Simbol personal motion simulator

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kikie

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http://www.simbolrides.com/index.html

It seems that everybody is trying to make a motion simulator.

Not many are suitable for race sims though. Like the BlueTiger, this motion simulator is perfect for flight sims but not for race sims.

I don't know € , £, $ it will cost but I read somewhere that it could be around 3000 (don't know which currency)
 
http://www.simbolrides.com/index.html

It seems that everybody is trying to make a motion simulator.

Not many are suitable for race sims though. Like the BlueTiger, this motion simulator is perfect for flight sims but not for race sims.

I don't know € , £, $ it will cost but I read somewhere that it could be around 3000 (don't know which currency)


Why not race sims?

Looked like it was doing pretty decent job at it.
 
Why not race sims?

Looked like it was doing pretty decent job at it.
Because the movements aren't realistic for a race sim based motion simulator IMO.

Frex's SimconMotion and the D-box look more realistic and natural in simulation car movements.

I've never seen a car that behaves like the Simbol/Bluetiger. No car dives that steep under breaking. No car puts its nose up that high during acceleration. No car rolls over when turning, not even a Citroën 2CV.

Like I said, this is my opinion.
 
I think the steep angles are simulating the forces, not angles. The dips, raisers, rolls, etc., aren't there to simulate what the car does. They are simulating the forces on the body in certain situations.
 
I think the steep angles are simulating the forces, not angles. The dips, raisers, rolls, etc., aren't there to simulate what the car does. They are simulating the forces on the body in certain situations.


Exactly.
 
Because the movements aren't realistic for a race sim based motion simulator IMO.

Frex's SimconMotion and the D-box look more realistic and natural in simulation car movements.

I've never seen a car that behaves like the Simbol/Bluetiger. No car dives that steep under breaking. No car puts its nose up that high during acceleration. No car rolls over when turning, not even a Citroën 2CV.

Like I said, this is my opinion.

It's not the pitch and roll of a car it's trying to simulate, it's the effects of acceleration and deceleration on the body. It's the g-force that's trying to be simulated.
 
I think the steep angles are simulating the forces, not angles. The dips, raisers, rolls, etc., aren't there to simulate what the car does. They are simulating the forces on the body in certain situations.
If that's the case, then they are not succeeding. The only way this kind of motion sim has some effects is when you're using it in a dark room with a very big screen in front of you, fooling your brain that you're actually moving.

It si still my opinion that this is a poor represantation of a car motion simulator. It's a good flight simulator though.

It's not the pitch and roll of a car it's trying to simulate, it's the effects of acceleration and deceleration on the body. It's the g-force that's trying to be simulated.
Nope, you're wrong. It's simulating 2DOF's, namely pitch and roll.




The best 2 of 3 DOF motion/G-force simulator are IMO still the SimConMotion from Frex and the D-box.


SimConMOTION


The technique of the whole cockpit moving and expressing G force considering by gravity G was ordinary style of motion simulator. It might be good for big airplane simulator or good to feel when hit to something by shaking. However, it is hard to feel as much as strong G-force which produced by driving car even if strong expensive system and it is impossible to drive according to the improper feel which include opposite direction of G-Force at high speed and wide degree movement. It can be felt vibrations and shocks but it is only know how much tilt in comparison with a wall or a ceiling. Because of Gravity of the earth is only 1G.

Moment of inertia or law of inertia is a key when realize realistic Motion Driving Simulator.

You turn steering wheel to right.
Your body, head especially heavy parts tend to go straight ahead.
It is same as car stay straight and human body roll to left.

When you brake.
Your body, head going to forward but car going to stop.
It is same situation as car stay and your body tend to pull to forward.

Feel degree of the G-force when you drive that is a most important thing.



The system of new way-of-thinking FrexGP SimConMOTION expresses the motion from which the body is move according to G force by using as a fulcrum the center of gravity of the body in the state where it sat on the seat. The hips, the waist, and the upper half of the body that has weight more are more greatly interlocked with G information. Consequently, it becomes possible to obtain the feeling which very close of front/rear/right/left G-Force which generated at the high speed drive and it makes possible to drive the limit based on a seat movement. And change of a vibration also tells the situation of a jump or a tire lock too.



