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Something new... Motorcycle DIY Project

Discussion in 'DIY Motion Simulator Projects' started by Demitsuri, Feb 8, 2016.

  1. Demitsuri

    Demitsuri New Member

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    Hello everyone! Im a big fan of motorcycle racing, but now, at winter, when i cant ride on my bike, i play alot to the gp-bikes simulator.

    I'm very new to Motion Platforms, so, i hope somebody from this great forum can help me with my questions.

    I have a idea, to create a motion simulator of bike with low cost.

    I create a project, and workining on them.

    Im attaching my sketch of 2 dof projetc, based on Wackelstuhl sketch

    Now im thinking on the problem. how i can add third dof, and i will be very happy, if someone can advice me.

    I get most ideas from those youtube video, 8 years old :)

    upload_2016-2-8_4-37-9.png
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  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  3. Demitsuri

    Demitsuri New Member

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    I have a problem with rearsets (footpegs) for this moment.

    As you can see at the screenshot, with big lean angle, footpegs has collision with main support stand.

    If you can take me advice with it, i will be thank you very much

    Attached Files:

  4. bruce stephen

    bruce stephen Hammer doesnt fix it, must be electrical

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    great idea quite a large project. very much luck i look forward to your work.
  5. Demitsuri

    Demitsuri New Member

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    Yes! Thank you, i 'm already read it, but unfortunatly most of the bike sims has only 1 dof, biggest problem is high center of mass, im my project, im make center of mass lower, by installing the universal-joint trunnion just under the tunk (or seat) i cant make desicion yet.

    So with those construction, you can use weaker motors, as i think.


    Also, if anyone can give me link with information about wiper motors or another cheap ones, i will be very happy. Already thank you.

    Attached Files:

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  6. Demitsuri

    Demitsuri New Member

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    Today i add yaw dof, and connect my sketchup 2016 project to simtools.

    Unfortunatly, i cant uderstend, which power motors i need to use. If you can help me, please.

    Already thank you!

    upload_2016-2-8_14-2-14.png
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  7. Demitsuri

    Demitsuri New Member

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    Hello again! How do you think, is it will be strong enuuth, to use construction profile in those frame building? Or bolt-on connections is too weak?

    Thank you!
  8. Bernd Manger

    Bernd Manger Active Member

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    Hello Demitsuri,
    I'm a motorbike driver too, and i don't want to stop your enthusiasm, but in my opinion it is impossible to build a realistic motorbike simulator. While driving a real motorbike there is always a downforce that presses you straight into your seat, even if you drive a curve. (white arrows in following pictures)

    motobike curve position.jpg

    So how will you simulate that. If you sway (roll) your sim in a curve, you will only feel a force (following the red arrow in the pic above) that let you slip off your seat sideways.
    The same problem consists at building a sim for jet fighters (not for slow moving airliners).
    So if you want to build a realistic sim, it is better to build a car simulator.
    • Agree Agree x 4
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  9. Demitsuri

    Demitsuri New Member

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    Thank you for advice! :) Im absolutly confirmd with you, but i will try it anyway
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  10. Rastus

    Rastus Active Member

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    @Bernd Manger just a thought on a curve when your leaning wouldn't "heave" simulate the lateral g force to a certain extent, providing of course it was present in the game. It wouldn't last long enough on a long sweeper, but let's face it the same applies to a car sim for sway and it's not too bad. You get the initial effect. Dunno!!
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  11. Pit

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

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    I would have a solution *lol* as Bernd said the forces are very important on a bike I suggest not to turn or move the bike, I would move the displays and the floor as well. Let's go fooling the brain!!
    motobike1.png
    motobike2.png
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  12. RacingMat

    RacingMat Well-Known Member Gold Contributor

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    @Pit : I like your out of the box thinking! +1
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  13. Bernd Manger

    Bernd Manger Active Member

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    Basically this thought isn't bad, but the time is definitely too short. A curve can last several seconds, so the sim
    should be mounted on a vertical carriage and lifted up and down. (But who has such a high room ? :()

    This idea is realy worth a thought, combined with moving for accelerate/brake and up/down(for road bumps).

    But there is another problem. Motorbike riding is a very physical thing.
    The higher the speed, the harder it is to lean the bike into a curve. That's because the turning wheels create a centrifugal force. To initiate a curve, you've got to push/pull the handlebars and that force (not any movement in the steering head) forces the bike into banking. So you've got to find (build) a handlebar for the sim whith pressure transducers. Perhaps it is possible to use a part of the drivers force to mechanically move the display/floor as Pit said.
  14. Pit

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

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    Of course it is NOT easy to find a working concept, but you can combine different things like a small sway on the bike AND lifting the "floor"/ moving the displays, you have to use some feedback elements on the bike such like a mass simulation etc. But iMHO we all agree that the common well known bike simulator does not reflect in any kind a real situation, so if there is any time and money why not to pursue exceptional paths by the search for new ideas and perspectives. I am building since 3 years and I am still not ready and my rig is very uncommon :)
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  15. Pit

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

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    PS: there are some minor things we shouldn't forget: the FOV of the game is not coherent with the moving of the displays (if we use the standard FOVs), I know games like Assetto Corsa support all kind of FOVs including a rotation of the sway axis.
  16. Bernd Manger

    Bernd Manger Active Member

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    Last edited: Feb 4, 2017
  17. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Great work @Bernd Manger, that really brings @Pit's idea to life!

    Personally I think VR does the same thing in a totally immersive way.

    I recently got to try a nice little motorbike demo in VR that @jangomoose made. @jangomoose did want to test it with the Joystick motion plugin but unfortunately I will not be able to do that until I can change the internal usb hubs that jointly do the JRKs and peripherals, as the Joystick plugin does not play well for me when all the other peripherals are plugged in at the same time. While it won't have the centrifugal force I do think a motorbike would be a good experience in VR with roll, sway, surge and importantly heave. Actual heave would be closer to the haptic type of feel you get when cornering a bike, that slight give you get with the centrifugal force and the undulating surface of a corner.
  18. Pit

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

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    One more idea how to simulate g-forces while cornering, if the bike and the screen is sticked on sway and surge tables as I tried to build there would be an impressive feedback given to the driver. Furthermore you can implement two motors one at the front and one at the back to simulate a wheelie and hard braking actions. A yaw or extra1 option to swerve back and forth would complete the immersion.
  19. RacingMat

    RacingMat Well-Known Member Gold Contributor

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    Maybe it would be interesting to follow the same thinking as seat-movers? only the bike on the table and not the screen
    in this case (screen on the ground), while you're braking, you're getting closer to the screen! it should be really impressive :eek:
    Am I finishing with my head in the screen?
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  20. Bernd Manger

    Bernd Manger Active Member

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    Forget about any sideway movements to a motorbike rider. There are none. A motorbike is always upright, even if the street is tilted left/right. Even by traction loss in a curve the movement goes more downwords than sideways.

    This is indeed a good idea to improve the right feeling.

    The main problem in my opinion is still the missed feeling if you lean the bike into a curve or from curve to curve in a s-curve. If this must be done quickly, its realy hard work.
    You told about mass simulation. How do you think this can be realised ?
    I can imagine to build (or buy?) a gyroscope to imitate the centrifugal force of the front wheel and couple it to the handlebar.

    In my animation the screen is on the ground. This is indeed the only way to keep the illusion for road bumps, accelerate/brake and wheelies. For curves it is important to turn the screen in unison with the floor.
    I've tested it with my software.
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    Last edited: Feb 11, 2016