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Heave or surge for 3rd axis?

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by jimmcquade, Mar 24, 2015.

  1. jimmcquade

    jimmcquade Member

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    What would the next best axis to add to a 2 DoF rig for mainly racing (90%), and some flight games?

    (I don't want to go with sway, because the racing I do is all F1, so I almost never drift while racing.)

    Opinions?

    Thanks
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Just my opinion. Even though you don't drift race I expect you would get the most out of a drift axis to 'feel' the back end movement in racing.

    Of the other two I think surge is often easier to implement but if you do one its hard not to consider doing both.
  3. jimmcquade

    jimmcquade Member

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    You mean that you would apply some drift when going around a corner even though the back end is not sliding out at all?
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I mean that if you are driving near the edge in anything, including an F1, there will be inherent drift force, so it is useful to simulate that for a 3DOF. Rear end drift is very common in F1 on starts, passing or avoiding others in corners. Again this is just my opinion, what you build is up to you.
    • Agree Agree x 2
  5. BlazinH

    BlazinH Well-Known Member

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    Unless you only drag race in your F1 car you should at least try using sway. If you make turns though sway represents the right/left g-force you feel when turning and has little to do with the rear end slipping out. The feeling when drifting is called traction loss and some games support it on one of both of the “extra” axis in Simtools.
  6. jimmcquade

    jimmcquade Member

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    So on a 2DoF rig, do you guys blend sway into the roll axis to simulate it?
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I have both sway and roll axis settings setup independently, as they are not the same force, and it is SimTools that then 'blends' them as it does other axis in the game.
    • Like Like x 1
    • Agree Agree x 1
  8. BlazinH

    BlazinH Well-Known Member

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    I use only sway. As noorbeast said, they are not the same force. Their forces actually try to cancel each other most of the time when implemented on a simulator. The sway force should be the stronger one felt in a turn though. I don't like to mix them because for me adding roll just muddies up my sway force so it no longer gives me accurate feedback to drive by.
    Last edited: Mar 24, 2015
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    And keep in mind that the settings are unique to each simulator and the owners personal preference. While I do have roll in my motion profiles @BlazinH is right that sway should be the dominant force and in fact it pays to set it up first and tune sway to your liking before adding roll or anything else.
    • Agree Agree x 2
  10. jimmcquade

    jimmcquade Member

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    Can you guys point me toward a few of the 'best' sway axis setups you have on the site. Thanks
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    • Agree Agree x 1
  12. jimmcquade

    jimmcquade Member

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    Sorry, I meant sway axis hardware designs. The actual designs that seen to work well. I have not build my rig yet, I'm still in the design phase. thanks
  13. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    A shoulder mount seat shaker has the greatest leverage and least amount of mass to move. However, that should not be taken to mean that a full frame or even compact design don't work well for sway, they certainly do with a proper motion profile, they just work a little harder to make it happen.