Theory 1: Side- Lateral G force effect

Frex motion style Real Life Other motion style
Gfrex01.gif
Greallife01.gif
Gtoge01.gif


1) Strong G force simulated by move seat only.
Realized to simulate neck muscle working by head is going to keep vertical position.


2) Yellow:G force

Blue
/Red
:
muscle tension


3) Whole cockpit include monitor move together.
It feels only poor G force.


Theory 2: Front Back- Acceleration Deceleration G force effect Frex motion style Real Life
frexfbani01-Opt.gif
realfbani01-Opt.gif
otherfbani01-Opt.gif


1) & 2) Best and most advanced motion style.

3) Not enough G information.
Improper direction, too much
and the change of G force on foot .



From the Simbol site:

Frex style

Here ia a unique approach to motion simulation and certainly the
most widely available type of home simulator available at the
retail level. Even though your hands and feet don't move, it is said that the fluid in your inner ear (cochlea) is telling your brain that something else. Despite this styles small range of motion and static control surfaces, it has proven to be a great home solution with a low power to weight ratio near 1 to 5 with no obvious pinch-points or other hazards. In the coming years we should see a growing number of sim startup companies adopting this method with price ranges approaching affordability.
Link:

http://www.simbolrides.com/quick_rundown.html


 
Nope, you're wrong. It's simulating 2DOF's, namely pitch and roll.

The machine does pitch and roll, as this technology originates from flight sims. However, modern racing cars (what most racing sims simulate) don't pitch or roll to any extent that would be noticeable, their suspension is design specifically to counteract these movements to make the car's tyres grip the track more efficiently. Therefore it is pointless for this kind of simulator to simulate the pitch and roll of a car.

But the forward pitch of one of these simulators does give the occupant a sense of deceleration due to the forces of gravity on the body when the machine leans forward. It's the same with rearwards pitch on acceleration (the 'being pinned to the back of your seat' feeling) and the roll does the same for cornering forces.
 
Until I actually use one, I couldn't say whether it's a bad representation or not. I do not think you have to be in a dark or closed room for the effects to be realistic. If you're focused completely on the screen in front of you, the lack of any outside stimuli should render the force effects realistically in your brain.

This is an assumption and its based primarily on comments made by people that actually used these types of machines. There are plenty of videos on youtube.
 
These kind of motion simulators can make you seasick.

I'm not convinced that these kind of motion simulators simulates the G-forces in such a way that it feels realistic. The pitch and roll movements of these kind of motion simulators are too exaggerated.
It may well be that this is a way of simulating G-forces but the movements made by this motion simulator doesn't simulates the movements of a car, it simulates the movements of an airplane.

I think that sitting in a motion simulator like this doesn't give you the feeling that you're driving a virtual race car.

If I had to choose, I would definetely get a Frex SimConMotion or a D-box.
A D-box (the more expensive one) simulates 3 DOF's => pitch, roll and heave.

tried both D-Boxes (GPH-120 and GP Pro-200) at the gamescom. First (while waiting for my turn) i looked at the working rigs of the GP Pro and it looked good, but not fantastic. I thought that it wasn´t enough movement in the chair. Then it was my turn. 4 Laps with the Maserati MC12 on a fantasy-track. It was amazing! What looked somehow unspectacular form the outside really came to life now. The effects were fantastic and really strong. I was really surprised about how that little Movement of the 3 Pneumatic Cylinders simulates these forces (in any way: Braking, Accelleration, Cornering). But the real fun bega, when i got off the track in the 3rd lap. In the gravel the D-Box was finally able to show its abilities. I almost dropped out of the seat when trying to get out of the gravel. That was big fun.
This is a part of a PM from a certain GTP member. I PM'ed him last year in september and this is what he wrote back.
 
I think the steep angles are simulating the forces, not angles. The dips, raisers, rolls, etc., aren't there to simulate what the car does. They are simulating the forces on the body in certain situations.

I also think this is right.

Sure a sport car doesn't roll anymore, but to simulate a left turn, a roll sim gives a simulation of the mouvement. Sure it's not a replication. it only trys to simulate the feelings.

