[simpits-tech] motion systems for sims

Erwin Neyt simpits-tech@simpits.org
Tue, 9 Apr 2002 18:57:07 +0200


Thnx, Marv, will try... 

> -----Original Message-----
> From: Marv De Beque [mailto:debequem@speakeasy.net] 
> Sent: dinsdag 9 april 2002 18:26
> To: simpits-tech@simpits.org
> Subject: Re: [simpits-tech] motion systems for sims
> 
> 
> 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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