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Question Seat Mover vs Full Platform mover for VR

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Ian Pace, Feb 9, 2018.

  1. Ian Pace

    Ian Pace New Member

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    Hi all,

    I have been researching for a couple of weeks and have decided to build a 2DOF + Traction loss rig. This will solely be used for VR, in fact no monitors will be connected to it (apart from the normal PC monitor on the side)

    I'm worried that with a full platform Gforces wont be that pronounced, but on the other hand, im not sure if a seat mover would be disorientating with VR.

    My current dilemma is, what would work best with VR, a seat mover or full platform?

    Any opinions would be greatly appreciated :)
  2. Zed

    Zed VR Simming w/Vive

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    My Motion Simulator:
    2DOF, DC motor, JRK
    Maybe the biggest question is what do you favor - flying or driving sims?

    The reason is the motions are much sharper and quicker when driving. If you go full frame, inertia will be higher but that just means you need more force to move the rig with the same fidelity as a seat shaker.

    With VR, the consensus seems to be that you don’t need as big of movements anyway. That means you can use shorter C-C distances on your arms and effectively gear down a bit to increase the forces.

    I run a full frame in VR and use 45 mm for my C-C distance. The attachment points on the moving frame are at about 18" (just a guess) from my pivot point (thread is here: https://www.xsimulator.net/communit...-20-strut-jrks-wind-flying-driving-rig.11281/) and fidelity seems great with the motors I used. I don’t have anything to compare with though.

    But if you go full frame, it is important to keep mass down especially if it’s got a significant arm from the pivot point.

    So really, it’s tough to say. Depends on what you want to do and how strong of motors you have available. Full frame can always have the same or better fidelity than a seat shaker as long as you use big enough motors.

    Another thing is some people just prefer seat shakers for driving anyway. The fixed pedals and wheel simulate some of the displacement you get in a real car. For flying, the preference is generally full frame for similar reasons since pitch gets a fair amount of use and you want the controls to move with you.

    Seat shakers can also be very compact. Noorbeast has a very compact build in the showroom and transports it for shows. I’d need a pickup and ramp to be able to move my rig. I’d bet Noorbeast has less floor space devoted to his rig than I do so that may also matter depending on your house/apartment.

    Either way it’s an approximation. Just really depends on resources, taste, and preference.
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  3. Ringorumble

    Ringorumble Member Gold Contributor

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  4. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator SimTools 2.0 Beta Tester

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    My Motion Simulator:
    3DOF, DC motor, JRK
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  5. Ian Pace

    Ian Pace New Member

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    Thanks for your replies guys.

    As @Zed pointed out, i totally forgot to mention that this would be mainly used for sim racing, but having the added benefit of using it for flight sims wont hurt :)
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  6. Michael Hensen

    Michael Hensen Active Member

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    My Motion Simulator:
    3DOF, AC motor, Arduino, Motion platform
    My experience is that because off you focal point is really inside the Vr goggles all around you disappears.. I had a full 6DOF simulator but noticed that the movements weren’t as sharp as I would like to. Also the complete heave motion was hard to feel..

    So my conclusion is that you need to make the movement short but sharp. The best would be a solution without a gearbox,, due to play in gearboxes you might loose some smaller movements.

    But all this is my personal preference, so it could be that somebody else would have a complete different feel with VR goggles.. So I think you made the right choice to ask for opinions..
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