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Question Looking for advice on construction of Seat-based Traction-Loss

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Zakariyah, Dec 22, 2024.

  1. Zakariyah

    Zakariyah New Member

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    My Motion Simulator:
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    After exploring options to add a TL-construction to my rig, I have ceased the idea due to limited space available. Alternatively, I am now looking into options using a lazy Susan below my race seat to give me TL.

    I am looking for advice on the following questions (illustrated by attached picture):
    • A: where best to locate the pivot point of the lazy susan?
    • B: does the distance between the two pivot points (lazy susan on one side and the pivot point of the linear guide stage rail on the other side) have any impact on the functonality of the traction loss immersion?
    • C: does stroke matter and if so, is larger better? My assumption is that it doesn't have to be a large stroke to give one the correct TL "feeling". What stroke would you recommend?
    • would it make sense to built in an opion to move the lazy Susan below the seat to explore best pivot point and if so, any suggestion how this could be done?
    Seat TL Construction.jpg
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Just to be clear, if the rotation point is below the seat the axis will be yaw, while TL has the rotation point forward of the seat, normally around the feet. The effect of each is not the same.
  3. Zakariyah

    Zakariyah New Member

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    Thanks for your response! Independently of the name, that would make literally most TL installations on sim rigs to "yaw" builds, as most TL pivot points are in the middle of the rig (so slightly in front of the seat).

    The big difference I see is that with a platform TL, your feet/pedals also move in the direction of the front, which does not happpen with a seat TL.

    May I conclude that in your opinion, a pivot point as far forward as possible in front of the seat would give me the best traction loss immersion?
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    • Like Like x 1
  5. Jodino

    Jodino New Member

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    Hello, if you use a straight c move, the black arrow wil become longer. Your movement will fail. Make sure there is a slider at one end of black. I see others use a push/pull rod combined with wheels following the arc of the movement.
  6. Map63Vette

    Map63Vette Active Member

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    Are your pedals and controls attached to your seat? If not I think it would be a very strange feeling to have your seat rotate under you while you are still operating fixed controls. I don't think it would give the feeling you're looking for, even if it was pretty far forward.
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  7. Misanthrop

    Misanthrop Member

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    TL makes only sense when you turn your whole Rig.

    Best Pivot point is under the screen, so your FOV will not change.

    The length of the actuator depends on how far away from the pivot point you set it and what angle you want to achieve with TL.
  8. cfischer

    cfischer Active Member Gold Contributor

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    Last edited: Feb 2, 2025
  9. Jango

    Jango Member

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    To add on that,

    I believe that you are referring to 'Ackermann steering geometry'
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The Ackermann steering geometry is a geometric arrangement of linkages in the steering of a car or other vehicle designed to solve the problem of wheels on the inside and outside of a turn needing to trace out circles of different radii: https://en.wikipedia.org/wiki/Ackermann_steering_geometry

    The circumstance in our rigs is different in terms of being an axis pivot point location for rotation in motion simulation, and the perceived user experience of that.
    • Like Like x 1
  11. Aerosmith

    Aerosmith Active Member

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    A good example how the pivot point for traction loss should be placed can be found here.
  12. Map63Vette

    Map63Vette Active Member

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    The easy way to think about it is imaging sitting in a car and having the back end loose traction and start sliding. The car is going to pivot about the front axle. Now picture where you sit in relation to the front axle. On the vast majority of cars, the front axle is going to be ahead of your feet by some amount. On some mid engine cars it's possible your feet could be in front of the front axle, but it's not super common as crash standards typically like the crumple zone to not include your feet. Large cab forward trucks might have you sitting on top of or even in front of the front axle, but again, these are less common and probably not what most people are building a simulator for (at least not one concerned with traction loss).