I find it absolutely hilarious that this rig from 9 damn years ago looks and performs better than 90% of what is available on the consumer market as of 2023. Companies want almost four grand for a two DOF setup right now. A setup that cannot hold a candle to the unit in this video. A proper six DOF setup is going to put you back around 8 grand once you get it in. That's absolutely absurd. The yaw2 is reasonable at four grand. The rig above looks very nice. If a company were to make that and set up a joystick for flight sim ability, you could easily sell it for $5,000 all day long. The yaw2 looks promising and I have one on order but their production capacity is absurd and they'll never get all the units shipped before they become obsolete. There are competitors on Alibaba if you are willing to take a risk with that. Very good deals can be had there.
We just started building two 6dofs with my brother. I am electrical embedded SW engineer and he electronics/mechanical expert. I can guarantee you, there is no way you build a proper a 6dof setup for under 4k. And that doesn't count the PC. Platform Construction: Free for us (welding, laser cuts and bends for free, only material costs) Platform Motion: Motors + Drivers + Gearbox = 2800-3200$ Controller = 350$ Direct Drive Wheel: Motor + Driver = 300$ Controller = 80$ Sum it up and let me know how you want to sell it for 5k 😂 Fyi, we could save couple of hundred by sacrificing hundred hours to build our own controllers, but its not worth it.
Nice synchronization of the motors... for just 2DOF data. I suppose when you use all the 6 axis you will have random motion all over the place! Good job!
Not nema34, these are servos with planetary gearboxes. Add the controller and you get yourself super expensive setup. The SW itself is not so complicated tbh. You get the forces through platforms like Simhub, send it over USB and set the angles. What is really a lot of effort is calibration and fine tuning
I was inspirited by this project and eventually built one for my own. I used servo driven linear actuator instead. I found the most difficult part is the interface software to translate the g-force/angular momentum of each axis into the plateform movement. To get it move is pretty easy, to get it feel right is hard.
@@PITAH1 the most expensive part is controller and linear actuator. Cost me around 1200 USD on each actuator. So, 7200 for actuators, plus steel frame, decent computer monitors and fanatec racing wheel and pedal. I spent over 12000 plus time to tune and program your interface software. There are very limited guide out there.
@@itonylee1 oh God. That is a lot more than I thought. Would you say this is still cheaper than an equivalent comercial ready to use product? I am Brazilian so these kind of parts would cost at least double the price here. Thanks for the info.
@@PITAH1 I heard the import duty is crazy in Brazil... If you buy the Chinese made servo motor with reduction gear set like one in this video, it will cost less. But you will still need a controller board that can drive all 6 axis together and figure a way to talk to the games you want to play and translate all these telemetric data into movement to each axises. Unless you are a geek who have fairly good background in electronic and computation, and maybe some skill on programming, buying a ready made product probably a best option for most of people. Racing telemetric is hard to simulate since there are plenty of acceleration and deceleration in each axis plus angular movement....There are some video in my channel of my built, you may want to take a look on it. It will be a really fun project if you know what to do.
Very well done as while the movement is rather big it's not comically overdone like so many simulators like this. Many don't realize it doesn't take all that much motion to trick the brain into thinking you're moving, especially when that's based on game physics that you're seeing in something like VR. Many systems like this with large degrees of movement become so slow that they just feel wrong as the weight transfer is much slower than it would be in a car. I've been racing for about 10 years now and have been in to sim racing for about 5. I have a small 2DOF platform that while small and only 2DOF it does a great job with racing titles and many flight sims.
I think if instead of have one pair of links at the back and two diagonally out front you had the reverse you would be able to achieve a much higher simulated G force under braking just like a real car. At the moment the achievable G force is higher for acceleration than for braking. It looks like your knees are high enough for a pair of links to sit under.
How does one access the acceleration information from the racing simulator to use to send to the controllers in order to simulate the responses the video game itself is experiencing?
Does a moving car has 6 degrees of freedom in motion? I know currently in the simulation industry it can simulate: 1. acceleration-deceleration 2. vehicle in turns 3. moving vehicle hitting bumps (heave) 4. rear traction loss. A 6 degree of freedom simulator works for boat and flight sims. I think for driving or racing it could be overbuilt? I am open to comments.
