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Complete newbie - kinda....advice, help and general chit chat

Discussion in 'New users start here - FAQ' started by Caveman, Apr 30, 2015.

  1. Caveman

    Caveman New Member

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    So...where the heck to begin!! This site has mostly everything...which is good and bad. Too much choice and my head is about to explode trying to navigate all the options.

    So, yep I am wanting a nice motion seat - for racing/flying/driving/training whatever...but it has to move.

    My profession is visual systems design, basically big pretty hi-res images for the simulation industry - so I am building a large curved projection screen - 6m Dia with 180 degree x 50 degree view. It will have 3 projectors on it all warped and blended - plus be active 3d enabled (120Hz) frame sequential - quad buffered stereo capable.

    Now the part I don't really know much about....the motion seat.

    I have done the visuals for the sims used by several of todays F1 teams..but I just do the visuals and I can't really afford the hundreds of thousands they spend on the motion platforms.

    I have been in contact with Frex, D-Box and BR...but so far I am just browsing and came across this goldmine of info!

    Most systems I can see use pitch and roll - but most race cars have so stiff suspension that in truth you wouldn't need these degree's of freedom....maybe lateral movement with fore/aft for acceleration and cornering and a third for under/oversteer. Ofcourse track banking and surface may give little roll and some heave...I guess it depends on the game, vehicle and situation. Or am I going way too deep into this??

    Now my next issue...head tracking or the dynamic eyepoint position. Assuming your static at teh centre of this curve...if your motion seat changes your position, then the graphics have to change with it to retain the same viewing perspective don't they??

    I know Schumacher felt sick after one of my sims due to motion sickness...but they never really understood why that was. Extreme example I know...but if the motion isn't synchronised with the visuals then you will get sick or certainly start to feel it.

    So...where to go next? Any idea's? People being here before and have similar experiences of utter turmoil about where to spend their cash...right or wrong...regrets or not...upgrades...reccomendations??

    HELP.....and thanks for your time!!! I hope to build something for sure...what I am not sure right now!
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    A very good place to start is the FAQs: http://www.xsimulator.net/community/faq/

    There you will find a summary overviews of different types of motion simulators, key elements associated with building motion simulators and a huge range of other information.

    It does pay to keep it simple for a first simulator, a 2DOF seat shaker or full frame provides a far more immersive experience than you may anticipate and is a good stepping off point before contemplating far more complex and expensive options, such as a 6DOF Stewart platform.
    • Agree Agree x 1
  3. Caveman

    Caveman New Member

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    Thanks for the time to reply Noorbeast... I did look through the FAQ, but I actually found more info just trawling through the various threads and going off at tangents following the links other post up...Jeez you can get lost in this place!!

    I am fairly convinced that I want an actuator at each corner of the rig (maybe only 3 if I can keep the balance right). Essentially giving me a 3 DOF (Roll, Pitch and Heave)...but then I got thinking about adding a 4th to add in some yaw for the oversteer action.

    Kinda like the existing D-Box powered versions out there...or the FrexGP offerings.

    BUT - before I go into this too deep....

    Can the traditional connectivity still be used? Does the kinematics have to follow any geometry - or can this all be calibrated in the software, assuming I can extract all degree's of freedom and there limits (angular and linear)?

    What choices do I have for the motion components? Can I use any decent supplier of actuator...as the 4 corner mounting will be pretty darn simple. Plus this gets to move pedals and wheel relative to the seat - so exactly like it is in a car.

    The seat shaker makes you move independant of the pedals and wheel - so not entirely realistic.

    As well as motion components what kinda of motion controllers are OK to look at - I have seen a few topics with the JRK boards...would these work with 4 actuators?

    I know, many questions....and perhaps something that somebody has already done? I will start a new thread with some concept sketches I think...and then go from there!

    Thanks all
  4. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

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    I did not read all, but this conclusion is wrong if we are talking about a racing sim. You should read the FAQ anyway...
  5. Caveman

    Caveman New Member

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    OK, a small correction...most of the resources I have seen with basic seat rigs only move the seat. Granted if the entire rig was balanced on a pivot point then yeah it would be more realistic, and this is what I am shooting for.
  6. Archie

    Archie Eternal tinkerer

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    I went with a Full frame, you can check out my build here
    • Like Like x 1
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    What @Pit is alluding to @Caveman is that many hard core sim racers consider a seat shaker to be more realistic than a full frame, as it generates additional torso, wrist and ankle motion cues, see here for info: http://www.xsimulator.net/community...light-with-oculus-rift.6179/page-2#post-68232

    Seat shakers are also seen in some commercial racing simulators for the same reason, like the AU $102.990 CXC: http://www.cxcsimulations.com/purchase/australia/

    Many flight sim users prefer the full frame as that feels more realistic for flight.

    I designed my rig so it can easily be used as a full frame or seat shaker, so that is also a design option.
  8. Caveman

    Caveman New Member

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    Perhaps...and lets be honest who hasn't on here....over thought this way too much!

    I have just had the priveledge to drive a few f1 teams simulators whilst building them, and also several car manufacturer simulators...and non of them had anything as simple as a seat shaker. Granted the car sims weren't really used for driving practice per se, more for HMI interface layouts and realtime situation simulation (HUD benefits etc..)...but all but one of the F1 sims were on a 6 DOF platoform with a couple of teams mounting that onto an X,Y table too.

    I can see the logic in it for sure, but I still can't get away from that I would like the pedals and gearstick to remain in the same place relative to me during motion.

    Does SimTools support a full 6 DOF? Afterall is a pretty basic arrangement (lower mount, top mount and 6 actuators inbetween) and gives all the DOF and more. Or is programming and setting up the bugger going to be a challenge?

    Right now I am tempted to set up the visual system, as that is going to be very immsersive, and also have an impact to the perceived motion, especially roll. Then just see what other motions are needed/wanted to be added or re-inforced.

    The rig is planned to be from aluminium extrusion, so can easily be hacked about and re-configured.

    I'll bang up some CAD sketches once I get a layout I am happy with...then let you guys rip it into it after that!

    It's gonna be a long and winding road this one....but hopefully enjoyable too!
    • Like Like x 1
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    SimTools can do 6 axis but depending on design my understanding is that code may be needed to handle the flip inversion washout on an axis extreme, particularly if flight simulation is also considered: http://www.xsimulator.net/community...m-with-small-dc-motors.5634/page-2#post-58601

    The general impediment to doing a 6DOF is hardware costs and build complexity. @SeatTime is currently working on a DC 6DOF, including custom carbon fiber actuators, which is well worth a look: http://www.xsimulator.net/community/threads/seattimes-6dof-dc-build.6106/

    Given the significant costs involved it would be wise to do a working 6DOF model before commencing a build: http://www.xsimulator.net/community/threads/6dof-platform-with-small-dc-motors.5634/
    • Agree Agree x 2