I am sure this will interest a few people on here:
http://www.autoexpress.co.uk/car-news/9 ... -simulator
WTH is this thing? A giant X/Y table to simulate loads/accelerations in X/Y direction?ChrisDanger wrote:Looks interesting. It seems like they're trying to recreate something like the below, which I've seen with a much larger footprint, and looks like it would be the ultimate sim experience.
http://www.zercustoms.com/news/images/T ... ator-5.jpg
Thanks for clearing that up, i was indeed thinking about >1g F1 WorldJef Patat wrote:This might explain a bit the use:
https://www.youtube.com/watch?v=Bi_GkDqON_s
g forces are not that important, it's not a F1 simulator. The purpose is to give realism. It's all about the degrees of freedom. Also tilting the dome gives g forces because you're using the earths gravity field. Remember that in normal situations road cars do not go over 1 g and only for a limited amount of time.
I've often heard people talk about driving "by the seat of their pants" which I think is an absolute necessity for a racing driver. When I was playing GTR2 I had the vehicle weight transfer fed through the wheel force feedback, otherwise I had little idea of how the car was behaving. The feeling you get from the movement of the car helps you make tiny micro-adjustments at all times. To do this by purely visual means is impossible, as you need a drastic movement to notice a change. And the latency in this realisation would be far greater than that of a motion system, which is probably a fraction of typical reaction speeds anyway.SimRacer wrote:Motion simulators are way overrated and over-hyped. Understandably so up to some point as they are definitely eye catching and sort of "make sense" since cars do actually move...
But I'm pretty confident that the motion aspect of a sim by itself is probably the least important aspect that one should care in order to produce a good or even a great car simulator. Not to mention the almost impossible to fix latency delay and inconsistent information that they will always be doomed to provide to the user, etc, etc, etc.
That's probably a fair assessment. In any sort of simulation work it's super easy to be totally out to lunch on suspension, aero, tires... feeling the car move around is important but small in the grand scheme of things.theblackangus wrote:I would re-state it this way the bum feed back is the last 5% of driving