6 degrees of freedom just means the number of inputs needed to describe the system, hence the 6 motors all having 1 degree of freedom. It has nothing to do with the things you listed.
Straight up definition from google for degrees of freedom. "each of a number of independently variable factors affecting the range of states in which a system may exist, in particular any of the directions in which independent motion can occur." Don't be an arrogant prick.
The online definition of 6DOF is very long I am not going to post it here. My original post was saying this was overbuilt for a driving simulator. There were visitors and I think if they have run a flight sim it makes more sense. Also no need to get offended. I apologize If my words caused any unpleasant feeling. It is not my primary language. The title "6DOF ... motion simulator" tells people who are interested in motion simulator that this system can simulate 6 types of motions (which it definitely can). But for driving simulation it is over done. From your two posts I suppose you try to say that 6 motors (1 system) work together to produce 1 degree of freedom, which you used phrases 'all having'. I don't think that answers my op.
I'm telling you without a doubt that you are wrong about what 6 degrees of freedom is implying. 6DOF is an Engineering term used to describe the number of things you need to know about a system to be able to explain its current state. each motor only has 1 degree of freedom(rotation) that you need to know to describe the whole system. so if you want to know what orientation the chair is in at any point you need to know exactly what angle the motors are at. once again, nothing to do with the motions it can simulate.
I've been following this on your website. Very promising. Hopefully the cost of the actuators won't put it out of the range of hobbyists(?). One thing: don't make the mistake of having only an F1'ish style of seating position. If you allow for an adjustable seating angle and a lower position of the feet/pedals (it can always be raised with an adjustable bracket), it would be a lot more universal.
Sorry about the late response on these comments, for some reason it won't let me reply to the older ones, so here goes: DiffuCraft - I have not released any design info yet as the simulator is far from ready for real world use. If I ever get around to doing any further development it would be with commercial intentions, but that won't be for a few years. Thanos - Yes I agree that synchronization will become an issue. I've seen your motion platform as well and it looks great so when the time comes I may have some questions for you! Larry - The cost as is would be upwards of $10k, although being a university project, many of our parts were donated. Javier - I have only tested the simulator in a road racing application, but the platform geometry lends itself well to any type of motion. As I'm no software expert, the trick would be finding existing simulation software for heavy machinery that has acceleration data output. Pascal - The output speed of the gearhead really depends on what type of response you want from the system. We estimated that we would want to be able to move from one extreme to the other (roll left - roll right, pitch forward - pitch back, etc) in ~0.5s which means an individual crank arm should be able to complete approximately half a rotation in that half second or 60RPM (probably a bit overkill). Ultimately it's a tradeoff between torque and speed, though, so you have to figure out what's best for your application.
Oh hell this looks like a lot of fun! The reaction time is very impressive. Nice thing about this is that all the functions of the unit are software adjustable. Great build. Id also like to know how they interpret the force feedback code from the game, Ive seen it done with some microcontrollers but just curious..
Can you PLEASE send me the exact list of everything you bought (even misc.) and how many of each? I want to make my own over time but have a F1 style seat instead of normal. Thank you and looking forward to hearing back from you.
fantastic job. I understand that the platform is an independent block and has nothing to do with the game. Is it suitable for all games or was the game developed for this platform?
Almost all simulator games can output telemetry that can be used by other programs. A simple G-force measurement is all that is needed for the 2DOF demonstration here.
It looks totally wrong from a physical point of view, imo. Besides the exaggerated rotation around the pitch axis (that someone already pointed out), the seat is not moving in the right direction when accelerating and decelerating. It should move forward during acceleration, and backward during deceleration, while this simulator is doing exactly the opposite. Can someone clarify this aspect, I mean why is it moving like that?
It doesnt go up too much, since he is driving a freaking f1 car, you pull some insane g's. In the turns, irl, you can easily peak over 2-3 g's in a corner with downforce. IDK about acceleration, but braking is insane in one of those cars too. So in some ways, its not enough.