My favorite is also the dbox. but sadly none of the above mentionned are ps3/ gt5 compatible. And pc sims are all to old. i want a directx11 racing sim with crytech engine (test drive unlimited 2 :D)
 
My favorite is also the dbox. but sadly none of the above mentionned are ps3/ gt5 compatible. And pc sims are all to old. i want a directx11 racing sim with crytech engine (test drive unlimited 2 :D)
Isn't dirt2 a direct X11 game?

D-box guys said on RSC's (R.I.P.) verdor's subforum that they contacted PD or was it KY, to see if GT5 could become compatible with the D-box.
 
Its also very likely that F1 2009 will arrive for PC with high quality of graphics inc... DX11 possibly even bettering Dirt2 on visuals.
Codemasters do seem to be at the high end of visuals and this new F1 game could support motion platforms....

Im not so sure Id enjoy my gaming on a motion platform for long periods.
Good perhaps for sim aspect but certainly not comfort.
 
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kikie...

Most "good" motion simulators do try to simulate the forces at work, not so much the vehicles movements. Idealy, the cockpit would be enclosed so you would not have any visual refference as to where your body is in relation to the room you are in.

The nose dives (and raises) so much because that is how much it needs to move to simulate the G-Forces at work. Again, if the cockpit was enclosed, you would never know the unit was moving as much as it is. You would only be feeling the forces at work in refference to what you are seeing on screen (game).

Most hardcore sim-heads would say the D-Box poorly simulates a vehicles movement (well doccumented on simraceway). Frex is by far the better alternative. Still, I would be more inclined to want something that simulates the actual forces/angles as some in the market place do. Both the Frex and D-Box are a bit lacking in some areas, in my opinion.



;)
 
The issue here is that the screen needs to move with the pod, and you view of anything stationary needs to be blocked out. If this was the case, you would not be aware of how much you were pitching and rolling, but would feel forces in direction only.

Have you ever been in a simulator at an amusement park, and then watched the movement from outside. Its the same motion but you are unaware of your position with reference to the ground.

I have tried a simulator that had three actuators under the seat, It may have been the d box or something similar, and I thought it felt like riding on a chuck wagon, and didnt seem to simulate side motion force very well at all. After a couple of laps I just wanted to get off.

The chair type, like the Blue Tiger, apears to work quite well, however, the initial force is in the wrong direction. Say if you brake, the initial movement should be moving backwards while tilting forward. This is not a huge problem, because apparently your mind will learn to accept this as being correct.

The best motion simulators pivot above your head, but in a similar way to the blue tiger. With this feature, the initial movement is correct, however, the downside is obviosly the size needs to be much larger.

If you enclosed a lightweight frame around a Blue Tiger, and mounted a projector behind your head, with a screen in front and some form of black screen or curtain in your field of periferal vision, I think you would be really close to realistic motion without massive expense or bulk.

The positive thing is that the evolution of motion simulators is happening very quickly, and wont be long before really cool stuff will be accessible to the average Joe.
 
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kikie...

Idealy, the cockpit would be enclosed so you would not have any visual refference as to where your body is in relation to the room you are in.

Again, if the cockpit was enclosed, you would never know the unit was moving as much as it is. You would only be feeling the forces at work in refference to what you are seeing on screen (game).;)

The issue here is that the screen needs to move with the pod, and you view of anything stationary needs to be blocked out. If this was the case, you would not be aware of how much you were pitching and rolling, but would feel forces in direction only.

That's what I was trying to explain in a previous post:

The only way this kind of motion sim has some effects is when you're using it in a dark room with a very big screen in front of you, fooling your brain that you're actually moving.

https://www.gtplanet.net/forum/showpost.php?p=3740870&postcount=7

Have you ever been in a simulator at an amusement park, and then watched the movement from outside. Its the same motion but you are unaware of your position with reference to the ground.
Yes I have. In Universal studios Park thing in California.

Reading all these post, I think I have to change my opinion.
 
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Well, I'm glad you see the light.

I have sat in a D-Box unit (Local Electronics Trade Show) and a Frex unit (friends house), and both left me unimpressed. As another member pointed out, it was more like a horse and buggy ride.



