[simpits-tech] motion systems for sims

Marv De Beque simpits-tech@simpits.org
Tue, 9 Apr 2002 12:25:47 -0400


Erwin,

You might have some luck searching NASA archives for detailed 
information on motion cues.

Marv

On Tuesday, April 9, 2002, at 09:24 AM, Erwin Neyt wrote:

>>> However, driving the sim's motion based on the movement of
>> the stick is
>>> a tricky problem.
>>
>> Yep thats what i am trying to figure out
>
> You would need all the delta x,y,z vectors to calculate motion cues. 
> Stick
> movement does not reflect any motion or cues.
>
>
>>> I don't think that kind of full range motion is practical in
>> the home
>>> sim,
>>
>> I agree that it is not practical  but ...... geeze wouldn't it be nice
>
> Not practical, but not even required.
>
> Imagine yourself turning a standard rate turn. If you close your eyes 
> during
> this turn you would NOT be able to tell your turning. The g-force vector
> would be straight down the z-axis of the plane. So in a sim you will 
> need to
> have the bucket straight and level!
>
> Imagine yourself releasing brakes with full burners, the g-force vector 
> will
> be pointing down and towards the back. If you close your eyes, you could
> well have the impression your in a (non-accelerated) climb.
>
> All these factors (spatial disorientation) are being trained to a real
> pilot, because he must know that he will be constantly fooled while 
> flying
> his plane. This 'fooling' is exactly all you need to get the right 
> 'feeling'
> in a simulated pit. During my own fighter pilot training I talked to a
> experienced pilot and he told me his first experience in a motion sim. 
> When
> he exited the sim he asked the instructor how the hell it was possible 
> to
> turn the sim 360 degrees in that little room. When the instructor told 
> him
> the sim had a 20 degree roll/pitch limit, he could not believe it. He 
> swore
> when he flew that loop, he was inverted at the top.
>
> Motion cues is the magic solution, but the algorithms are pretty complex
> too. I have not found any literature about how to implement them in a
> computer system. I guess it's research is well protected by the big sim
> manufacturers.
>
> IMHO
>
> Erwin.
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