Just like real racing man. Even a short quarter mile track with a stock car will kick a person's ass. That's the real draw to racing, the driver and their skill. The team of people that make it happen. Peeps can't say they love motorsports if they don't like driving hard on-track.
Despite belonging to the staff, that asian woman got terribly uncomfortable and had to forced herself out until the dude was done. Now imagine what YOUR wife/girlfriend will do when you fire up this thing in your living room.
I can tell you that each motor is about $600 and another 300-500 for the gear box.. A six axis controller and amplifiers.. This project isnt for the cheap
I checked your site. The cost listed total around $10,000 which is not bad though. I think if you can sell this kit at about $12,000+ that would be nice......
Well, i want order 4 Blue Tigers, but ill be waiting little bit more for this affort. If Your price will be around 15 000 $, than ill take 4 stock's of this stuff. Looking pretty awesome, and doesnt take a lot of space. Motion seems to be more dynamics and correct than BT.
I saw in the project page that was in 99% by 2013, so it already was released by now? Right, right? ** Eyes pupils changing ** SHut and take my money! Where is the buy now page?
First of all, I was very happy with how fast this item was delivered. th-cam.com/users/postUgkxYR69rUVDfF56JHQRldV2uJeXaPA9LTZW It came a day before the listed delivery date, which was super great! I was able to assemble it myself with no difficult and I am not an engineer or a put-it-together expert. The chair is super comfortable, I play video games for roughly 3-4 hours at a time and it does not make my back hurt or neck hurt. The Reclining function actually surprised me because it goes very low, you could fall asleep on it ( and in fact i have while laying on it with a foot rest for my legs). The red is a bold choice and I usually stay away but I love how the red and black contrast looks on this type of material. The wheels on this chair are very very quiet, I have wood vinyl in my apartment and there is absolutely no noise. OVERALL, I WOULD RECOMMEND or BUY IT AGAIN !
Too much motion. Unfortunately the byproduct of that much motion gives you more of the sensation that you're driving a 1980s Cadillac with soft bouncy suspension then it simulates g forces. Motion is really good for simulating elevation changes, heave, bumps, and some slight lateral movement. Less is more definitely applies here.
Squall Leonhart The way to fix that would be to mount the tracker on the chair itself, so the chair movement would be cancelled out and it would act like normal.
The monitor should stay stationary since the stewart platform reacts by compensating the movement sense, not the actual car position. So, the monitor should be detached from the platform and acts as the fixed positional reference of the observer.
Thats so damn cool! But not really realistic lol. Im pretty sure you don't change pitch in an F1 car. This setup would be epic on a space or flight sim! I want one!
+ap2pat The pitch is so that you feel the force of the turn, acceleration, and braking via gravity. The screen moves in the same manner as the seat, so there is no visual roll. When a car accelerates hard, you are pressed to the back of your seat, so to emulate that, the rig pitches back so you get the same sensation as you would in a real car. Likewise, turning and deceleration are carried out in the same manner.
Michael D Ohh I totally get it. Its just "exaggerated". lol I am just hating because I will never own something that crazy. I am happy with my sim pit.
cái này nó sử dụng trọng lực để mô phỏng lực tác động lên cơ thể người lái, nếu tăng tốc đột ngột thì người lái sẽ bị đẩy về phía sau(tăng sức ép giữa lưng và ghế dựa) nên ghế giả lập sẽ bốc đầu để mô phỏng lực đẩy đó.
I find it absolutely hilarious that this rig from 9 damn years ago looks and performs better than 90% of what is available on the consumer market as of 2023.
Companies want almost four grand for a two DOF setup right now. A setup that cannot hold a candle to the unit in this video. A proper six DOF setup is going to put you back around 8 grand once you get it in. That's absolutely absurd. The yaw2 is reasonable at four grand.
The rig above looks very nice. If a company were to make that and set up a joystick for flight sim ability, you could easily sell it for $5,000 all day long.
The yaw2 looks promising and I have one on order but their production capacity is absurd and they'll never get all the units shipped before they become obsolete.
There are competitors on Alibaba if you are willing to take a risk with that. Very good deals can be had there.
We just started building two 6dofs with my brother. I am electrical embedded SW engineer and he electronics/mechanical expert.
