Ran a simulator--didn't like it
#16
Rennlist Member
Some computer whiz kid wrote a software code to improve signal rate of Iracing to the DD wheel from 60Hz to 360Hz. Dont ask me for anymore explanations!!!
Result is lot more 'detail' at the wheel. It brought my DD wheel to life. You can power slide a skippy car on the sim effortlessly now. There is thread on iracing forums>hardware>irFFB. There is instructions about downloading the 3rd party software and tuning. It replaces the Nm slider in iracing with more details tuning options. Hope that helps
Result is lot more 'detail' at the wheel. It brought my DD wheel to life. You can power slide a skippy car on the sim effortlessly now. There is thread on iracing forums>hardware>irFFB. There is instructions about downloading the 3rd party software and tuning. It replaces the Nm slider in iracing with more details tuning options. Hope that helps
#17
Rennlist Member
I used to build DoD flight simulators back in the day, a few things to note here:
1) If the motion and visual inputs are not synchronized you will blow chow (I think Peter mentioned this). We could delay the video by 500 ms and cause even the best pilots to get sick.
2) I haven't seen a motion based race simulator but unless they are doing the motion backwards it's nothing but a Disney ride. When you are in a full globe (flight simulator) the motion is actually backwards. Tilt the stick to the left and everything rolls to the right, this way you feel g's pulling you to the right while making a left turn (since you and the horizon are rolling together to the right you don't see this visually, you just feel the g load). To pull this off you have to be completely immersed - which I suspect VR goggles may get us to at a good price. The feeling of all this gives you great sensory inputs when done well.
3) The control inputs have to be synchronized with the whole system, otherwise it feels fake. You load up a wing you should feel it in the stick (after all THAT's what they are trying to get you to learn in the simulator), a car simulator should do the same thing.
FWIW - The last simulator I worked on costs around $25M, it's amazing how close we can get to that today for $10K.
1) If the motion and visual inputs are not synchronized you will blow chow (I think Peter mentioned this). We could delay the video by 500 ms and cause even the best pilots to get sick.
2) I haven't seen a motion based race simulator but unless they are doing the motion backwards it's nothing but a Disney ride. When you are in a full globe (flight simulator) the motion is actually backwards. Tilt the stick to the left and everything rolls to the right, this way you feel g's pulling you to the right while making a left turn (since you and the horizon are rolling together to the right you don't see this visually, you just feel the g load). To pull this off you have to be completely immersed - which I suspect VR goggles may get us to at a good price. The feeling of all this gives you great sensory inputs when done well.
3) The control inputs have to be synchronized with the whole system, otherwise it feels fake. You load up a wing you should feel it in the stick (after all THAT's what they are trying to get you to learn in the simulator), a car simulator should do the same thing.
FWIW - The last simulator I worked on costs around $25M, it's amazing how close we can get to that today for $10K.
#18
Rennlist
Basic Site Sponsor
Basic Site Sponsor
Join Date: Jun 2008
Location: Durham, NC and Virginia International Raceway
Posts: 18,684
Received 2,841 Likes
on
1,672 Posts
I used to build DoD flight simulators back in the day, a few things to note here:
1) If the motion and visual inputs are not synchronized you will blow chow (I think Peter mentioned this). We could delay the video by 500 ms and cause even the best pilots to get sick.
2) I haven't seen a motion based race simulator but unless they are doing the motion backwards it's nothing but a Disney ride. When you are in a full globe (flight simulator) the motion is actually backwards. Tilt the stick to the left and everything rolls to the right, this way you feel g's pulling you to the right while making a left turn (since you and the horizon are rolling together to the right you don't see this visually, you just feel the g load). To pull this off you have to be completely immersed - which I suspect VR goggles may get us to at a good price. The feeling of all this gives you great sensory inputs when done well.
3) The control inputs have to be synchronized with the whole system, otherwise it feels fake. You load up a wing you should feel it in the stick (after all THAT's what they are trying to get you to learn in the simulator), a car simulator should do the same thing.
FWIW - The last simulator I worked on costs around $25M, it's amazing how close we can get to that today for $60K.
1) If the motion and visual inputs are not synchronized you will blow chow (I think Peter mentioned this). We could delay the video by 500 ms and cause even the best pilots to get sick.
2) I haven't seen a motion based race simulator but unless they are doing the motion backwards it's nothing but a Disney ride. When you are in a full globe (flight simulator) the motion is actually backwards. Tilt the stick to the left and everything rolls to the right, this way you feel g's pulling you to the right while making a left turn (since you and the horizon are rolling together to the right you don't see this visually, you just feel the g load). To pull this off you have to be completely immersed - which I suspect VR goggles may get us to at a good price. The feeling of all this gives you great sensory inputs when done well.
3) The control inputs have to be synchronized with the whole system, otherwise it feels fake. You load up a wing you should feel it in the stick (after all THAT's what they are trying to get you to learn in the simulator), a car simulator should do the same thing.
FWIW - The last simulator I worked on costs around $25M, it's amazing how close we can get to that today for $60K.
#19
Rennlist Member
Thread Starter
Some computer whiz kid wrote a software code to improve signal rate of Iracing to the DD wheel from 60Hz to 360Hz. Dont ask me for anymore explanations!!!
