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Feel Three affordable 3DOF Kickstarter launch coming.

Discussion in 'Commercial Simulators and Peripherie' started by traveltrousers, Jan 24, 2018.

  1. traveltrousers

    traveltrousers Active Member

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    My Motion Simulator:
    3DOF, DC motor, Arduino, Motion platform
    We've been in stealth for a long time but we're almost ready to launch. We were waiting on the patent paperwork to be completed but now that's done we're starting to leak out more information and pictures... We were aiming to take it our third Oculus Connect conference last year but decided to delay until after Christmas.

    [​IMG]

    Our sim is 95% made of aluminium which means its tough and light, plus 100% recyclable. The sphere is made from smaller curved panels so it ships in a small box for easy assembly.

    The simulator has ±85° pitch and roll, and ±3600° yaw thanks to a simple cable management system.
    There are also 6 built in 100W tactile transducers, one in each arm, two in the pedal shelf, and two under the seat.
    Each arm can be adjusted by height, rotation and extension for perfect comfort, and has enough space for any controller configuration.... they're also incredibly sturdy. DD wheels are not a problem!

    More specs here.

    [​IMG]
    http://feelthree.com/images/notatoy.jpg

    If you want to guarantee an early bird price please consider supporting us on Patreon : https://www.patreon.com/feelthree there are some spots left, and you get a small discount!

    We also have a giveaway which will be closing soon to win a sim :
    http://www.feelthree.com/giveaways/pre-kickstarter-giveaway/ use your unique code and you get more entries!

    Or join the 64,000+ other fans of VR, racing and sims we have following us on twitter to know when we launch our Kickstarter.

    [​IMG]
    http://www.feelthree.com/images/blurred.gif
    • Like Like x 2
    Last edited: Jan 24, 2018
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    It has been a long development road, which tends to happen, but better that before a Kickstarter than after, so good luck with your launch.
    • Agree Agree x 3
  3. traveltrousers

    traveltrousers Active Member

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    My Motion Simulator:
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    [​IMG]

    Kickstarter should be next month....

    The raffle to win one is still open....
    • Like Like x 3
    • Winner Winner x 1
    • Creative Creative x 1
  4. runar totland

    runar totland New Member

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    Excellent! This is looking so cool. shoumd be a perfect match for any flight sim. Hopefully I will be able to play Elite Dangerous in one early next year? :)

    You will have my money next month. lol..
  5. runar totland

    runar totland New Member

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    Kickstarter any time now? :)

    I have been looking and readin and thinkgin alot about this sim for the past month, and think its exactly what I want/need. Smooth 3dof huge range movement. I was planning to build a 6dof simulator when I found the time - but thats not on my scope anymore at all.

    My main interest is space sims like ED and EVE:Valkyrie - so this seem way better imho. And feelthree with its huge range of movement in the most important 3 dofs, combined with supersmooth operation.

    It should be like night and day compared to a limited range of operation 6dof which shake you around more. My guess is I will be able to play without neck-strain for long periodes of time, and it should suit my need way way better than a 6dof simulator.

    Anyone have thoughts on this?
  6. Grant Bagwell

    Grant Bagwell New Member

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    Looking forward to this Kickstarter. I'll be very interested to see if it handles driving as well as flight, sue to smaller movements etc. The tactile feedback should help a lot. However for flight I can see it should be amazing if by flying straight up you are actually facing straight up. I'd be a little concerned about excessive yaw rotation, especially with the Vive Pro's thick wire. However I am hoping the wireless unit for Vive Pro makes this even better.

    After a few never-ending kickstarters (looking at you STEM!), I am a bit wary. I hope that the guys are realistic in setting expectations. I don't mind waiting a couple of months, but not being told it will be in a couple of months and still waiting after a year.
  7. runar totland

    runar totland New Member

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    My hopes are they have everything ready to go.. so that it wont be too long before they can deliver to kickstarter supporters.

    They have been at this since 2014 - I have read _everything_ I could find online on the subject. From old forum posts to their official blog entries. It seem they didnt want to rush the kickstarter before product design and final solution was done. So I feel very positive towards this beeing a success, and will plunk down the $2k in kickstarter asap..

