Page 1 of 2

Vibration motor module

PostPosted: Sun Mar 23, 2014 11:16 am
by rodot
To actually FEEL explosions, add a vibration motor (do NOT search for "vibrator") which cost about $1:
Image

Put all these components on a small piece of PCB:
Image

It looks ugly, but works pretty well:
Image

Do you think this is a must-have feature?

Re: Vibration motor module

PostPosted: Sun Mar 23, 2014 1:49 pm
by adekto
lol just call it a rumble pack (thats what other console's did XD)

just an idea if u can get 2 moters one with a slightly more weight and on oposite ends of the device it would give a biger kick (thats how curent consoles do it)

and dont google vibrator!!

Re: Vibration motor module

PostPosted: Sat Apr 19, 2014 10:55 pm
by inversesandwich
rodot wrote:do NOT search for "vibrator"


ヽ༼ຈل͜ຈ༽ノ

Re: Vibration motor module

PostPosted: Sat Apr 19, 2014 11:30 pm
by Drakker
rodot wrote:Do you think this is a must-have feature?


Frankly, no. Every time I play a new game on a console which support it, I go straight to the options and turn vibration off. It is the most damnable annoyance in games today.

With that said, if there is demand for it, then yes, do it.

Re: Vibration motor module

PostPosted: Sun Apr 20, 2014 12:58 am
by Skyrunner65
It's not needed, but more of a "oh, its kinda cool" thing.
Also, I really don't see how that simulates explosions. Seriously, here's what happens:
*Controller rumbles*
My hands are tingling!

It's like spiderman up in there.

Re: Vibration motor module

PostPosted: Mon Apr 21, 2014 7:20 pm
by DFX2KX
Skyrunner65 wrote:It's not needed, but more of a "oh, its kinda cool" thing.
Also, I really don't see how that simulates explosions. Seriously, here's what happens:
*Controller rumbles*
My hands are tingling!

It's like spiderman up in there.


Vibration is a handy feature to have, but it can be vary easy to overdo (Play Elysian Tail with vibration turned on, then get the combo counter up some, you will have numb hands, guaranteed!) Hrm, If I could figure out how to open a STEP file, I could figure out a way to work around the part sticking up in the air...

Re: Vibration motor module

PostPosted: Mon Apr 21, 2014 7:25 pm
by erico
It is horrible to open that STEP file, but you can do it with FREECAD.

The vibration could be used on a racer game, when bumping on other cars, or while skidmarking/power sliding around. In general I´m not too found of it, but I see there are some nice occasions it could be well used.

Re: Vibration motor module

PostPosted: Mon Apr 21, 2014 8:40 pm
by rodot
erico wrote:It is horrible to open that STEP file, but you can do it with FREECAD.

Sorry about the STEP format, but it's a standard/neutral CAD file format (you can open it with FreeCAD, SolidWorks, Catia). What standard CAD format does SketchUp support?... just checked it out... you have get the paid version of SketchUp to be able to use standard 3D formats -_-

DFX2KX wrote:I could figure out a way to work around the part sticking up in the air...

What do you mean? This is just a quick prototype I made with hot glue for fun, the final module will look nice and will be well integrated ;)

Re: Vibration motor module

PostPosted: Mon Apr 21, 2014 8:55 pm
by erico
From FreeCAD you can export to more common format of 3d render packages.
In my case I exported it to DAE, OBJ and LWO. (me loves lightwave 3d :roll: )

You can use BLENDER too, but the step file works quite nice inside freeCAD.

Re: Vibration motor module

PostPosted: Mon Apr 21, 2014 9:03 pm
by rodot
No no no no... Lightwave, Blender... these are 3D graphics software, not CAD software, that's totally different. You work with meshes to makes things which look good, you're not designing actual, real-world stuff! ...and STEP is common, it's even the most common neutral CAD file format. I mean, it's really a standard, look at this: http://en.wikipedia.org/wiki/ISO_10303
Edit: sorry about that "ISO" thing for those who are from the US :roll:

Hem, I might be excessive, probably because of my mechanical engineering background.