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D-Box or not to D-Box

Discussion in 'Motor actuators and drivers' started by Roy, Mar 20, 2015.

  1. RacingMat

    RacingMat Well-Known Member Gold Contributor

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    About D-Box

    612dbox.guts.jpg

    dboxPlatform_BIG.jpg

    US06662560-20031216-D00000.png

    http://www.google.com/patents/US6662560
  2. Baptx

    Baptx Member

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    I did not find any online store to buy D-Box.
    Should be contacted to buy?
  3. bsft

    bsft

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    I dont think there is a video, even I had a search
    • Agree Agree x 1
  4. Baptx

    Baptx Member

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    I am not alone in wanting to see it in action :grin
  5. bsft

    bsft

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    Ok, did a quick search, no SCN videos of them, but AC motor videos, slow as motion

    • Like Like x 1
  6. Baptx

    Baptx Member

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    Thank you for the videos!

    The screens of the second video simulator moves dangerously;)
    • Agree Agree x 2
  7. Nick Moxley

    Nick Moxley Well-Known Member

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    My Motion Simulator:
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    oh my the monitor wobble is horrible in that 2nd one, Motion looks rather......dull.
    • Agree Agree x 2
  8. BlazinH

    BlazinH Well-Known Member

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    Yeah, the designs used for both rigs in the videos look unstable resulting in a lot of unwanted platform wobble.
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    While crawling into a cockpit is no doubt immersive for open wheel fans, the novelty soon wears off for others. I find VR gives you the same enclosed feeling without the entry and exit hassles.
    • Informative Informative x 1
  10. bsft

    bsft

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    VR for more "full time gaming" perhaps yes.
    Casual gamers, like me, screen in front.
  11. joe extraknow

    joe extraknow Member Gold Contributor

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    Very impressive indeed. Cutoff Freq at 100Hz makes sense since most sim feeds rate at 10ms. Surely, will make chassis move more realistic. Attached is chart of four corners ride heights movement from rF2 Corvetter GT2 car at Silverston. But for the price, well still too much for me. I am trying SCN6 40kgf (88 lb) ones.

    Attached Files:

  12. AussieSim

    AussieSim Member

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    That forum link didn't work, but this did

    https://www.eetimes.com/document.asp?doc_id=1273598

    The D-Box design concept is perhaps unique

    Contrary to many commercial and industrial motion systems where motion is controlled by discrete positioning commands, in D-Box’s Odyssee and Quest systems the motion signal is represented as a steady stream of position samples. In this sense motion is transmitted and processed much like a digital audio signal. There is no real distinction between motion and vibration. Vibration is simply what happens at the upper end of the frequency spectrum, while motion is what happens at the lower end.

    The frequency response of an actuator must be flat from 0Hz to 100Hz, entering largely into the audio spectrum. To be able to achieve this level of performance, the motors that are at the heart of an actuator must be able to accelerate the passengers at accelerations of up to 1g, while at the same time supporting the full weight of the passengers and seats. At the other end of the dynamic range, motion must be so smooth that it is almost imperceptible​

    I find the end result to be the D-Box motion is similar to the OSW FFB with a Kollmorgen+Simucube.

    Through your seat, the D-Box provides road/surface texture. You can feel the concrete is you speed through the pit boxes, or tarmac to concrete to tarmac, the repaired patches and curbs of Sebring. You can feel the suspension and loss of acceleration as you shift up through the gears.

    On the other hand Simvibe Extensions mode and presumably Gamevibe are playing specific effects through the shakers for shifter/pedals and seat.

    Whether Simvibe/Gamevibe use canned effects for curbs, traction loss, engine RPM and gear shifts I do not know.

    Nor whether Simtools calculates and outputs the same "vibration" through the actuators that D-Box does.
  13. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Game Vibe is a telemetry driven re-configurable transducer system for SimTools: https://www.xsimulator.net/community/marketplace/simtools-v2-game-vibe.201/

    SimTools motion is also telemetry driven from game data and vibration detail relates to how fast the actuators/engines are capable of moving + configuration refinement.
  14. AussieSim

    AussieSim Member

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    Thank you for the reply.

    Does Gamevibe reproduce a range of vibration (Hz range) that Simtools filters?

    Does Simtools play engine RPM, traction and surface texture with 4 actuators (heave, pitch, roll) ?
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Game Vibe lets you tune transducer data to represent various specific Hz sources, like RPMs, or afterburners kicking in: https://www.xsimulator.net/community/threads/gamevibe-manual.11358/

    SimTools itself can use 6 axis (sway, roll surge, pitch, heave and yaw) in two groups, a and b, for 12 Interface Settings in all, which it can mix on the fly. SimTools does not 'play' the likes of RPM, instead it utilises the game telemetry to drive axis/force movement: https://www.xsimulator.net/community/marketplace/motion-simulation-software-simtools.63/

    Game Dash collects and formats dash data output for devices or programs: https://www.xsimulator.net/community/marketplace/simtools-v2-game-dash.76/

    Combined they provide a comprehensive and complementary suite of tools to cover pretty much all aspects of motion, transducers and peripheral electronic or actual gauge based dash functions.

    @SeatTime recently posted a video on how fine the movement can be: https://www.xsimulator.net/communit...ave-on-banked-curves.11312/page-2#post-148276
  16. joe extraknow

    joe extraknow Member Gold Contributor

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    So for chassis vibration modes the SimTool 6dof motion scheme does not cover, does it? One has to go with transducers with "Game vibe" if one wants to feel vibrations, right?
    Also, I wonder how the SimTool simulates the vertical g force effect.
    thanks for your reply.
  17. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    SimTools motion will vibrate as fast as the actuators/motors are capable of moving and reversing direction, independent of Game Vibe, which can drive multiple transducers to simulate different types of effects.

    Heave can be an actual axis or SimTools can simulate heave, even on a 2DOF.

    So a bit of context, as far as I know the Dbox maximum vertical speed is 100 mm/sec: https://www.bsimracing.com/d-box-4400i-motion-simulator-review-by-sim-racing-garage/

    @eaorobbie reported his testings as being 0.15sec to travel 80mm on a lift stroke, which equates to 640mm/sec: https://www.xsimulator.net/community/threads/minimum-rpm-needed-for-a-2dof.7009/#post-81052
    Last edited: May 6, 2018
  18. joe extraknow

    joe extraknow Member Gold Contributor

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    does currently SimTools heave implementation actually include chassis vibration modes?
    I know SimTool outputs "vibration", but I am not sure if this is purely due to g-effects as SimTool calculates for 6d0f movements or actually includes the chassis vibrations modes. Vibration can be either vertical (linear along the Z) or/and 2D....check the chassis four corners' ride heights.. you will see roll/pitch shall be oscillating too.

    Edit: the reason I asked is that both D-Box and SimX SW having an option allowing to add vibration (D-Box) and Vertical-g (SimX commander SW).
    • Agree Agree x 1
    Last edited: May 6, 2018