I can guarantee you, there is no way you build a proper a 6dof setup for under 4k. And that doesn't count the PC.
Platform Construction:
Free for us (welding, laser cuts and bends for free, only material costs)
Platform Motion:
Motors + Drivers + Gearbox = 2800-3200$
Controller = 350$
Direct Drive Wheel:
Motor + Driver = 300$
Controller = 80$
Sum it up and let me know how you want to sell it for 5k 😂
Fyi, we could save couple of hundred by sacrificing hundred hours to build our own controllers, but its not worth it.
The market dictates. If this thing was any good it would’ve been available.
Man, the things people bring forth, these days! Really blows the mind! Thanks for sharing this. I'd love one of these for my flight sim. :)
Nice synchronization of the motors... for just 2DOF data. I suppose when you use all the 6 axis you will have random motion all over the place! Good job!
Now, this is part of mine wish list! :D
Just some Nema 34 stepper motors with planetary gear boxes and some simple ball linkages. The real magic is the software.
Not nema34, these are servos with planetary gearboxes.
Add the controller and you get yourself super expensive setup.
The SW itself is not so complicated tbh. You get the forces through platforms like Simhub, send it over USB and set the angles.
What is really a lot of effort is calibration and fine tuning
Imagine this and VR Goggles...
more horrible...
Projectile vomiting!
I was inspirited by this project and eventually built one for my own. I used servo driven linear actuator instead. I found the most difficult part is the interface software to translate the g-force/angular momentum of each axis into the plateform movement. To get it move is pretty easy, to get it feel right is hard.
Hi Lee. How much did you spend? I want to build one in the future.
@@PITAH1 the most expensive part is controller and linear actuator. Cost me around 1200 USD on each actuator. So, 7200 for actuators, plus steel frame, decent computer monitors and fanatec racing wheel and pedal. I spent over 12000 plus time to tune and program your interface software. There are very limited guide out there.
@@itonylee1 oh God. That is a lot more than I thought.
Would you say this is still cheaper than an equivalent comercial ready to use product? I am Brazilian so these kind of parts would cost at least double the price here. Thanks for the info.
@@PITAH1 I heard the import duty is crazy in Brazil... If you buy the Chinese made servo motor with reduction gear set like one in this video, it will cost less. But you will still need a controller board that can drive all 6 axis together and figure a way to talk to the games you want to play and translate all these telemetric data into movement to each axises. Unless you are a geek who have fairly good background in electronic and computation, and maybe some skill on programming, buying a ready made product probably a best option for most of people. Racing telemetric is hard to simulate since there are plenty of acceleration and deceleration in each axis plus angular movement....There are some video in my channel of my built, you may want to take a look on it. It will be a really fun project if you know what to do.
I am IN China ,these hardware are very cheap here@@itonylee1
Extremely marketable design here, guys. You might as well create a multi-million dollar business.
Very well done as while the movement is rather big it's not comically overdone like so many simulators like this. Many don't realize it doesn't take all that much motion to trick the brain into thinking you're moving, especially when that's based on game physics that you're seeing in something like VR. Many systems like this with large degrees of movement become so slow that they just feel wrong as the weight transfer is much slower than it would be in a car. I've been racing for about 10 years now and have been in to sim racing for about 5. I have a small 2DOF platform that while small and only 2DOF it does a great job with racing titles and many flight sims.
Why did you decide not to use linear actuators?
Looks superb. Very compact design.
this rig looks better than most available these days . it's small , powerfull 6 dof , huge angle range .
wow this is awesome. I was considering something like this for my senior design but I dont think we'll have the budget. Looks awesome though
Where can I buy one of these and how much?
Leandro Tercette
how much?
Add Oculus and a speed controlled fan to use with the open cockpit cars lol
hmm the website is not valid anymore... did the project die?
What is the theoretical diameter of your Stewart Platform? i.e. if you draw a circle by choosing 3 of the end-links...
I think if instead of have one pair of links at the back and two diagonally out front you had the reverse you would be able to achieve a much higher simulated G force under braking just like a real car. At the moment the achievable G force is higher for acceleration than for braking. It looks like your knees are high enough for a pair of links to sit under.
