![Cool 8-)](./images/smilies/icon_cool.gif)
[youtube]http://www.youtube.com/watch?v=CoA-m5iHG9s[/youtube]
That's a fantastic design! It looks to me like the pivot is just a tad too far forward to be accurate, but one of the best designs I've seen. I wonder what motors he's using for it... looks to be pretty powerful!crespo80 wrote:I have a not-moving sim-racing cockpit too ( http://www.thewayiplay.com/mainforum/in ... pic=1887.0 ) and a rift coming, hoping to see some support for it in the next months (but I'm not too positive on that).
I always wanted to build a motion platform, but I was looking to something pivoted above the head, to realistically reproduce head movements, something that standard designs (with the actuators that actually lift the platform from below) cannot accomplish.
I was captured by this genius design, which makes intelligent use of rails to actually move the pivot point above the head, with limited space requirements and not too complicated build. What do you think?
http://www.youtube.com/watch?v=11ZhAECb ... e=youtu.be
Correct me if I am wrong, but I think tracking the HMD without interference from the motion platform should be possible if using a magnetic tracker like the Razer Hydra, by mounting the Magnetic base station on the motion platform at the top of the seat (behind or on top of the head rest). By having the base so close to the tracker (so both the base and tracker are as close to the same distance from each pivoting axis as is possible) this will minimize the amplified movement caused by the sways motion, all we need for tracking the head movement is a relative point of reference that moves with the platform minus any additional interference cause by sways and I think doing it this way should accomplish this.PalmerTech wrote:People have tried mounting IMUs to the motion platform and cancelling out the movement on the headset side, but you really do end up needing a TrackIR like setup. There is a problem, though: The sways you get from a motion platform do not match the sways you get in real life! Because the simulator is actually moving in space, there will always be discrepancies. Unless, of course, you are moving the platform in a way that puts your head at the center of rotation.Namielus wrote:The question still remains how you will track the hmd without interference from the motion platform. In other words avoid the bumps and shakes to be translated into head movement. So far I can only think of trackir type of tracker that stays relative to the platform and tracks your head. In that area, your screen setup has the obvious edge.
Here is a demonstration of Leap Motion for anyone who has not seen it. If you look at that point cloud hand, you can see how well your hands can be tracked with existing technology.
Its even cheap!
I second this, I have one strapped under my other chair, and when I fire the chaingun in Comanche, I can feel it fire through my seat which adds immersion significantly.I'd definitely recommend getting a tactile transducer like the buttkicker because its very versatile and requires no driver to make it work
That's my rig.android78 wrote:That's a fantastic design! It looks to me like the pivot is just a tad too far forward to be accurate, but one of the best designs I've seen. I wonder what motors he's using for it... looks to be pretty powerful!crespo80 wrote:I have a not-moving sim-racing cockpit too ( http://www.thewayiplay.com/mainforum/in ... pic=1887.0 ) and a rift coming, hoping to see some support for it in the next months (but I'm not too positive on that).
I always wanted to build a motion platform, but I was looking to something pivoted above the head, to realistically reproduce head movements, something that standard designs (with the actuators that actually lift the platform from below) cannot accomplish.
I was captured by this genius design, which makes intelligent use of rails to actually move the pivot point above the head, with limited space requirements and not too complicated build. What do you think?
http://www.youtube.com/watch?v=11ZhAECb ... e=youtu.be
Very sweet rig! If you were able to remove the monitors and use a head mounted display instead, would the weight reduction be enough to move the pivot point to a more accurate point, or are your legs/wheel/pedals that heavy?tahustvedt wrote:That's my rig.The problem with placing the pivot point farther back is that it becomes very unbalanced due to the heavy monitors, steering wheel and metal pedals (and my legs). The way it is now I have a powerful "linear" pneumatic spring system underneath to provide a constant forward force on the sim, to relieve the pitch servo. It's a compromise as it is now, but it works pretty well. The pivot center can be moved up and down by changing the angle of the rails.
It should be used in complete darkness, of course, to fool the brain into sensing the weak G-forces. It's effectiveness in simulating G-forces is extremely apparent if I turn off the motion while driving. Everything feels really weird as my body expects forces that never arrive.
The project has been standing still during the summer as I'm an active cyclist, but I'm about to start working on it again. I plan to make new servos, possibly using ball screws or a chain drive, to reduce noise and improve precision. I also plan to make a DIY Rift this winter to hopefully be able to replace the monitors.