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Question 3 DOF for Flight Sims?

Discussion in 'New users start here - FAQ' started by Fluke, Apr 23, 2017.

  1. Fluke

    Fluke Member

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    Is anyone using a 3 dof set up for flight sims? I don't have a lot of room available without getting rid of a lot of stuff in my man cave and was wandering how much immersion I would miss out on if I had 3 dof instead of 6 dof.
  2. misoswan

    misoswan Active Member

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  3. Fluke

    Fluke Member

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    Thanks for the reply. Anyone else care to share their experience of using 3 dof for flight sims?
  4. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Hey Fluke, I don't have experience to relate but do have an observation - I think using 3dof for flight would be valuable because yaw and rudder control is fundamental especially with taildraggers on takeoff and landing. Regular coordinated flight isn't so big a deal for it but slips and such can also benefit from it.

    I wrestled with including the third axis in my build but settled on a 2dof for now. There are a number of projects here that started as 2dof and the builders added the yaw axis later which is the path I've decided to take if I miss it that much. I'm running in VR and bet that @noorbeast is right when he says you just need the hints and not the big motion to be convincing. But the way I'm building mine will hopefully make it less of a deal to add yaw later.

    Not having built a rig before, I also wanted to keep it simple first time. But now that I'm able to test software and motors and have been reading about all the builds here, it's much less intimidating than when I started. If I was starting all over now, I really don't know that I wouldn't just build a 3dof from the start. But starting with a 2dof is simpler and I'll have a working rig quicker. In that respect, I can't say for me which would be the better path.

    What I do know is 3dof is probably very important for take offs and taxi. It's not an easy call on doing it though. Good luck!
  5. Fluke

    Fluke Member

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    Zed

    Thanks for the reply. I am still trying to decide whether to buy a 3 dof from dofreality, that seems to be very affordable. It has roll, pitch and yaw and as its already built I would need to look at how to add heave. I dont know what the motors are like on this build or how it would perform in flight sims.

    [​IMG]


    Or to try and build one using the 350w motor kit from Simukit, I would have to learn to buy a Mig welder and learn to weld and build a frame and learn how to set it all up. the kit would give me roll, pitch and heave, I would need to figure out how best to add yaw with another motor.
    [​IMG]
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    What you are calling yaw is actually traction loss, where the pivot is at the front and the rear moves. Yaw is rotation around an axis and is different from TL.
  7. Fluke

    Fluke Member

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    Thanks.:thumbs Would traction loss be able to give the same effect as applying rudder in a plane?
  8. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    No, traction loss is akin to drift in a car where the rear steps out, while the yaw of a plane or rotation of a helicopter is pivoting around an central axis.

    [​IMG]
    [​IMG]
    • Informative Informative x 2
    Last edited: Apr 28, 2017
  9. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Hey Noorbeast, I know that yaw and traction loss are different but it's only in the location of the rotation axis. Traction loss will have a sidewards movement coupled into it since you aren't rotating around your center of gravity. Any feel for how different that feeling would be especially in VR? Your rig has the pivot under your CG, isn't it? Or is it displaced a little forward for a compromise between the two methods? I've seen some that put the pivot as far forward as possible so that's definitely a traction loss but this might either make me pull it closer to the CG or even try to make a pivot configurable if possible.

    Edit - went back and checked and it looks like the third D on yours is heave. Still, any thoughts on how important the difference is especially in VR? I'm not there yet but tend to mull over stuff.
    Last edited: Apr 28, 2017
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Yaw and TL are two different types of effects and are perceived differently. In VR it is best to have motion cues that match what your brain expects, so it is not a good idea to confuse one type of axis/force with another.