;)
 
Well, I feel it is my obligation to speak up. I'm not the designer of the Simbol, though I did have a fair hand in assisting in the construction of the nine prototypes it took to get to where it currently is. I have no monetary investment nor incentive to say these things. I'm a manager at Simraceway, and am exposed to simracing full time, we employ seasoned RL racecar drivers to produce realistic setups for our races. That being said, we had one of our Formula (RL) drivers (not to mention the whole office) in the Simbol chair. And yes you are right,the pro's reaction was that (in rFactor) the chair moved much more than he would ever, in his seat, had he actually been in the Megane we had him racing. But... he added that the simulated G's and the acceleration felt great, and he honestly was enjoying himself!

Personally what I find to be the most exhilarating element of this chair is the fact that you truly begin to feel the balance of the car... and once your brain adjusts to it, you begin to drive with your inner ear. It's true, it becomes an added dynamic of the game, and for drifting and spin correction, this is invaluable.

As kikie said, everyone's making a motion simulator, but it takes a fine balance of arcade feel to pure simulator, and robust craftsmanship to cost, to make one that is worth the price tags we see out there. Despite what the video may or may not show, the unit is very small, light enough for one person to lift it, and at the absolute low-end of cost for what it provides. Users are not bound to the seat element that is shown, with a quick swap, you can put any type of chair on it, racing, flight, lounge or otherwise. The goal with the chair was to make a great motion simulator, one your wife won't mind ;)

The final part of my shameless plug is that the creator took painstaking steps to provide a quiet, smooth, contained mechanism. Looking "under the hood" you would see the piece of art that the Simbol chair is.

Thanks, and see you on the track!
 
http://www.simbolrides.com/index.html

It seems that everybody is trying to make a motion simulator.

Not many are suitable for race sims though. Like the BlueTiger, this motion simulator is perfect for flight sims but not for race sims.

I don't know € , £, $ it will cost but I read somewhere that it could be around 3000 (don't know which currency)


@kikie

I can't speak for BlueTiger, but lowering the axis intensity sliders in our software and the simulator (Simbolrides) will behave like the D-Box or Frex based rides...if this is your driving preference. And the price is in $'s.
 
I was wrong. The movements of a car motion chair/platform is to simulate G-forces and I thought that it was to simulate the movements of a car.

I'm still convinced that if someone is sitting in a dark room and only see whats on his monitor, he/she will have to feeling that he/she is sitting in a real car. You don't need the exaggerated movements to create something like that.

If you are not in a dark room and you can see the surroundings clearly, you definitely need these unnatural (car behaviour wise) movements.

I can remember, when I was still a petit boy, I saw a film with Elvis Presley were he was a race car driver. I remember a scene were they filmed from inside the car towards the road. This was not a studio scene but a real live one. At a certain moment, Elvis was racing on a road with some hills. While I was watching this, sitting still, I had the feeling that I was going up and down like the car in the movie.

Also, when I was in the Stated in Burbank, I went to this film studio park thing.
There were 2 thinks that I won't forget. One is that I was riding in a little train through a tunnel of which the walls were spinning giving the feeling that you were also spinning. I wanted to test this by looking back to a fixed point outside the tunnel and the spinning feeling was gone.
Also in this park thing, there was a setup with fixed, let us say motion carts, in a very large pitch dark room with a very big screen in front. I believe that they played a roller coaster film and the carts were moving accordingly. I'm sure that these carts didn't move that much but the feeling created by these moving carts, darkness and the film played gave me the feeling that I was actually sitting a very aggressive roller coaster.

I now agree that you need these movements to create G-forces but I'm still convinced that these movements are way too exaggerated and unnatural. There are other methodes (read dark room etc...) to give someone the feeling that he/she is moving without having to use the unnatural movements.
I'm also convinced if you should implement surge, heave and sway, you won't have to use these exaggerated movents.

6 DOF's is even better but unaffortable I guess.
 
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When I create a motion profile, the first values I look for are pitch and roll. These become the base (center) values for the given vehicle. Then, I look for G-force values to add to each axis. Lateral G's for X, Longitudinal and Vertical for Y.

Example: Hill Climb

As your vehicle begins the climb, your nose pitches up to reflect the grade...lets say 15 degrees. Stop...your nose is still pitched up. Accelerate...the nose pitches up to reflect longitudinal G's and returns to center (15 degrees) as you're still on a slope. Brake...the nose will pitch down a bit and return back to center (15 degrees).