How does one access the acceleration information from the racing simulator to use to send to the controllers in order to simulate the responses the video game itself is experiencing?
Does a moving car has 6 degrees of freedom in motion?
I know currently in the simulation industry it can simulate:
1. acceleration-deceleration
2. vehicle in turns
3. moving vehicle hitting bumps (heave)
4. rear traction loss.
A 6 degree of freedom simulator works for boat and flight sims. I think for driving or racing it could be overbuilt? I am open to comments.
6 degrees of freedom just means the number of inputs needed to describe the system, hence the 6 motors all having 1 degree of freedom. It has nothing to do with the things you listed.
Corey You definition definitely does not fit with the world of simulator forums, wikipedia, and the like.
Straight up definition from google for degrees of freedom. "each of a number of independently variable factors affecting the range of states in which a system may exist, in particular any of the directions in which independent motion can occur." Don't be an arrogant prick.
The online definition of 6DOF is very long I am not going to post it here.
My original post was saying this was overbuilt for a driving simulator. There were visitors and I think if they have run a flight sim it makes more sense.
Also no need to get offended. I apologize If my words caused any unpleasant feeling. It is not my primary language.
The title "6DOF ... motion simulator" tells people who are interested in motion simulator that this system can simulate 6 types of motions (which it definitely can). But for driving simulation it is over done.
From your two posts I suppose you try to say that 6 motors (1 system) work together to produce 1 degree of freedom, which you used phrases 'all having'. I don't think that answers my op.
I'm telling you without a doubt that you are wrong about what 6 degrees of freedom is implying. 6DOF is an Engineering term used to describe the number of things you need to know about a system to be able to explain its current state. each motor only has 1 degree of freedom(rotation) that you need to know to describe the whole system. so if you want to know what orientation the chair is in at any point you need to know exactly what angle the motors are at. once again, nothing to do with the motions it can simulate.
Hi there. Is there any way I can contact you regarding your academic thesis and research for this project?
How much did it cost you in parts to make this?
I've been following this on your website. Very promising. Hopefully the cost of the actuators won't put it out of the range of hobbyists(?). One thing: don't make the mistake of having only an F1'ish style of seating position. If you allow for an adjustable seating angle and a lower position of the feet/pedals (it can always be raised with an adjustable bracket), it would be a lot more universal.
Sorry about the late response on these comments, for some reason it won't let me reply to the older ones, so here goes:
DiffuCraft - I have not released any design info yet as the simulator is far from ready for real world use. If I ever get around to doing any further development it would be with commercial intentions, but that won't be for a few years.
Thanos - Yes I agree that synchronization will become an issue. I've seen your motion platform as well and it looks great so when the time comes I may have some questions for you!
Larry - The cost as is would be upwards of $10k, although being a university project, many of our parts were donated.
Javier - I have only tested the simulator in a road racing application, but the platform geometry lends itself well to any type of motion. As I'm no software expert, the trick would be finding existing simulation software for heavy machinery that has acceleration data output.
Pascal - The output speed of the gearhead really depends on what type of response you want from the system. We estimated that we would want to be able to move from one extreme to the other (roll left - roll right, pitch forward - pitch back, etc) in ~0.5s which means an individual crank arm should be able to complete approximately half a rotation in that half second or 60RPM (probably a bit overkill). Ultimately it's a tradeoff between torque and speed, though, so you have to figure out what's best for your application.
Excellent movements. That engines are?
Is the motion adjustable? Looks like quite alot
Oh hell this looks like a lot of fun! The reaction time is very impressive. Nice thing about this is that all the functions of the unit are software adjustable. Great build. Id also like to know how they interpret the force feedback code from the game, Ive seen it done with some microcontrollers but just curious..
nice. thanks for the info in the description also.
Can you PLEASE send me the exact list of everything you bought (even misc.) and how many of each? I want to make my own over time but have a F1 style seat instead of normal. Thank you and looking forward to hearing back from you.
fantastic job.
I understand that the platform is an independent block and has nothing to do with the game. Is it suitable for all games or was the game developed for this platform?
Can you say something about the torques and speeds at the output of the gearbox(es) on your actuators? Thanks!
