it's good, because it gives some variation to the texture, but when there are slabs like that it becomes weird. Some kinds of ground textures can be opaque, but they are not aprons, and can't be rotated and aligned, for example. There are 3 other open hangars, and other areas that weren't in the review, just in case someone is interested. There are some weird bug in MSFS: the glass is tinted from inside in every building with interior, but one, where I've done it in the same way, but for some reason it doesn't work. Snow is a huge problem: I as a developer have absolutely no control over the snow. It depends on the underlying aerial photo texture color and intensity, and when using different ground textures it's a complete lottery about how the snow will appear. Runways are using one of the Asobo runway textures that is closest to the real airport, and possibly because it's not too dark it's covered in snow. Custom paint textures are on top of that. And custom paint lines on Aprons seem to be painted over the snow for some reason, and again, I have no control over that whatsoever. So there are many quirks like that. Some are possible to work around, some are not. My guess is that I could use different much darker runway textures that may be snow-free if I'm lucky, but they would look very different from a real-life textures. It's a lottery.
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