This is the benefit of having a simulator with a greater range of motion.
 
I just watched the youtube clips on your website, all 7, and I must admit that the Simbol does a very good job when playing flight sims and off road race games, like Dirt. 👍

But, and this is still my personal opinion, not when it comes to track racing like NFS shift. The Simbol moves too much. There is no car, except a 2CV that rolls as much as your motion chair. That's not realistic and unnatural.

A race car motion chair or platform has to simulate G-forces, we all agree on that. If you don't want to play in a dark room, then you need a chair that pitches and rolls a certain amount of degrees.

But a race car chair/platform has to perform in 2 areas:

  1. simulate G-forces (which your chair probably does)
  2. simulate the movements of a car when it's travelling at high/slow speeds in regard to the road it's diving on. And there's the problem for me personal. A car does not behave like your chair does which makes it very unrealistic in my book. If a real race car rolls and pitches like your chair IRL, it will never when any races, it's very dangerous and it will probably go off track in the very first corner.
You should call your Simbol chair a motion G-force simulator but not a motion simulator because you're not simulating the motions of a real car.

For what's worth, the Simbol is a nice piece of hardware and it will make a lot of people happy.
 
@kikie

First off..thanks for the 👍

Secondly...as I stated in my first post; your motion preferences are up to you and everybody has a different idea of what they want. This is the reason why all of our motion profiles are user-adjustable specific to each motion value. If you don't like the G-force you can turn it down or off. Now you can call it a Pitch and Roll Simulator. For that matter, you can turn pitch and roll off, set the G's to 10% and call it a D-Box. Remove the pedal/wheel assembly, push it up to a desk with a fixed wheel and pedals on the floor and call it a Frex. Hence, the reason why we call it a "motion simulator"...cause that's what it does. What kind of motion? Well, that's up to you.
 
I was wrong. The movements of a car motion chair/platform is to simulate G-forces and I thought that it was to simulate the movements of a car.

Correct. Although, not entirely accurate.

I'm still convinced that if someone is sitting in a dark room and only see whats on his monitor, he/she will have to feeling that he/she is sitting in a real car. You don't need the exaggerated movements to create something like that.

If you are not in a dark room and you can see the surroundings clearly, you definitely need these unnatural (car behaviour wise) movements.

Your logic is all over the place.
Any motion simulator is going to benifit from being enclosed. That goes without saying. As for the exaggerated movements (as with the Simbol), I think you are still missing the point by a country mile.

A vehicle is in motion. There are always forces acting against it. Your motion simulation cockpit is static. There are no forces acting against it. To make up for the static nature of a simulator, the simulator must exaggerate the movements to "accurately" simulate the forces at work. As has been said over and over again, if the unit was completely enclosed, you would literaly not have any idea the simulator is tilting as much as it is. Without any way for your eyes to see the true motion, your brain interprets it in reference to what you are seeing on screen.

I now agree that you need these movements to create G-forces but I'm still convinced that these movements are way too exaggerated and unnatural. There are other methodes (read dark room etc...) to give someone the feeling that he/she is moving without having to use the unnatural movements.
I'm also convinced if you should implement surge, heave and sway, you won't have to use these exaggerated movents.

Again, you really need to try one so you can see what we're talking about. Without the "exaggerated" motions, it really does feel like being on top of one of those little childrens toys outside of old grocery stores that shake when you put coins in them. What you call "unnatural" is actually much closer to being accurate. Simulators that simulate in the manner you are refering (D-Box, Frex, etc...) feel very "unnatural" (hence the above "Childs Toy" reference).

Example: Hill Climb

As your vehicle begins the climb, your nose pitches up to reflect the grade...lets say 15 degrees. Stop...your nose is still pitched up. Accelerate...the nose pitches up to reflect longitudinal G's and returns to center (15 degrees) as you're still on a slope. Brake...the nose will pitch down a bit and return back to center (15 degrees).

This is the benefit of having a simulator with a greater range of motion.

Well said. This is exactly why you need more range of motion than your average motion simulator to accurately simulate what the vehicle "feels like" to drive under various conditions.




