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Want to start my 2dof rig obutto rev on 4 scn5's

Discussion in 'DIY Motion Simulator Projects' started by trent, Mar 22, 2014.

  1. trent

    trent New Member

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    My Motion Simulator:
    DC motor, 6DOF
    Hello all. I want to mount an Obutto Rev on 4 scn5's(what kind of rig is this called? as opposed to chair mover). This is similar to ministrinity's rig but I want the front end of the obutto on the platform as well, and using scn5's instead of d-box actuators. No monitor stand will be attached. I want to use the obutto chair support as well but replace the seat with a GS-4 G-seat.
    My questions are: Will the scn5's handle the weight? Gs-4 seat = 52 lbs.(24 kg)
    +obutto =150 lbs.(68kg)
    +me =200lbs.(91kg)
    ??? +platform =40 lbs.(18kg)

    total =442lbs.(200kg)

    Will the scn5's create a good heave effect having a 400mm/s response time if I order a 150mm stroke as opposed to a 50mm stroke.

    The only item I actually have purchased so far is the GS-4.

    I own the oculus rift and just ordered the 1080P oculus which according to oculus will be shipping in July. I know that menu's and in-game huds don't work with oculus perfectly yet. But I will be betting in a year or 2 I-racing and flight sims will be awesome with it.
    Thanx for any help.
  2. trent

    trent New Member

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    My Motion Simulator:
    DC motor, 6DOF
    I am using good heave effect as a relative term, I just watched a video of Blazinh's awesome rig, which probably moved up and down by a foot.

    I am in my late forty's and if I had a foot of heave it would probably make me heave.(and sore the next day)

    I was just wanting to know from you people with experience, would getting the 150 mm stroke actuators let me feel any kind of extra dip and rise in racing sims, or momentary lift in flight sims?
  3. bsft

    bsft

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    scn5 are only rated to max 10kg, so that rules them out.
    SCN6 would be the better option, but they are not cheap. And they are rated to 30kg max I think each.
    Which brings you back to how the heck do I move a full frame.
    DC motors and or home built actuators. Yes Blazinh sim is impressive but a little over the top for motion. I am sure he will disagree. Nice sim he has, too much motion for my liking though.
    12v DC motors with 50:1 gearbox would move 40 kg each, and with a decent lever, you would get about 200mm per second travel.
    Going back a step, even a 50 rpm wiper motor can generate sufficient motion on a race profile, so 150mm per second is a piece of cake.
    Does that help as a start?
    Cheers, David.
    And dont worry about age, @Rastus is the youngest at heart member here.
  4. trent

    trent New Member

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    My Motion Simulator:
    DC motor, 6DOF
    yep, thanx.
  5. BlazinH

    BlazinH Well-Known Member

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    I won’t disagree you have the right to an opinion of your own @bsft. I just wish you could actually experience it for yourself before making a definite conclusion. I must remember that myself when I make statements about designs I haven’t actually tried! How do you know it’s over the top for you? The truth is that when the screen fills your vision almost completely and moves with the platform, and you’re not influenced by outside distractions, the motion doesn’t feel like much at all. I guess that’s because even though I have a lot of movement, it’s still nowhere close to simulating the real sustained g forces so it feels weak in reality. The frame of my rig allows me to put the entire platform under cover if I wish. But I actually prefer it without because it seems like more motion when I can see other things that are stationary with my peripheral vision. I am somewhat making the case for a fast tactile chair mover design where you just feel quick but non-sustained g forces for racing (remember my platform was originally designed only as a flight simulator). The mass of my platform (450 lbs with me on it) takes a lot power to overcome the inertia of acceleration so it’s not great at high frequency feedback although I do have some. So I think I will replace my pitch only seat movement with a full seat mover design at some point so I can experience better tactical road responses as well as sustained forces. When the axis values are set to a large number for a lot of movement like I have now, the higher frequency movement is all squished at the bottom and looses a lot of resolution. Therefore, I will extract the roll and pitch values twice, one set for low frequency sustained forces, and one set for high frequency tactile forces.

    I’m curious to know how good you feel the push back of the road with a 2dof seat mover though. I assume you are incorporating some heave in with your roll and pitch values? It’s a lot easer to drive when you have heave feedback and can feel the “weight” of your vehicle. I know exactly where every substantial bump and hill in the road is. If I’m making a hard turn, and there is a big bump in the road, I know exactly when to make a quick adjustment of the wheel to keep better control of my car. And like at the end of the long mostly straight away at Essington; there is a drop off in the road immediately followed by a hard right turn. It you hit it a little off, you will end up in a spin out! Can you still feel that satisfactorily with a 2dof design?

    How about this for over the top? (I’m sure you have seen it already though).


    Looks like fun but I don’t think I would be feeling very comfortable on it!
    Last edited: Mar 23, 2014
  6. bsft

    bsft

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    True @BlazinH , there are no such simulators around here like that. I can only go on the word of yourself and or people like @eaorobbie because he has played on big throw sims. The only ones nearby here are a crappy dbox unit in town and a bad setup motion SCN5 seat mover. All commercial and motion not really set for maximum performance or feel as 99% of people using the machines are non motion sim users.

    I use 5 forces on my seat mover - sway, surge, heave, pitch and roll, and I seem to get good results in motion, especially with tracks like nurburgring nordschleife as it have drops, lifts, rolls, basically all over the shop motion, so yes, I can know to correct when the car hits a drop and I have a split second of "hang on for this".

    I have been through a heap of designs from full frame, including a joyrider with screen on, and static full frame as well as seat movers. Granted I never got past a 2DOF though.
    I did come up with a comparison between seat mover and full frames. I like a seat mover because of more accuracy (I think) in motion, but a full frame is a heap of fun, when its set right. Last full frame I had was the foot motor sim and because of its design, the surge angle was 7 deg total , but sway was 17 deg total angle, a real "hang on" experience even with the sway set lower.
    Getting off tangent here, @trent , if he can , get out and see if there is some hire places he can try them out on.