Fighter Construction by Justin Messenger

Page 3

When on the ground with flaps retracted and the landing gear down the motion platform is disengaged from the roll axis and therefore does not respond to the joystick at all. If you combine this platform with a large outside view and with sonic transducers to provide vibrations and with a g-suit for g's, I think you can imagine how effective all the systems together would be. 
Let’s say you are going for a quick hop. You taxi onto the runway you can feel the vibrations of the wheels running over the ground through the bottom of your ejection seat. Once on the runway you hit the toe brakes to stop which causes the plane to momentarily tilt slightly downward. You place the flaps in takeoff position before running the throttle to afterburner (or reheat for those of you across the pond) and you feel the rumble of the engine through the ejection seat. Now you let off the toe brakes and feel yourself being pushed into the back of your seat as the plane accelerates down the runway. As your speed increases you feel pressure building on the joystick so you trim the aircraft. After getting to altitude you fly to your pre-designated area where you will fly some maneuvers. You kick in the burners and are surprised as you once again feel the back of your seat shudder and you feel yourself being pressed into the back of your seat as you watch the airspeed increase. You pull back on the stick and the speed jeans press against your body. Your jet fighter climbs skyward until you decide to pull over the top. Once you are almost upside down you pull the plane out of burner and you feel the vibrations smooth out, then you realize you are no longer being pushed into the back of your seat. Now your air speed is rapidly picking up as you start downward. Soon you deploy the speed brakes and you are pushed forward into your restraining harness until you start to level off and you retract the speed brakes. Now you want to do a quick turn so you yank the stick to the right and the fighter lurches in that direction and it violently drags your body with it. You quickly place the stick in the center position and your body feels like it is thrown in the opposite direction. You quickly pull the stick into your lap and the g-suit inflates around your lower stomach and legs. You kick in afterburner and feel it kick in behind you with its thousands of pounds of thrust. Now you level off again before deciding to do a gentle turn. This time there is no violent whiplash from the roll. You line up with the runway and put down the landing gear and flaps. As you flare over the runway, you pull back on the joystick but the g-suit does not inflate. The wheels touch down and you feel the contact mainly through the bottom of your seat. Now you hit the toe brakes and you feel the front of the aircraft momentarily lower as your aircraft slows down.
If your fighter uses a braking chute the motion platform will tilt all the way forward for so many seconds to simulate some serious de-acceleration.
This is what you can do with this motion system and the other cues that I described before. Does it sound like fun or what? I consider this motion platform a trade off between system A. and C. but I consider it more under the "Wow, that airplane almost made me airsick!" category even though it does have some short comings in the realism department. Overall, I don't think people will really notice those shortcoming and if built right this system should be upgradable to system C.

Motion System C
The last motion system is the best but takes some programming skills and possibly a little more money. The motion base is controlled by data out of the simulation software and therefore requires software with an open source code. This motion system will let you have the same effects as the professional multi-million dollar simulators have. The EPIC card can now run motion systems so this will probably become more common as time goes on. If the platform and cockpit were so designed, you could even turn the cockpit upside down to simulate negative g's.
Some other considerations with full motion systems are, your cockpit must be very sturdy to take the abuses of the motion, the system takes up a lot more space, and you must put more thought into your visual systems. The sims on the market can not adjust the view when there is a angle between a cockpit axis and the display. This mean the displays should be 'fixed' to the cockpit and can be a real problem in your effort to keep the weight down, especially if you are using multiple large monitors. My 19 inch monitor weighs eighty pounds.
Projection screens will need some kind of adjustment when the cockpit changes its position. If you want full motion, (360 degrees) you need a dome and will need to rotate (tilt, yaw) the projector. If you're working with an advanced motion platform, which uses motion cues, it would be better to rotate the image (sim output) but no simulations do this yet for the home builder.

3. SOUND CUES
You will need separate speakers in the cockpit from the transducers for sounds that you do not want to rumble the cockpit. Of course you will also want a headset with a microphone. I use a real flight helmet. If I had my way, I would rig a system where only radio chatter could be heard through my headset. The best way I know of to do this is to use a low and high pass FMOD RCA in line to filter to cut out the really high and low end sounds coming through the headset. I also own a scanner and can hook it into my sound system. It picks up all of the chatter from the local airports that I tune in and is great when flying touch and goes. 
In the cockpit I think the sounds should pretty much be limited to engine noises, cockpit sounds such as warning alarms, and munitions actually hitting your aircraft (or very close to your aircraft).
A nice thing about a lot of the simulations on the market today is that the sound files are wave files and these can easily be modified by simply using sound recorder in Windows or a similar sound program. This is great for doing things like beefing the base in a sound file that you want to run the transducers, or can even replace the file completely with a better one that you have found on the Internet. You might want to even record real airplane sounds from aviation videos.

In planning to build my simulator I have printed a lot of simulator construction information from other people's web sites and put it in a binder for quick reference. As time goes on there will always be new construction developments and it will be a good idea to have this information readily available.

Of course you will need to have the proper tools to work the materials that you will be using. My cockpit has a wood frame covered with sheet metal. 

The tools I used the most are; 

Jig saw or Bandsaw for wood and metal
Measuring tape
Cordless drill/screwdriver
Electric tin cutter
Razor knife
Pencil
Level
Computer and printer 
Hammer
Grinder
Soldiering Iron

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