OK this ticks all the boxes, but where can you buy one?
I think just the Smart engines (incl. gearing) used for this project are in between 7000 and 8000 dollars dollars.
is this on the market for sale if so please send me the website
What are the motors specification?
Is it possible to adjust the movement sensibility? I just don't wanna feel like I'm going to mars.
Regarding the load, what is the recommanded output roation speed out of the gearbox ?
Is this impressive project dead already?No more news after 2013?
Сколько электричества потребляет?
So its 2015 i thought you guys where just about done April 2013 i still cant buy one :(
I have it to sale.
Come to my Ytube channel first....
where do i find it only and for how much?
there is no links to your website to get those anywhere either Leandro Tercette
www.simuladoresprofissionais.com
please sideway driving video test
awesome! where can we fide it for sale?
have you tested it for drift sims by real drift riders? how far it is from real feelings?
thanks and best regards
how is something like this incorporated into a game? did you have to mess with the game code or does the game provide positional data?
Almost all simulator games can output telemetry that can be used by other programs. A simple G-force measurement is all that is needed for the 2DOF demonstration here.
Awesome sim! The setup looks however a bit dangerous and expensive. It seems that Gforcefactory has solved these issue with their new 6DOF sim.
car or jet?
I want it. It is the perfect size. Are you guys selling these? The plans? Anything :P
That looks fun!
It looks totally wrong from a physical point of view, imo. Besides the exaggerated rotation around the pitch axis (that someone already pointed out), the seat is not moving in the right direction when accelerating and decelerating. It should move forward during acceleration, and backward during deceleration, while this simulator is doing exactly the opposite. Can someone clarify this aspect, I mean why is it moving like that?
It seems to go up too much isn't it ?
Anyway, this + Oculus Rift + Hotas on Star Citizen = I won't leave my room anymore.
It doesnt go up too much, since he is driving a freaking f1 car, you pull some insane g's. In the turns, irl, you can easily peak over 2-3 g's in a corner with downforce. IDK about acceleration, but braking is insane in one of those cars too. So in some ways, its not enough.
Star Citizen hahahahah did you refund or die waiting yet ?
Guybrush Threepwood lol he just means it might be too tall
Are you releaseing any design info on this?
In the long run this has to be so tiresome. I mean it could be great for few laps but after that it's just physically exhausting.
That's the point. Maybe you just prefer coach gaming with controller in one hand a can of beer in the other hand?
"Press X to win" games are made for people like you XD
I imagine more subtle motion in something like Elite Dangerous with an Oculus wouldn't really tire you out, but add a lot to immersion.
Just like real racing man. Even a short quarter mile track with a stock car will kick a person's ass. That's the real draw to racing, the driver and their skill. The team of people that make it happen. Peeps can't say they love motorsports if they don't like driving hard on-track.
Similar to real racing, minus about 1 g of lateral and deceleration forces.
AWESOME!
Website is for sale...
Despite belonging to the staff, that asian woman got terribly uncomfortable and had to forced herself out until the dude was done. Now imagine what YOUR wife/girlfriend will do when you fire up this thing in your living room.
Omg this is incredible
I can tell you that each motor is about $600 and another 300-500 for the gear box.. A six axis controller and amplifiers.. This project isnt for the cheap
ISO(EU) specifications language would be great :)
Hi! how can I get this simulator?
Just visit my channel
but its not rotating =(
I checked your site. The cost listed total around $10,000 which is not bad though.
I think if you can sell this kit at about $12,000+ that would be nice......
Well, i want order 4 Blue Tigers, but ill be waiting little bit more for this affort. If Your price will be around 15 000 $, than ill take 4 stock's of this stuff. Looking pretty awesome, and doesnt take a lot of space. Motion seems to be more dynamics and correct than BT.
WHERES THE LINK TO PURCHASE LOLLLLLLLL
how much is it??
he said in his comment that the cost is upwards of $10k.
Anas Alami finish
Awesome.
omg I want one!
I saw in the project page that was in 99% by 2013, so it already was released by now? Right, right? ** Eyes pupils changing **
SHut and take my money! Where is the buy now page?