;)
 
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As for the exaggerated movements (as with the Simbol), I think you are still missing the point by a country mile.
No, I'm not. My English isn't good enough to explain what I mean. Like I said, I understand now that a motion sim needs these exaggerated movements to create G-forces. Afterall, a motion sim doesn't really move (travel from A to B), so I understand what you all mean that a motion sim needs these exaggerated movements to simulate G-forces. And again, I was wrong in that department and I changed my opinion accordingly.

But, G-forces/forces in general simulation aside, the movements of a motion chair aka Bluetiger, Simbol and other motion Chairs/platforms are not realistic compared to the the motions a car creates when travelling from A to B.
I'm not talking about G-forces, forces working acting against it when a car is driving, I'm talking about the movements itself. If you're playing a F1 race game and you use these motion chairs, the movements (not the forces) of the motion chair is not correct in relation with the motions of the F1 car ingame or the movements of a real F1 car. I have never seen a real race car, F1 car, standard road car that rolls that many degrees like the chair. And that's my point I have trying to make. The movements are unnatural. No real car pitches or rolls that excessively like these motion chairs.
Again, I get it now that you need these excessive movements to simulate G-forces.

And like I've always said, put a chair like the Simbol in a dark room were you can't see a fixed point (wall, window etc...), you probably won't know that you're moving excessively, like you also said, hence my stories about that film studio park in Burbank CA.

A vehicle is in motion. There are always forces acting against it. Your motion simulation cockpit is static. There are no forces acting against it. To make up for the static nature of a simulator, the simulator must exaggerate the movements to "accurately" simulate the forces at work.
I know what you are talking about but you don't seem to get what I mean. I explained it above.
As has been said over and over again, if the unit was completely enclosed, you would literaly not have any idea the simulator is tilting as much as it is. Without any way for your eyes to see the true motion, your brain interprets it in reference to what you are seeing on screen.
I know, I was the first one to make a similar remark in this thread.

Remeber:

F34R
I think the steep angles are simulating the forces, not angles. The dips, raisers, rolls, etc., aren't there to simulate what the car does. They are simulating the forces on the body in certain situations.

If that's the case, then they are not succeeding. The only way this kind of motion sim has some effects is when you're using it in a dark room with a very big screen in front of you, fooling your brain that you're actually moving.

https://www.gtplanet.net/forum/showpost.php?p=3740870&postcount=7


Again, you really need to try one so you can see what we're talking about.
Yes, I agree with you 100%. I need to try one out and see for myself. Maybe I'll change my mind about the excessive movements.

Without the "exaggerated" motions, it really does feel like being on top of one of those little childrens toys outside of old grocery stores that shake when you put coins in them.
And again, I wasn't talking about how it feels/forces. I was talking about the movements of the chair itself. It clearly show that you don't get what I'm talking about.

What you call "unnatural" is actually much closer to being accurate.
Again, you don't seem to get what I'm talking about. A real car doesn't behave like the Simbol chair. And again, I know that you need these movements to simulate G-forces if you're not in an enclosed motion sim or in a dark room.

Well said. This is exactly why you need more range of motion than your average motion simulator to accurately simulate what the vehicle "feels like" to drive under various conditions.;)
No, no, no ..... no!


The best motion sim is a 6 DOF (very expensive, unaffordable) enclosed or in a dark room, which doesn't need excessive movements!

I use to play GT4 with a VR glasses. (i-Glasses click here).
The biggest advantage using one of these is the have the feeling that you're really driving. These glasses with a head tracking device and in full stereoscopic 3D and a motion chair with little movements is the best way to play race games.

