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Re: Driving Simulators
Posted: 04 Sep 2015, 12:06
by autogyro
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.
Re: Driving Simulators
Posted: 04 Sep 2015, 12:07
by ChrisF1
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

Yeah I must agree with you. Hadn't considered that.

Cheers. That's quite a setup in that video, really awesome bit of kit.
Re: Driving Simulators
Posted: 09 Sep 2015, 05:55
by SimRacer
delete please
Re: Driving Simulators
Posted: 09 Sep 2015, 06:15
by SimRacer
delete please
Re: Driving Simulators
Posted: 09 Sep 2015, 11:58
by Tim.Wright
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.
Re: Driving Simulators
Posted: 09 Sep 2015, 15:15
by SimRacer
delete please
Re: Driving Simulators
Posted: 09 Sep 2015, 16:54
by Tim.Wright
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.