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SimXperience GS-5 or Motion Rig First

Discussion in 'New users start here - FAQ' started by Epistra, Jan 15, 2021.

  1. Epistra

    Epistra New Member

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    Hello all,
    First off I want to say what an awesome community this is. I've been a lurker for a while but finally decided to join. Thank you for all of the great content.

    I've become more serious about sim racing these days and am finally looking to build my dream rig. At first it will have a DD wheel and VR headset along with either a G Seat from SimXperience or some 3DOF rig (the end goal is to have both down the road).

    I know this topic can be very subjective, but I would love to hear your personal opinion on which I should buy first and why. I've seen a few posts about this but feel there still is room for more people to chime in. I get the impression that the G Seat will get me the closest feeling to real life g-forces. However, I would imagine the motion rig traction loss has an incredible feeling.

    I am not opposed to DIY but my handy work is not exactly amazing. I work in tech and have a fairly wide skill set software wise but it's the hardware part I'm weary about. It seems this route is not for the faint of heart.

    Anyways, thank you again in advance. You guys are incredible.

    *EDIT*
    I want to add, my main goal of this rig is to get the highest amount of immersion and sense of realism. I know it will never be identical to real life racing but I'd love to get as close as I can to it.
    Last edited: Jan 15, 2021
  2. Ads Master

    Ads Master

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  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    Both a G-Seat and 2DOF+Traction Loss would compliment each other, and which way you go depends on subjective personal preferences and priorities.

    A G-Seat will be better for simulating sustained forces, while traction loss would be really important if you are in to drifting, or even race cars that tend to step out a bit.

    So there is no easy answers, generally when it comes to motion simulation there are always some compromises.
    • Agree Agree x 1
  4. Epistra

    Epistra New Member

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    Hello sir!
    Thank you for the fast reply! That is understandable. Some of these decisions are tougher than buying a house.

    Would you say getting the feeling of realism falls under that subjective category as well? For example, some may feel it is the traction loss that gives them more realistic immersion while others swear by the simulated g-forces of a G Seat. I've been racing in Asseto Corsa mostly these days if that helps. I am looking into rally racing as well at some point.
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Innovative tech specialist for NGOs
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    St Helens, Tasmania, Australia
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    +9,633 / 47 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Just to clear something up a bit, motion simulation is really about exploiting the weaknesses of human perception and processing, to allow your brain to fill in the gaps and allow you to immersively experience the car/aircraft.

    Realism is about actually recreating real world forces and in many respects that is neither practical or cost effective when it comes to motion simulation.

    If you are into racing a G-Seat and/or 2DOF+Traction Loss exploit those weaknesses in different and complimentary ways. But even combined there are limits, for example the lack of a real heave axis.

    Personally I would go with a 2DOF+Traction Loss first, probably with a parasitic or motion driven harness, and add the G-Seat later, but I am not you, or others who legitimately would suggest the opposite. In other words there is no definitive answer, just choices, and either way is valid and will be rewarding, bringing so much more to your sim racing.
    Last edited: Jan 20, 2021
  6. alexdraco

    alexdraco Member

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    My Motion Simulator:
    2DOF, DC motor, Arduino
    Ciao,
    i fully agree with noorbeast's suggestion. From personal experience I made my 2 DOF with the help of this community, designing it mechanically thinking about future upgrades. The important thing is to start to understand what it feels like and what you would like to hear during the simulation. I agree with the advice of noorbeast and I urge you to create a two DOF, preferably with traction loss if you like racing with cars that tend to drift.
    I wish you a good job.
  7. RacingMat

    RacingMat Well-Known Member Gold Contributor

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    My Motion Simulator:
    2DOF, DC motor, Arduino
    +1

    if I have to priorize the steps of the ideal setup, it would be :
    1. load cell breaking pedal (cheap)
    2. direct drive wheel (costly)
    3. rig with bucket seat (costly or DIY)
    4. buttkickers for tactile immersion (cheap)
    5. gSeat for sustainable feelings (costly or cheap DIY pressure bladders)
    6. harness tensionner to master decreasing breaking (cheap DIY)
    7. actuator for heave (difficult, costly)
    8. actuator for TL (costly : powerfull actuator and rig modification and complexification)
    9. triple screen (costly)
    10. high end graphic card (costly)
    yours :)
  8. wingert

    wingert Member

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    My Motion Simulator:
    4DOF
    There is a crucial difference to consider between real and sim, in real both driver and car are in a dynamical condition, feeling the interaction between him and his car in contrast to a static sim driver.

    Meaning if a car steers in a curve the driver tends due his dynamic to resist this variation feeling a force from the outer side.

    With traction loss with a pivot point in front and swinging drivers seat, you get stationary a contrary force from the inner side.

    Besides the optical virtualisation in games keeps the focus point always to the middle of the screen, so a position variation especially in z-rotation is not necessary. Maybe different in professional simulator with rounded projection.

    At least from this perspective imo. the G-seat has a better correlation creating forces from proper direction.
    • Agree Agree x 1