# Primary Cue

## Overview

The Primary Cue is the foundation of every motion profile. It translates raw vehicle telemetry — accelerations, angular velocities, gravity forces, and slip angles — into platform movement across all six motion axes. Every profile starts with a Primary Cue, and in many cases it is the only motion-generating cue you need.

The Primary Cue handles different vehicle types automatically:

* **Driving games** — Uses lateral/longitudinal/vertical accelerations for sway, surge, and heave. Uses gravity vector for pitch and roll (tilt cueing). Uses yaw angular velocity for yaw.
* **Flight games** — Uses accelerations for sway, surge, and heave. Uses angular velocities for pitch, roll, and yaw.
* **Rollercoaster and spaceship games** — Uses the same mapping as flight games.
* **Manual control** — Passes manual slider inputs directly through to the platform.

<figure><img src="/files/ADppdR5LG64M8zD9n6q6" alt=""><figcaption></figcaption></figure>

## Axes

The Primary Cue processes nine axes. The first six are the standard motion axes, and the last three are **virtual axes** that contribute to the standard axes after processing:

### Standard Axes

* **Sway** — Left/right lateral motion, driven by lateral acceleration
* **Surge** — Forward/backward motion, driven by longitudinal acceleration
* **Heave** — Up/down vertical motion, driven by vertical acceleration
* **Pitch** — Nose-up/nose-down tilt
* **Roll** — Left/right tilt
* **Yaw** — Rotation around the vertical axis

### Virtual Axes

* **Pitch-Surge** — Contributes to the pitch axis using longitudinal acceleration (for driving games) or combined acceleration and gravity (for flight). This creates a pitch sensation from braking and acceleration forces, separate from the gravity-based pitch in driving games.
* **Roll-Sway** — Contributes to the roll axis using lateral acceleration. This creates a roll sensation from cornering forces, separate from the gravity-based roll in driving games.
* **Slip Angle** — Contributes to the yaw axis based on the vehicle's sideslip angle. This adds a yaw cue when the vehicle is sliding sideways (oversteer/understeer). The slip angle is automatically reduced at low speeds to prevent jitter when stationary.

> **Tip**: The virtual axes give you independent control over different contributors to the same physical axis. For example, you can have high gain on gravity-based Roll but low gain on acceleration-based Roll-Sway, or vice versa.

## Controls

Each axis has the following controls:

### Enable/Disable

Toggle checkbox to activate or deactivate a specific axis. Disabled axes produce no motion output. Use this to eliminate axes that don't contribute to your experience or cause unwanted movement.

### Isolate

Temporarily disables all other axes except the selected one. This is the most important tuning tool — it lets you focus on a single axis without interference from the others. Click Isolate on an axis, adjust its settings, then un-isolate to bring everything back.

### Smoothness

Controls how aggressively the output is filtered (low-pass filtered).

* **Higher values** (e.g., 500–2000) create smoother, more dampened movement. The platform responds more slowly but motion feels fluid.
* **Lower values** (e.g., 50–300) allow more direct, immediate response. The platform tracks telemetry more closely but may feel harsh if gains are high.
* The **Smoothness Degree** (set via the small dropdown next to the slider) controls the filter order — Degree 1 is a gentler filter, Degree 2 is more aggressive smoothing for the same slider value.
* Default car profiles use Smoothness around 300–1000 depending on the axis.

### Washout

Controls how quickly motion returns to the neutral (center) position. This is a high-pass filter.

* **0** (default recommended) — No washout. The platform stays wherever the telemetry commands it.
* **Higher values** — The platform returns to center more aggressively after motion events. Useful if your platform has limited travel and you need it to recenter quickly, but can feel unnatural.

> **Recommendation**: Leave washout at 0 for most setups. Use travel limit soft-limiting instead if you need to manage limited platform travel.

### Gain

Multiplier for motion intensity on this axis. Higher values produce stronger motion; lower values produce subtler motion.

* Default car profiles typically use gains around 3.0–5.0 for accelerations and 3.0 for angular axes.
* Adjust gain to match your hardware's travel capabilities and your personal comfort level.
* If motion feels too intense, reduce gain before increasing smoothness.