Result is lot more 'detail' at the wheel. It brought my DD wheel to life. You can power slide a skippy car on the sim effortlessly now. There is thread on iracing forums>hardware>irFFB. There is instructions about downloading the 3rd party software and tuning. It replaces the Nm slider in iracing with more details tuning options. Hope that helps
Result is lot more 'detail' at the wheel. It brought my DD wheel to life. You can power slide a skippy car on the sim effortlessly now. There is thread on iracing forums>hardware>irFFB. There is instructions about downloading the 3rd party software and tuning. It replaces the Nm slider in iracing with more details tuning options. Hope that helps
I used to build DoD flight simulators back in the day, a few things to note here:
1) If the motion and visual inputs are not synchronized you will blow chow (I think Peter mentioned this). We could delay the video by 500 ms and cause even the best pilots to get sick.
2) I haven't seen a motion based race simulator but unless they are doing the motion backwards it's nothing but a Disney ride. When you are in a full globe (flight simulator) the motion is actually backwards. Tilt the stick to the left and everything rolls to the right, this way you feel g's pulling you to the right while making a left turn (since you and the horizon are rolling together to the right you don't see this visually, you just feel the g load). To pull this off you have to be completely immersed - which I suspect VR goggles may get us to at a good price. The feeling of all this gives you great sensory inputs when done well.
3) The control inputs have to be synchronized with the whole system, otherwise it feels fake. You load up a wing you should feel it in the stick (after all THAT's what they are trying to get you to learn in the simulator), a car simulator should do the same thing.
FWIW - The last simulator I worked on costs around $25M, it's amazing how close we can get to that today for $10K.
1) If the motion and visual inputs are not synchronized you will blow chow (I think Peter mentioned this). We could delay the video by 500 ms and cause even the best pilots to get sick.
2) I haven't seen a motion based race simulator but unless they are doing the motion backwards it's nothing but a Disney ride. When you are in a full globe (flight simulator) the motion is actually backwards. Tilt the stick to the left and everything rolls to the right, this way you feel g's pulling you to the right while making a left turn (since you and the horizon are rolling together to the right you don't see this visually, you just feel the g load). To pull this off you have to be completely immersed - which I suspect VR goggles may get us to at a good price. The feeling of all this gives you great sensory inputs when done well.
3) The control inputs have to be synchronized with the whole system, otherwise it feels fake. You load up a wing you should feel it in the stick (after all THAT's what they are trying to get you to learn in the simulator), a car simulator should do the same thing.
FWIW - The last simulator I worked on costs around $25M, it's amazing how close we can get to that today for $10K.
#20
Rennlist Member
Thread Starter
There are many ways to effect motion.
D-Box, Blue Tiger (now Eleetus), VRX, CXC and Simcraft are all out there and do things different ways. I like the D-Box, but haven't tried the CXC and am not a fan of the others.
When your inner ear senses motion that doesn't jibe with what your eyes see, it's not good. It's a serious issue and one recognized by the military. Not surprised with your reaction.
D-Box, Blue Tiger (now Eleetus), VRX, CXC and Simcraft are all out there and do things different ways. I like the D-Box, but haven't tried the CXC and am not a fan of the others.
When your inner ear senses motion that doesn't jibe with what your eyes see, it's not good. It's a serious issue and one recognized by the military. Not surprised with your reaction.
#21
I used to build DoD flight simulators back in the day, a few things to note here:
1) If the motion and visual inputs are not synchronized you will blow chow (I think Peter mentioned this). We could delay the video by 500 ms and cause even the best pilots to get sick.
2) I haven't seen a motion based race simulator but unless they are doing the motion backwards it's nothing but a Disney ride. When you are in a full globe (flight simulator) the motion is actually backwards. Tilt the stick to the left and everything rolls to the right, this way you feel g's pulling you to the right while making a left turn (since you and the horizon are rolling together to the right you don't see this visually, you just feel the g load). To pull this off you have to be completely immersed - which I suspect VR goggles may get us to at a good price. The feeling of all this gives you great sensory inputs when done well.
3) The control inputs have to be synchronized with the whole system, otherwise it feels fake. You load up a wing you should feel it in the stick (after all THAT's what they are trying to get you to learn in the simulator), a car simulator should do the same thing.
FWIW - The last simulator I worked on costs around $25M, it's amazing how close we can get to that today for $10K.
1) If the motion and visual inputs are not synchronized you will blow chow (I think Peter mentioned this). We could delay the video by 500 ms and cause even the best pilots to get sick.
2) I haven't seen a motion based race simulator but unless they are doing the motion backwards it's nothing but a Disney ride. When you are in a full globe (flight simulator) the motion is actually backwards. Tilt the stick to the left and everything rolls to the right, this way you feel g's pulling you to the right while making a left turn (since you and the horizon are rolling together to the right you don't see this visually, you just feel the g load). To pull this off you have to be completely immersed - which I suspect VR goggles may get us to at a good price. The feeling of all this gives you great sensory inputs when done well.
3) The control inputs have to be synchronized with the whole system, otherwise it feels fake. You load up a wing you should feel it in the stick (after all THAT's what they are trying to get you to learn in the simulator), a car simulator should do the same thing.
FWIW - The last simulator I worked on costs around $25M, it's amazing how close we can get to that today for $10K.
I just don't think the technology is "there" yet, with respect to speed/accuracy/response time/affordability to do it accurately for a car.
I've also had extensive seat time with the SimXperience Stage 5, combined with a VR headset.... and that was almost immediately vomit-inducing.
I like the concepts behind the Force Dynamics systems... and did get to try one once... but even then, it felt more amusement park, the motion was delayed.