1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

motion sim - heavy bumps at Nord - real vs virtuality! Porsche 918 Spyder Nordschleife

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Pit, Oct 13, 2014.

  1. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

    Joined:
    Oct 2, 2013
    Messages:
    3,012
    Location:
    Switzerland
    Balance:
    30,451Coins
    Ratings:
    +3,091 / 31 / -0
    My Motion Simulator:
    DC motor, Arduino, 6DOF
    I am waiting for Nord in AC. The track will be laser scanned, so all bumps and holes should be real. If you will have a look at the video you will believe, that our rigs will be out of order after one round if we get the real moves :)

    As you can see the forces on the wheel are insane, too.

    Nord begins around 2:45

    • Like Like x 2
  2. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

    Joined:
    Jan 9, 2011
    Messages:
    2,184
    Location:
    Zug, Switzerland
    Balance:
    14,797Coins
    Ratings:
    +3,322 / 11 / -1
    My Motion Simulator:
    2DOF, DC motor, JRK, Joyrider
    Here's the official Porsche Onboard footage of the 6' 57" record with the Porsche 918 Spyder Hybrid

    Most of us will have to wait for AC too, I guess! LOL
    • Like Like x 2
  3. bsft

    bsft

    Balance:
    Coins
    Ratings:
    +0 / 0 / -0
    motion doesnt need to be that violent to recreate the immersion, but its a good comparison though
    • Like Like x 1
  4. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

    Joined:
    Oct 2, 2013
    Messages:
    3,012
    Location:
    Switzerland
    Balance:
    30,451Coins
    Ratings:
    +3,091 / 31 / -0
    My Motion Simulator:
    DC motor, Arduino, 6DOF
    Indeed, but imagine that with your seat - holy shit. BTW I miss the forces of the wheel like seen in the video. The wheel is shaking as if there would be no tomorrow. Compliments to the driver of the onboard footage of the Porsche 918 Spyder Hybrid. This driver is insane and for me acrobatic feat.
    • Agree Agree x 1
  5. BlazinH

    BlazinH Well-Known Member

    Joined:
    Oct 19, 2013
    Messages:
    2,145
    Location:
    Oklahoma City, USA
    Balance:
    16,621Coins
    Ratings:
    +1,835 / 32 / -1
    If you must have Nordschleife on AC then I guess you will have to wait until its release. But you can have it now on Game Stock Car and GTR Evolution.

    Nordschleife is an add-on track for GSC and can be downloaded here. http://m3challenge.webs.com/stockcar.html
    • Like Like x 1
  6. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

    Joined:
    Oct 2, 2013
    Messages:
    3,012
    Location:
    Switzerland
    Balance:
    30,451Coins
    Ratings:
    +3,091 / 31 / -0
    My Motion Simulator:
    DC motor, Arduino, 6DOF
  7. Nick Moxley

    Nick Moxley Well-Known Member

    Joined:
    Dec 13, 2013
    Messages:
    2,779
    Occupation:
    Owner/Operator- Moxleys Rantals
    Location:
    Winnipeg Manitoba Canada
    Balance:
    17,055Coins
    Ratings:
    +2,505 / 30 / -2
    My Motion Simulator:
    2DOF, 3DOF, DC motor, JRK
    Interesting, Never seen GSC version of the Nords before, And cant say im very impressed......Particular corner's i know Snoopy worked REALLY hard on to replicate dont look anywhere close on GSC.
  8. BlazinH

    BlazinH Well-Known Member

    Joined:
    Oct 19, 2013
    Messages:
    2,145
    Location:
    Oklahoma City, USA
    Balance:
    16,621Coins
    Ratings:
    +1,835 / 32 / -1
    GSC and rFactor use the same game engine and basically the same track data. It appears Snoopy modified this track data with further enhancements for use with AC. While I’m all for realism, without ever driving or watching races on the real thing before, the GSC version seems fine from my point of view and is still a blast! The version I posted is the “tourist” version but there are several versions available so it could be that a different one was used for the modification (the original version)

    It will be interesting to see how much laser scanning will add to the tracks “feel”. It’s already quite a rough drive. If laser scanning accurately replicates every bump, then ideally, there should be a left side heave and a right side heave output also to more accurately simulate them imho.
    • Like Like x 1
  9. bsft

    bsft

    Balance:
    Coins
    Ratings:
    +0 / 0 / -0
    Depending on the data out of which ever game is played, I can feel left and right dips.
    I havent played AC for a while but I know it did.
    So does Race 07, Grid Autosport, even Dirt3 has more feel to the game.
    Well done Simtools fellas.
  10. BlazinH

    BlazinH Well-Known Member

    Joined:
    Oct 19, 2013
    Messages:
    2,145
    Location:
    Oklahoma City, USA
    Balance:
    16,621Coins
    Ratings:
    +1,835 / 32 / -1
    @bsft, I believe the left and right dips you feel is from an aggressive roll setting. Some games, like GTR2, don’t have roll and pitch output, so that’s probably why you don’t feel the dips with all games. But, to my knowledge, games that have a method to output telemetry always have surge, sway, and heave.

    Since I use a moving platform instead of a chair mover, I want to replicate actual roll and pitch angles. To feel smaller bumps, I would have to exaggerate those values making the actual angles for them larger than they should be.

    Roll may work for me like you though if I would clip the roll output after exaggerating it to still keep the maximum output angle small and if I don’t try to use it to replicate the actual roll angle at all. I don’t really like mixing roll and pitch in with sway and surge anyway on my 3dof so I only use the G forces with my platform atm. I may give that idea a try sometime though!

    But having separate left and right heave forces would be a better way imo because individual bumps would be more accurately simulated depending on their severity. Having front and rear heave forces too would be even better! With one heave output, we only get heave at the center of gravity and without distinction based on what tire is hitting what bump. But for now at least, I suppose we just have to make do with what is available to us!
  11. bsft

    bsft

    Balance:
    Coins
    Ratings:
    +0 / 0 / -0
    interesting info @BlazinH , I do set my forces individually like @eaorobbie suggests, so I seem to get individual bumps of sort when heave is on its on. But as you say, I am on a balanced pivot and not lifting a whole frame. I think that each person may just get different feel to the other depending on frame design.
    In Dirt3 with heave on its own, I forgot which track, but its a tarmac section and there is a pot hole on the left, I can drive over it and the left side reacts only to that.
    Who knows!
  12. BlazinH

    BlazinH Well-Known Member

    Joined:
    Oct 19, 2013
    Messages:
    2,145
    Location:
    Oklahoma City, USA
    Balance:
    16,621Coins
    Ratings:
    +1,835 / 32 / -1
    The heave force, when applied relative to the center of gravity as it is with games atm, is strictly an upward and downward force relative to the seat. So if you attempt to use heave on a 2dof with a pivot point, you should get a rolling/swaying or a pitching/surging motion (depending on how you set heave up), but you will not get a proper heaving motion. You will feel something that your brain may be able to associate with heave events though when combined with heaving visual inputs.

    For me, my brain doesn’t like more than one axis on the same dof because it often gets confused as to what axis is actually being felt, and to what extent the amount of motion is related to which axis. When each axis has their own dof to work on, there is a definite distinction between them, which I personally prefer, and makes for faster driving imho when you know exactly how each motion relates to the extent you need to react!
    Last edited: Oct 19, 2014