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

Design question relating to Speed/travels/CG/point of rotation

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Alita588, Feb 1, 2016.

  1. Alita588

    Alita588

    Balance:
    Coins
    Ratings:
    +0 / 0 / -0
    Hi all I'm new here and haven't found a couple answers I'm looking for so if it's already answered please let me know.

    I'm planing on doing a 6dof motion simulator. I already have PC and controllers. I have a fairly limited budget (<$3k) and power (120v 15amp) at my apartment so will have to stick to low power solutions like dc 200w-300w worm drive motors. I'm planning on making a system for flight and racing sims.

    Questions:
    1) How important is speed of motion vs distance of travel? I don't need to feel every pebble in the road as I think a tactile transducer will handle higher frequancy motion better. Is this a fair assumption?

    2) How important is it to have the riders CG aligned with the point of rotation? The idea being that for rotation it would be better to rotates the rider and not tilting the platform to the side. Not sure if that makes sense.

    :)
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,153
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,604Coins
    Ratings:
    +10,909 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    1) In my view speed and accuracy of movement are particularly important if VR is to be used with motion, as the worst thing you can have in VR is lag between what you see and what movement your brain expects.

    2) See @SeatTime's comment here that it is important to align them: http://www.xsimulator.net/community...tors-mms-and-arduinos.6948/page-21#post-96569
    • Like Like x 1
  3. Alita588

    Alita588

    Balance:
    Coins
    Ratings:
    +0 / 0 / -0
    Good point. Yes VR will be used not a monitor. Yeah accuracy is very important. I would like a clean experience.

    When you say speed do you mean response time or the speed the simulator moves. I assumed the speed of motion would produce larger simulated effects/g-forces no?
  4. Alita588

    Alita588

    Balance:
    Coins
    Ratings:
    +0 / 0 / -0
    Regarding #2. thanks for the link that was the exact answer I was looking for. Looks like my assumption was correct. :D
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,153
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    148,604Coins
    Ratings:
    +10,909 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    By speed I mean the linear speed of what you use to drive the simulator, it can be a bit subjective but generally speaking above 200mm+/sec is a good ballpark if you are considering VR, of course design also matters: http://www.xsimulator.net/community/faq/speed-needed-for-good-motion.218/