    Its serious money for me, but I seriously want one of these as quick as possible.. so risk have to give way for "I want now". :)


    Feelthree - this is for you:

    https://media.giphy.com/media/A7BrncpC2Z8Ws/giphy.gif
  8. Grant Bagwell

    Grant Bagwell New Member

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    One of the biggest questions for me, I now realise, is the cable management. I thought this was just related to the headset which you could get around with a wireless unit. Obviously they also have to consider hotas / steering wheel. My X55 leads aren't that long...
    • Agree Agree x 1
  9. ANiMESoKAR

    ANiMESoKAR Member

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  10. Grant Bagwell

    Grant Bagwell New Member

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  11. ANiMESoKAR

    ANiMESoKAR Member

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    My Motion Simulator:
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    I did see that but no one with a rift and significant YAW motion have been able to make motion cancellation work properly using OpenVR Input Emulator. I also understand feelthree probably have their own software which does work with rift users, hence my original question.

    All Vive users have no issues with OpenVR. It's also believed that the latest Rift SDK has made the tracking is even worse so it would be good to know how feelthree plan to overcome these issues if they haven't already.

    If we can get more insight to how Rift users can use motion cancellation without issues then it's better for the rift community. If there isn't a solution then it's time for us to jump ship and purchase Vive VR.
  12. Grant Bagwell

    Grant Bagwell New Member

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    I think that FAQ would indicate they don't have it working with Rift currently. I saw a video where they have a SteamVR tracker attached to the cable holder. I agree some sort of clarification would be good for Rift users, but would have to come from Oculus.

    I'd be interested to see how something like the Odyssey would fair... I presume the inside out tracking is mainly user for positional rather than rotational movement, which could be a problem. As someone who uses a Vive Pro and is also a Vive OG and Rift owner, the Pro is the best, albeit very expensive, headset I've used thus far.

    I am looking forward to details on Feel Three's kickstarter. In particular I would like to know what they recommend for a racing car setup. Will 3 motors + tactile be enough to get the subtlety of the track.
    • Like Like x 1
  13. ANiMESoKAR

    ANiMESoKAR Member

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    I spent a bit of time yesterday researching the Vive Pro. It's looking like I might have to upgrade from my Rift to Vive just to get this motion cancellation working. Oculus don't seem to care about it and won't be making their tracking code available for software developers any time soon.

    What is the clarity of the Vive Pro like for images in the distance? Does it improve the viewing distance or just inside the cockpit?
  14. Grant Bagwell

    Grant Bagwell New Member

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    In a word, yes. It helps quite a bit. Its on a linear scale so the difference is not an exponential amount better but having had both the Rift Vive and now Vive Pro I couldn't play racing games on anything but the Pro. Quite a few of the Vive Pro reviews mention how the 3d effect is also more pronounced which I would also agree with. Playing a bit of PCars yesterday I couldn't help but realise the headset really faded away and I was able to concentrate on the racing itself. Judging corners I find to be pretty easy on the Pro.
    • Like Like x 1
  15. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    My Motion Simulator:
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    I switched from Rift to Vive back at the beginning of the year for exactly this reason and have no regrets (except the Vive wands are AWFUL compared to touch for non-sim games but I don't play them that much). I will upgrade to Vive Pro probably in a few months, after we get more news on Pimax 8K. Maybe Pimax 8K will come out and people will sell their Vive Pro's on ebay cheaper. =D
    • Like Like x 1
  16. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    I have a question for you TravelTrousers. Have you tackled trying to protect the Vive Tracker from vibration so you can use tactile transducers?

    Using shakers in addition to the motion sim adds a LOT, so I've done battle quite a bit with trying to protect the puck from the shakers. Right now I have a setup that works but not without it's compromises.
  17. traveltrousers

    traveltrousers Active Member

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    My Motion Simulator:
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    [​IMG]

    Kickstarter launches in 2 days.... will be back to answer questions :)
    • Like Like x 1
  18. traveltrousers

    traveltrousers Active Member

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    we're live now at kickstarter.feelthree.com
    • Like Like x 4
  19. Spit40

    Spit40 VR Flyer

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    Got your email and you were on £17k, now you're on the brink of the fifty. Congrats. Well done on the transparency wrt motion compensation too. I seriously hope motion comp gets addressed soon at a proper low level of SDK/openxr or whatever is the best place.
  20. RiftFlyer

    RiftFlyer Active Member Gold Contributor

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    Really admire the transparency in the campaign as well. Let’s hope Oculus take action to make motion cancellation possible for everyone.

    Very innovative design idea. As a rift owner I just can’t justify the purchase. Looks like you’ll hit your goal without difficulty. Best of luck with the steps that follow.
    • Agree Agree x 1