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

Seat mover plus actuators

Discussion in 'Forum and Website' started by InigoDeLaFuente, Jan 13, 2025.

  1. InigoDeLaFuente

    InigoDeLaFuente New Member Gold Contributor

    Joined:
    Feb 11, 2019
    Messages:
    27
    Balance:
    165Coins
    Ratings:
    +13 / 0 / -0
    Just curious about you guys' opinion as knowledgeable people around the subject. What's your take in having both systems on the same rig? Not taking into account the cost variable, just the depth and the detail of the feeling.
    Thinking of using only as a racing simulator probably one system would take care of the pitch/roll and the road detail and the other the forces?
    This would be an example of the system:

  2. Misanthrop

    Misanthrop Member

    Joined:
    Feb 5, 2024
    Messages:
    36
    Balance:
    226Coins
    Ratings:
    +26 / 1 / -0
    My Motion Simulator:
    6DOF
    You don´t have to understand everything. A Seatmover is good for minmal immersion, even in real sportscars the seat will move quite much because of the gforce and the seatmover will replicate this.

    Otherwise when you look at the FOV on the screens, the driver is not interested in realism.


    Racebeyondmatter on Youtube made a video where he described his simrig. 3DOF but only the pedals and seat will move and the wheelbase is static. So you get really good immersion and ofcourse, for the most people this will be enough.
    • Like Like x 1
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,234
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    149,078Coins
    Ratings:
    +10,928 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    For very pragmatic physics based reasons all simulators are limited approximations of the real world.

    That does not mean simulators are useless.

    Rather, even though the most expensive F1 team simulator will not recreate all real world forces, what a simulator can do is recreate a 'feel' that is realistic enough to inform desired changes to the likes of actual very expensive F1 cars.

    That said, different F1 drivers, or pilots, are more comfortable than others in doing so, Hamilton being an example of one of those top notch drivers who is not comfortable with sims, while Verstappen sits at the top of both virtual and real race rankings, and is dedicated to both.

    Any sim is limited by the modeling and telemetry it relies on, which in gaming is unlikely to be perfect, and trades some degree of fidelity and accuracy over the real world based on design and other choices, including cost.

    So, considering the "depth and the detail of the feeling" of any particular design it is always a compromise, with the real question being does a sim meet the desired objectives, which in many cases in the DIY or consumer space is just about having fun and 'feeling' as though we have experienced something that we will never do IRL, as it is unlikely that any of us are using our rigs to make meaningful changes to real world cars and planes, though we can perhaps enhance whatever are our personal skills, to a degree, though in most cases not based on comparative real world experience as would a fighter pilot or F1 driver.
    • Like Like x 1
  4. InigoDeLaFuente

    InigoDeLaFuente New Member Gold Contributor

    Joined:
    Feb 11, 2019
    Messages:
    27
    Balance:
    165Coins
    Ratings:
    +13 / 0 / -0
    Thanks for your answers. I get your point, my curiosity goes more in the direction of questioning if the two motions joined provide a feeling that in separate may be and are satisfactory to a measure (whatever you feel that may be and as you correctly said, whatever the softwares are able to provide in the first time). Or in contrast, if one´s "illusion" negates the other´s.
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    21,234
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    149,078Coins
    Ratings:
    +10,928 / 54 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Current gen F1 sims take that sort of idea to the next level, but also incorporate much larger and more complex lateral axis possibilities:


    But do note that Max Verstappen does not use a motion rig for competitive sim racing, in other words sim rigs tend to be more about immersion for online experiences, as opposed to a race sim that is plugged into the development and data pipeline of the real world race team.
    • Like Like x 1