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Flight Sim DoF Priorities

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Origamikid, Mar 25, 2015.

  1. Origamikid

    Origamikid New Member

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    I'm in the conceptual stage of a new design and I'm curious what this community believes is the ranking of importance. On my sketches right now I have roughly +/- 60 deg roll and +/- 30 deg pitch; I'm trying to see if I can make a compact design that is passable as a normal office chair when not in motion. However I've never owned a motion sim so I don't know where the different "break points" are in tiers of experience.

    Feedback welcome.
  2. bsft

    bsft

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  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  4. Origamikid

    Origamikid New Member

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    Hmm, I'm going for a similar movement to a joyrider (center of rotation above CG). I'm not sure what range I need but it's intended for space/combat flight sims so my intuition was to get the roll somewhat strong. If I could afford a continuous rotation I'd honestly be trying to do that! If I went to 3 DoF what is next in importance?
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The 3DOF priority for a flight sim would be heave.
  6. Origamikid

    Origamikid New Member

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    Thanks for the help. Heave seems very tricky on a budget, I might just have to leave it out for version 1. I also think I mis-estimated and could get about 30 deg pitch total, not each direction so hopefully that's enough.
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Last edited: Mar 25, 2015
  8. Origamikid

    Origamikid New Member

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    Do you think there is any special considerations that could be made to optimize it as a space sim? Besides of course putting it on a gryo platform to simulate 0 g which is WAY beyond my budget (space and $).
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    For a space sim the most important thing is how the forces are done in the plugin. As an example @value1 has done a great job of the Elite Dangerous plugin.

    I think VR is an obvious choice for a space sim.

    Design wise consider things that can be made to give additional sustained motion cues, like the race harness, as that and something like my quasi surge table together can simulate a sustained 'burn' type effect for a space sim.
  10. Origamikid

    Origamikid New Member

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    Do you have a link for the quasi surge? Not quite sure what that would be.
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Last edited: Mar 26, 2015