6DOF Motion Simulator Plugin for OpenSRVersion: 0.2.2 alpha
OpenSR minimum version: 0.6.0
Author: Zappadoc / EKSIMRacing
License: OpenSR
Overview
The 6DOF Motion Simulator plugin connects your sim racing game to a 6-axis Stewart platform motion simulator. It reads motion telemetry from the game, computes the 6 actuator positions, and sends them via UDP to your motion controller hardware. The plugin includes a real-time 3D viewer so you can see exactly what your platform is doing, tune the feel per game, and run a calibration test mode. Key feature: The positions sent via UDP are pre-computed, in millimeters, ready to be applied directly to your actuators. Your bridge application does not need to run any kinematics, it simply receives target positions and sends them to the hardware.
Features 6-axis Stewart platform motion output (A1–A6)
4 additional motion channels (TL, SW, SR1, SR2) for extended platforms
Real-time 3D wireframe viewer with live telemetry HUD
Per-game profiles with independent gain, smoothing, and invert per axis
Traction loss effect (rear-break-loose sensation from yaw rate)
Test mode for hardware calibration (F1 key)
Saturation detection with visual warning
Optional direct Thanos AMC Motion Controller support (COM port)
UDP output at up to 1000 Hz
Pause detection: platform returns to center when game is paused
Installation1. Install OpenSR or select Check For Update to get the latest software.
2. The 6DOF Motion Simulator plugin is automatically installed with OpenSR.
3. Ensure a supported IN plugin (game) is active and providing motion data.
4. Open OpenSR Dashboard ? Out Plugins ? 6DOF Motion Simulator.
Motion AddonDeveloping professional-grade motion simulation software is a significant undertaking. This journey of research and development began in 2018 in collaboration with the FREX company through the development of the MotionMax Manager software. Today, that legacy continues with OpenSR, a completely new engine built from the ground up, integrating years of knowledge in development of high-accuracy kinematics with real-time telemetry. Between the rigorous testing and the extreme cost of the specialized hardware required for development, the project relies on the generosity of the community to remain sustainable and continue evolving.
To support the ongoing development of OpenSR, full-speed UDP motion output is available via the Motion Addon access level.
Access Levels & Eligibility
To ensure the project can continue to provide these tools, UDP packets are transmitted only to authenticated users with the appropriate account access levels.
Motion Addon Status: This status is required for full-speed motion output. You are eligible for this status if:
You have contributed $29 USD / €29 EUR or more to the OpenSR project.
You are a Premium Access or Gold Premium member.
You are a registered user of the MotionMax Manager software.
Upgrade Paths: Users with Basic (no donation) or Standard (contribution of $5 / €5 or more) accounts can upgrade to the Motion Addon status at any time by completing the contribution requirement. Donate to upgrade your account.
Performance Tiers
For motion to feel smooth and realistic, the system requires a high update rate (typically 60+ positions per second). Access to these rates is tied to your account level:
| Account Level | Performance | Access |
| Basic / Guest | 30 PPS | Preview Mode: Allows you to test the setup and use the 3D viewer. |
| Standard+ / Signed In | Up to 500 Hz | Full Pro Performance: High-speed and high-accuracy motion (actual rate depends on the game and your hardware). |
By upgrading to the Motion Addon, you not only unlock the full potential of your hardware but directly support the continued development and maintenance of the OpenSR project.
Configuration
General Settings (Settings tab)
| Setting | Default | Description |
| IP | 127.0.0.1 | Destination IP for UDP. Use your motion controller’s LAN IP if on a different PC. |
| Port | 33452 | Destination UDP port. |
| Device Update Delay | 1 ms | Minimum interval between UDP sends. Lower = higher rate. |
| Stroke | 100 | Actuator stroke in mm. Options: 100, 150. |
| Global Scale 3D View | 0.66 | Zoom for the 3D viewer (cosmetic). |
Thanos AMC Controller (optional)
If you use a Thanos AMC 600 controller, enable it in the Settings tab.
When the Thanos AMC is enabled, the plugin drives the hardware directly via COM port in addition to sending UDP. Disable UDP or point it to a different port if you don’t need both.
Game Profiles
Each game can have its own motion profile. Select or create a profile in the Game Profiles tab.
Global
| Setting | Range | Default | Description |
| Smoothing Factor | 0.0–1.0 | 0.20 | Global exponential smoothing. Higher = smoother, more lag. |
Per-Axis Settings
Each axis has four controls:
In Use | Enable/disable this axis.
Gain | Multiplier (0–500). Scales the input amplitude.
Inverted | Reverses direction (use if motion feels backwards).
Smooth | Apply the global smoothing factor to this axis.
Available Axes
| Axis | Source Data | Effect |
| Pitch | Vehicle pitch (rad) | Nose up/down |
| Roll | Vehicle roll (rad) | Lean left/right |
| Surge (Z) | Longitudinal acceleration | Braking dive / acceleration squat |
| Sway (X) | Lateral acceleration | Cornering lean |
| Heave (Y) | Vertical acceleration | Bumps / suspension |
| Yaw Rate | Yaw angular rate (rad/s) | Traction loss / oversteer slide |
Note: Yaw angle is not used as a motion input (the platform does not rotate 360°). Yaw rate drives the traction-loss effect, making the platform slide and rotate slightly when the rear breaks loose.
Tuning Tips
Start with gains around 10.0 for orientation (pitch/roll) and 10.0 for acceleration (surge/sway/heave).
Yaw Rate gain: start at 10.0 and increase until you feel the rear-break effect. Set the deadzone to 45% or more to apply the effect on traction loss only.
If the 3D viewer shows a red saturation warning, your gains are too high, reduce them.
Use the Test Mode (F1) to verify each axis individually.
Save your tuned settings as a game profile for quick loading.
3D Viewer (6DOF Simulator tab)
A real-time wireframe rendering of the Stewart platform showing:
6 colored actuators (A1=Red, A2=Green, A3=Blue, A4=Yellow, A5=Cyan, A6=Purple)
Base hexagon and top triangle (gray)
World axes (toggle with double-click)
Additional channel indicators (bottom-right): TL, SW, SR1, SR2 as displacement bars
HUD (left panel): live telemetry, actuator positions, min/max tracking, configuration summary
Controls
| Input | Action |
| Mouse wheel | Zoom (0.5× to 2.5×) |
| Drag | Pan the view |
| F1 | Toggle Test Mode |
| Double-click | Toggle world axes |
Status Indicators
| Overlay | Meaning |
| RED: “WARNING: GAIN TOO HIGH / SATURATED” | An actuator has hit its stroke limit. Reduce gains. |
| YELLOW: “TESTING PLATFORM” | Test Mode is active. |
Test Mode (Calibration)Press F1 in the 3D viewer to start a sequential calibration sweep. Each axis is tested individually:
1. Pitch (full range)
2. Roll (full range)
3. Yaw (full range)
4. Surge (full range)
5. Sway (full range)
6. Heave (full range)
7. Yaw Rate (full range)
The platform moves slowly through each axis’s range so you can observe which physical actuator responds. This verifies your hardware wiring and confirms the correct actuator-to-input mapping. Press F1 again to cancel the test and return to normal operation.
During Test Mode, the UDP packet’s test field is set to 1. Your bridge app can use this to identify calibration packets if needed.