### Input Limit

Caps the maximum telemetry input value before processing. This prevents extreme telemetry spikes (e.g., crashes, physics glitches) from commanding unreasonable motion.

* For acceleration axes (sway, surge, heave), typical values are 10–20 m/s².
* For angular axes (pitch, roll, yaw), typical values are 10–120 depending on the game and vehicle type.
* **Soft Input Limit** (toggle): When enabled, input values approach the limit gradually using a smooth curve rather than a hard cutoff. This creates a more natural feel at the edges of the input range.

## How It Works — Conceptual Overview

For each telemetry frame, the Primary Cue:

1. **Maps telemetry** to the nine-axis array based on vehicle type (car, aircraft, etc.)
2. **Applies input limits** to cap extreme values
3. **Applies gain** to scale the motion intensity
4. **Applies washout** (high-pass filter) to remove sustained offsets if configured
5. **Applies smoothing** (low-pass filter) to remove high-frequency jitter
6. **Enables/disables** axes based on toggle state
7. **Combines virtual axes** into the six standard axes (e.g., Pitch-Surge adds to Pitch, Roll-Sway subtracts from Roll, Slip Angle adds to Yaw)
8. **Adds** the result to the current platform position from other cues

<figure><img src="/files/6Av8KPwLKQ9V0Z8kqfLJ" alt=""><figcaption><p>Flight Game Telemetry Flowchart</p></figcaption></figure>

<figure><img src="/files/uTynZwWSAxdFrsvLWwST" alt=""><figcaption><p>Driving Game Telemetry Flowchart</p></figcaption></figure>

## Vehicle Type Differences

### Driving Games

* Pitch and Roll are driven by the **gravity vector** (tilt cueing) — the platform tilts based on the vehicle's actual orientation relative to gravity. This produces sustained tilt during cornering and braking.
* Yaw is driven by **yaw angular velocity** — the platform rotates proportionally to how fast the car is turning.
* Pitch-Surge and Roll-Sway provide additional pitch/roll from **accelerations**, layering dynamic forces on top of the gravity-based tilt.

### Flight Games

* Pitch, Roll, and Yaw are all driven by **angular velocities** — the platform responds to how fast the aircraft is rotating, not its absolute orientation. This is necessary because aircraft can sustain orientations (e.g., banked turns) far beyond what a platform can physically reproduce.
* Pitch-Surge and Roll-Sway combine acceleration and gravity for additional translational-to-rotational cueing.

## Interaction with Other Cues

* **Vibration Cue** — Adds high-frequency detail on top of the Primary Cue's output. Tune the Primary Cue first, then add Vibration for fine texture.
* **Ground Cue** — For aircraft, blends with the Primary Cue based on altitude. The Ground Cue provides a separate motion profile for ground operations.
* **Offset Cue** — Shifts the neutral position and center of rotation. Applied after the Primary Cue's output.
* **Variant Cue** — Applies a gain multiplier to the Primary Cue's output per vehicle.
* **Travel Limits** — Clamps the final combined output to the platform's safe range.

## Tuning Tips

* **Isolate one axis at a time** — This is the single most effective tuning technique. See the [Motion Tuning Guide](/dr-sim-manager/general/motion-tuning-guide.md) for a step-by-step workflow.
* **Set Washout to 0** — You generally won't need it. Soft travel limiting handles range management more naturally.
* **Start with moderate gains** — Begin around 3.0–5.0 for acceleration axes, 2.0–3.0 for angular axes. Increase after establishing a comfortable baseline.
* **Use Input Limits to prevent spikes** — Set acceleration input limits to 10–20 m/s² for cars. This prevents crashes and physics glitches from producing extreme motion.
* **Enable Soft Input Limit** — This creates smoother behavior at the edges of the input range compared to hard clipping.
* **Tune Pitch-Surge and Roll-Sway independently** — These virtual axes let you add acceleration-based pitch/roll on top of gravity-based pitch/roll. Start with them at lower gains than the main pitch/roll axes.
* **Reduce smoothness if motion feels delayed** — High smoothness values add latency. Find the lowest smoothness that still feels comfortable.
* **Changes are real-time** — Adjust settings while driving/flying to feel the effect immediately.


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