THIS + RIFT
The biggest problem is that the movement will mess up the motion sensors in the Rift.
***** easy enough to counter it
if only it could go 90 degrees it would be perfect
First of all, I was very happy with how fast this item was delivered. th-cam.com/users/postUgkxYR69rUVDfF56JHQRldV2uJeXaPA9LTZW It came a day before the listed delivery date, which was super great! I was able to assemble it myself with no difficult and I am not an engineer or a put-it-together expert. The chair is super comfortable, I play video games for roughly 3-4 hours at a time and it does not make my back hurt or neck hurt. The Reclining function actually surprised me because it goes very low, you could fall asleep on it ( and in fact i have while laying on it with a foot rest for my legs). The red is a bold choice and I usually stay away but I love how the red and black contrast looks on this type of material. The wheels on this chair are very very quiet, I have wood vinyl in my apartment and there is absolutely no noise. OVERALL, I WOULD RECOMMEND or BUY IT AGAIN !
we are a factory that can supply the actuator
Sweet.
Too much motion. Unfortunately the byproduct of that much motion gives you more of the sensation that you're driving a 1980s Cadillac with soft bouncy suspension then it simulates g forces. Motion is really good for simulating elevation changes, heave, bumps, and some slight lateral movement. Less is more definitely applies here.
Needs oculus rift!
+ByteMe Worldn't work.
+ByteMe Unless you could be able to disable the motion movement of oculus rift.
Squall Leonhart Indeed it would.
Squall Leonhart The way to fix that would be to mount the tracker on the chair itself, so the chair movement would be cancelled out and it would act like normal.
ByteMe read my last comment.
Hi I'm interested to know if you do something to simulation of road machines or heavy
if you could send me information mail
needs finer tunning its seems very glitchy
Now make one so I can do barrel rolls in an airplane!! It might need a seatbelt..
The monitor should stay stationary since the stewart platform reacts by compensating the movement sense, not the actual car position. So, the monitor should be detached from the platform and acts as the fixed positional reference of the observer.
no of couse it should not. The simulator simulates the G-force.
Nice...
Thats so damn cool! But not really realistic lol. Im pretty sure you don't change pitch in an F1 car. This setup would be epic on a space or flight sim! I want one!
+ap2pat The pitch is so that you feel the force of the turn, acceleration, and braking via gravity. The screen moves in the same manner as the seat, so there is no visual roll.
When a car accelerates hard, you are pressed to the back of your seat, so to emulate that, the rig pitches back so you get the same sensation as you would in a real car. Likewise, turning and deceleration are carried out in the same manner.
Michael D Ohh I totally get it. Its just "exaggerated". lol I am just hating because I will never own something that crazy. I am happy with my sim pit.
He is a dangerous driver. LOL
6000 dollar motion sense set with 200 dollar wheel and pedals
price: 50 grand
adress email please
looks like @dofreality 6DOF
Probably better for flight sims.
please! take my money !
it costs like 60 grand probably
Madre mía esto con las oculus rift
Combine this with Oculus Rift.
tooo wide movements ... no car will be go up a half meter when accelerating :-D
It's the G force that they want to replicate.
Formula baja...
Rally F1
làm gì có nghiêng cả ghế về đằng sau,xe có bốc đầu đéo đâu
cái này nó sử dụng trọng lực để mô phỏng lực tác động lên cơ thể người lái, nếu tăng tốc đột ngột thì người lái sẽ bị đẩy về phía sau(tăng sức ép giữa lưng và ghế dựa) nên ghế giả lập sẽ bốc đầu để mô phỏng lực đẩy đó.
that's not accurate at all
100 euro di postazione e si muove d avvero male sembra un caccia spaziale😅🤣🤣😂🤣
Checking again and yup, a dead project. They took the money from the backers/sponsors and ran.
Cars don't bend sideways like planes
shango thomas it's simulating gforce
Unrealistisch.Schaukelt an Stellen wo es überhaupt keinen Sinn macht
omg !!! far to much movement .... you feel like in a monstertruck and not in a formula 1 car ....
poor kick-starter donators, what did they get for there money ???? nothing in the grand scheme of things, where's the parts list or schematics???