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Traction loss games?

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by tikebek70, Mar 22, 2011.

  1. tikebek70

    tikebek70 New Member

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    Hi all,

    I am considering a 3DOF simulator with rear traction loss module.

    My question is, are there many games that currently support this? Can you name a few?

    Thanks!
  2. shannonb1

    shannonb1 Well-Known Member

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    My Motion Simulator:
    2DOF, AC motor, Arduino, JRK, 4DOF
  3. bvillersjr

    bvillersjr Active Member

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    Different profile builders choose different effects to represent rear traction loss. Some call it drift, others slip angle or slip angle rear and others Yaw Acceleration. This all of course depends on the game and available data. Ultimately, traction is part of the games equation for nearly every effect we use.

    There is a list on the link above of games that have some sort of data that can be used to create a rear traction loss feel.
  4. bvillersjr

    bvillersjr Active Member

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    Nearly every profile builder on this forum uses some type of scaled Yaw, Yaw Acceleration or Yaw Velocity in an attempt to provide side to side rear traction loss simulation. Some refer to it as drift.

    We are not referring to longitudinal acceleration type of traction loss, which in simplistic terms would be:

    FLongitudinal = Ftraction + Fdrag + Frr

    We are referring to the lateral grip of the tires and the point at which it is lost and the vehicle begins to rotate. Niels makes his profiles differently in this regard, but even so, still adds what he calls a drift effect to simulate rear traction loss, even though drift may not be the best term for this since drift would be positional in nature and the concept of rear traction loss strives more for that feeling when the rear of the car starts to break loose. Therefore, I typically prefer to use an acceleration value for this.

    In any case, we all try to get some sort of rear traction loss simulation in our profiles.

    Yet another valuable piece of data is side slip angle which is the difference between the cars orientation and velocity vector:


    slip.jpg


    All of these are important to give a driver a good feel of his vehicle in the seat of his pants.
  5. tikebek70

    tikebek70 New Member

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    Your design and profiles seems to work pretty well, judging from your videos on that other thread. Thanks for the link, I had been searching the forums for this info but somehow didn't see it.
    Now my drool factor is up another notch! Can this module work with other DIY chassis? or it is tailor made specifically for the sixperience front-end / seat base?
  6. tikebek70

    tikebek70 New Member

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    SimXperience, sorry.
  7. bvillersjr

    bvillersjr Active Member

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    It is tailor made for several reasons including some future add-ons. I have heard of other DIY users building their own front ends and putting it on top of the rear traction loss base, but I have never seen any pictures or videos of their final result. Remember that the seat base and front-end combine to form a single rigid unit that sits atop the rear traction loss base. The combined unit must not flex or bow. It pivots from the front and glides on roller balls in the rear. Those that have tried this with aluminum have has problems because it is not rigid enough and bounces. I believe that the bouncing may cause radial load and wear problems with the rear actuator but this is not proven. In short, it's custom tailored and I cannot guarantee results with other lightweight or flexible DIY solutions placed atop it.
  8. Nima

    Nima Member Gold Contributor

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    hi
    the yaw aculation is in the moment the best way to becom a driftfeeling.
    for test in iracing min on 1000 max on 600000 in velue 32.in rfactor velue36 and the same min and max.it make a very nice driftfeeling.
  9. bsft

    bsft

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    OOooooohhhh.... After watching the videos of the sims with traction loss, I am going to design a frame underneath my current sim in progress to have that as well! I'd better get the first one going first though. ;D