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In depth post on motion and different setup's. Well worth a read

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Trigen, May 15, 2020.

  1. Trigen

    Trigen Active Member

    Joined:
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    My Motion Simulator:
    2DOF
    Came across this post on another forum that may spark some idea's. There's a lot of very good info there

    https://www.isrtv.com/forums/topic/...AWf9oAaF5WdE4_bJMT873H_WmzN0kqatLaT1PcOicQS58
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  2. Ads Master

    Ads Master

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  3. pmvcda

    pmvcda aka FlyPT

    Joined:
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    My Motion Simulator:
    6DOF
    Agree with Joe. That's the objective of making my software, Mover.
    But I don't think we need 25 computers for motion cueing with toy simulators, that send strange and some very limited info about it's physics.

    Also never understood the logic behind 4 actuators in sfx100 or dbox setups. Maybe it seems better to the eye. People think it's the 4 wheels suspension, and then they get data from all the car body motion.
    I think that maybe dbox is making it, but not sfx setups.
    And when I make it in Mover, I have to calculate the tilts to keep the 4 feet on the floor.
    Could be here all night...
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  4. Trigen

    Trigen Active Member

    Joined:
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    My Motion Simulator:
    2DOF
    I agree with you there and had i not read this post i would be ignorant and gone for 4 actuators. Thankfully i did so now i will go with 3 when i eventually do my SFX-100. Another thing i also noticed experimenting with a 1 actuator type setup (spring assisted heave) is using pitch speed (with your software) over vertical acceleration and that gives a far superior 1:1 representation of what the car is doing. He also mentions something along those lines. I think if you are on a very tight budget you can easily get away with 2 actuators in the back and while you wont quite get that thump in the front (and lack some pitch height front/back) when that pitches up first the lowering of the back ones gives a very good representation.
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