Driving Simulators

Breaking news, useful data or technical highlights or vehicles that are not meant to race. You can post commercial vehicle news or developments here.
Please post topics on racing variants in "other racing categories".
autogyro
autogyro
53
Joined: 04 Oct 2009, 15:03

Re: Driving Simulators

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I do not agree that skilled driver reaction is motivated just by the seat of the pants,
The seat does have an input but there are many more sensory inputs that the driver uses.
It is interesting to project that slight changes to seat design, rigidity, angle etc could improve lap times though.

ChrisF1
ChrisF1
7
Joined: 28 Feb 2013, 21:48

Re: Driving Simulators

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SimRacer wrote:
ChrisF1 wrote:Can you link your signature instead of embedding video, it's extremely distracting when you're posting multiple times on one page in discussions :lol:
Yeah I must agree with you. Hadn't considered that. :D
Cheers. That's quite a setup in that video, really awesome bit of kit.

SimRacer
SimRacer
1
Joined: 17 Jun 2015, 20:56

Re: Driving Simulators

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delete please
Last edited by SimRacer on 18 Sep 2015, 14:34, edited 1 time in total.

SimRacer
SimRacer
1
Joined: 17 Jun 2015, 20:56

Re: Driving Simulators

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delete please
Last edited by SimRacer on 18 Sep 2015, 14:34, edited 1 time in total.

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Tim.Wright
330
Joined: 13 Feb 2009, 06:29

Re: Driving Simulators

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SimRacer wrote:...should be enough to provide the exact "seat of the pants" feeling AND feedback we all would like to have without actually even being in a full motion rig (and most likely providing a much better job at that).
The "seat-of-the-pants" feedback IS motion. More specifically its the lateral acceleration and yaw rate which, depending on their phasing, create a sideslip angle.

The sideslip angle is felt by the driver in 2 ways. One being visual feedback of the direction that the car is pointing. The other is felt in the disconnection of the lateral acceleration and the yawrate (i.e. when velocity x yawrate is not equal to the lateral acceleration).

Yawrate can be read by the driver to a degree from the screen but the lateral acceleration needs a lateral movement. So if you want to recreate the seat of the pants feel as accurately as possible (you will never get it exact for obvious reasons), you need at least a lateral movement and ideally a yaw movement on your platform.
Not the engineer at Force India

SimRacer
SimRacer
1
Joined: 17 Jun 2015, 20:56

Re: Driving Simulators

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delete please
Last edited by SimRacer on 18 Sep 2015, 14:34, edited 2 times in total.

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Tim.Wright
330
Joined: 13 Feb 2009, 06:29

Re: Driving Simulators

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While you are right that the motion limitations of the rig mean that it can't reproduce the movements exactly, its not right to say that there is your consistency out the window.

This is the reason why you need a "calibrated" simulator test driver who is able to feel the simulator movements and correlate them back to how the real car will behave. You motion cueing will necessarily reduce the actual vehicle's movements down to something that that the rig can handle but a simulator driver should still be able to decode what these movements mean.

The simulator is like any model. They are all wrong, but if used correctly they can be useful.
Not the engineer at Force India