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Motion Sim w/ Surge & Traction Loss

Discussion in 'DIY Motion Simulator Projects' started by Boomslangnz, Oct 26, 2014.

  1. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    My Motion Simulator:
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    Back home now after 4 days of work on simulator. Unfortunately the motor mishap means I couldn't get it running this weekend as we didn't have the arms made for the 50:1 motors yet however we did finish building the frames. Ill be back up in 3 weeks and hopefully get a bit more done!

    Pics show current state
    • Like Like x 2
  2. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    My Motion Simulator:
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    also a little video showing how surge and traction loss moves

    • Like Like x 5
    • Creative Creative x 1
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    You have had one hell of a productive weekend @Boomslangnz, great work and thanks for the video, I really wanted to see the linear rails in action!
    • Agree Agree x 1
  4. Pit

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

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    My Motion Simulator:
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    Really professional craftsmanship, I would be happy if I could do at this high skill level :)
    The only one remark (which is no criticism really, only an opinion of my impression at all) depends the design, I wonder about the relationship of surge - traction loss. If the seat moves [EDIT] back [/EDIT] (eg. while braking) the TL radius will get wider. Dunno how much this will result effectively. Further surge reduces/extends the distance to the screens if the latter is not mounted on the rig, ergo this has a influence of the FOV.
    Please do not misunderstand my intention, I would do it the same if I could do so :) Mostly our sims are compromised designs, advantages and disadvantages have to be gauged to each other or better said: we have to balance pros and cons
    • Like Like x 1
    • Agree Agree x 1
    Last edited: Apr 7, 2015
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    @SeatTime would be well placed to advise, given his current sim has surge and traction loss.
    • Agree Agree x 1
  6. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    No worries at all. We discussed how to do the design for awhile to be honest and alot of it is trial in error I guess. Fov shouldn't be affected really as I'll be using oculus rift as my main device

    and yes there was some talk about the surge affecting TL but hopefully it works ok, seems too at the moment
  7. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
    AC motor, Motion platform
    My setup uses a seatmover and not a full frame, so it is not quite the same. Originally I had my monitor moving with my surge/traction loss - so obviously no change in FOV. When I went to Oculus - due to the flexing/shaking of the frame I had to mount the camera off the rig, so you do notice a slight change in FOV (like you are moving your head forward and back) with surge, but I don't notice anything with traction loss. I like using the Rift so much (especially now with sweetfx) that I have got use to it. Haven't bothered upgraded anything on this sim to fix it, as I am building a whole new sim.
    • Like Like x 1
  8. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    My Motion Simulator:
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    made another trip up and did a little more work. Still hadn't made the ctc lever etc for the 50:1 motors so couldn't get it running still however spent the time adding some stuff such as a harness and a monitor mount and camera mount for oculus with ability to remove off rig if needed. It slides into front of traction loss frame.

    Last bits and pieces are being made while im away and it will be ready for me to finally wire everything up when Im next up so pretty happy to finally have everything basically built now. Im pretty tired after the weekend, a lot of work has gone into it now so hopefully its worth it in the end

    Ill upload pics later if ive got time
    • Like Like x 1
  9. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    Pics uploaded

    Attached Files:

    • Like Like x 1
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Looking good @Boomslangnz.

    Once you get it moving you should try attaching the shoulder belts to the base via something with a little give, like springs as seen here: http://www.xsimulator.net/community...9qa.jpg&hash=e33232bdb1aa5181e52cc6461429519f

    That way the movement of the seat adds additional motion cues via the harness. You don't have to get fancy to try the effect. My temporary arrangement on my sim is a couple of bungy cords, as I am stil messing with other aspects of the harness. Try it and judge for yourself.
    • Like Like x 1
  11. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I am not sure. I am only guessing but a trampoline spring may be a bit too firm.
  13. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    new question fellas, just to make sure on these

    This is all I have to do on these HP 700w server power supplies?

    Just a jumper between those points and run my main 12v as per soldering

    Attached Files:

  14. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    nevermind found info on it and yes I was all correct.
    • Like Like x 1
  15. francky foor

    francky foor Member

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    [QUOTE = "BSFT, poste: 63250, membre: 4876"] ces jours, il utilise trois écrans de projection, et qui distingue vraiment le profil pour lui jeter autour.
    [MEDIA = youtube] beyqnTBlMSU [/ MEDIA] [/ QUOTE]
    affable
  16. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    does anyone know if Oculus Rift etc will work with SLI etc? Im just buying new PC for this motion sim and wondering if its worth getting a second gtx 970 later
  17. EFFalcon

    EFFalcon New Member

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    My understanding on the SLI aspect was that it increased latency and caused some issues in certain titles.

    There was a bunch of discussion on the Oculus forums as i was looking at it for Assetto Corsa
  18. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    hmm ok interesting

    It costs me around $350 extra to go to a gtx 980 vs $150 extra for SLI motherboard and cost of extra 970 in a year or two once a lot cheaper but I saw in benchmarks the 970 SLI was far better then a single gtx 980. However its not worth it for me if its gonna set disadvantages for SLI with latency etc as you said so might change my mind
  19. EFFalcon

    EFFalcon New Member

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    I'd be holding off until CV1 is released before making too significant choices in hardware, I'm battling away on older hardware with my DK2, CV1's higher specs are better looked at when its released and comparing to the hardware thats available at that point in time.

    not to mention driver support
  20. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Thus far SLI has been problematic for VR because of induced latency. Nvidia and AMD are working on VR related improvements in the next gen cards, so to pays to wait for a while before investing in current gen hardware.

    The Oculus recommended specifications for CV1 have been announced and are more modest than many expected, including a single graphics card, though the specs still represent a fairly powerful system: https://www.oculus.com/blog/powering-the-rift/

    While these are the recommended specifications you can expect game developers to push the graphical boundaries, including taking advantage of new GPU capabilities once they are available.