Disadvantages:

  • you don't see your cockpit, wheel, shifter, keyboard etc... .
  • you get dizzy because your eyes tells your brain you're moving at high speed but your body tells your brain your sitting still and when you move your head the images of the game stay static which is very confusing for your brain.
  • electromagnetic radiation and electric field created by these glasses is not really healthy.

simbolrides
Secondly...as I stated in my first post; your motion preferences are up to you and everybody has a different idea of what they want.
Yes, I agree! And I don't like the airplanenish motions created by these kind off motion sims for a race car sim.

simblorides
This is the reason why all of our motion profiles are user-adjustable specific to each motion value.
And I'll give you another 👍 for that.
simbolrides
If you don't like the G-force you can turn it down or off.
You also seem to be missing my point and like I said before, it's a personal opinion. I'm not talking about the G-forces. If the Simbol doesn't create G-forces, than what's the point of having a motion chair.
I'm talking about the movements your chair makes. An airplane pitches and rolls like that but not a car. And before we start off again discussing G-forces versus movements, I know and understand that you need the excessive movements to simulate G-forces unless you put a motion chair in a dark room, than you don't need these excessive movements anymore.
That's my whole point I was trying to make from the beginning.


kikie
You should call your Simbol chair a motion G-force simulator but not amotion simulator because you're not simulating the motions of a real car.
I have to correct myself. I was wrong. It is a motion simulator. I don't know what I was thinking when I wrote that.

I've just google for motion simulators and it seems that I'm going to be able to try one out.

http://www.motionforsimulators.com/0000009b961447a03/index.html

It's just one and a ½ hour drive to get there and maybe I'm going to be able to try out the SimConBase from Frex as well. And maybe after trying out these motion sims, I'll change my mind and agree with you all in every aspect that has been discussed here.

Look they also you a flight sim as reference or game to develop their motion platforms






Some examples of what I mean



You can clearly see that the pitch and roll is minimized to the minimum



Not enough DOF's


http://www.f1showcar.com/IMAGEgallery7.htm


From the same company and clearly NOT what I mean



Go to youtube and read some of the comments. It seems that I'm not the only one that has questions about the movements of this motion simulator!






I started writing this post a few hours ago. In the mean time I tried to dind as much information as possible on the internet. I was also trying to find the youtube clip of the Toyota's Driving Simulator, which I have found.



It seems that the most accurate and expensive driving simulator uses excessive roll and pitch as well, forcing me to admit that I could be totally wrong!

I'm not going to edit this post because;
  • I've spend a lot of time writing this post
  • and I want to show you all how pig headed I can be. :ouch:


The SSK-301




You cas clearly see that this motion sim is also Rolling and Pitching, although not a steep as the Simbol.


from a person on youtube
A motion simulator isn't so much about matching the orientation of a real life car on a track; it's about recreating the forces acting on the driver, combined with realistic visuals, which allows a drivers brain to perceive a realistic sense of speed, acceleration, and track feedback.
This is a very accurate and simple description of what you guys have been trying to tell me. I get it now!


:guilty:
 
No, I'm not. My English isn't good enough to explain what I mean. Like I said, I understand now that a motion sim needs these exaggerated movements to create G-forces. Afterall, a motion sim doesn't really move (travel from A to B), so I understand what you all mean that a motion sim needs these exaggerated movements to simulate G-forces. And again, I was wrong in that department and I changed my opinion accordingly.

You say you understand, but then you go on to say it's not realistic. I think you're still missing the point here. Example...

But, G-forces/forces in general simulation aside, the movements of a motion chair aka Bluetiger, Simbol and other motion Chairs/platforms are not realistic compared to the the motions a car creates when travelling from A to B.
I'm not talking about G-forces, forces working acting against it when a car is driving, I'm talking about the movements itself. If you're playing a F1 race game and you use these motion chairs, the movements (not the forces) of the motion chair is not correct in relation with the motions of the F1 car ingame or the movements of a real F1 car. I have never seen a real race car, F1 car, standard road car that rolls that many degrees like the chair. And that's my point I have trying to make. The movements are unnatural. No real car pitches or rolls that excessively like these motion chairs.
Again, I get it now that you need these excessive movements to simulate G-forces.

You're still missing the point, or at least it seems that way...

A motion sim (such as the Simbol, Force Dynamics, Blue Tiger, etc...) needs to simulate the g-forces and the movements of the vehicle. You can't seperate the two. If the unit only simulates the movement of the vehicle (suspension travel, roll, pitch, etc...) it will feel very unnatural (like a toy buggy ride). Similarly, if the unit only simulated the G-Forces, it would feel unnatural, like the vehicle has force acting upon it, but the force is not effecting suspension travel, roll, pitch, etc... To accurately simulate both the vehicles actual motion, and the forces acting upon said vehicle, the motions have to be exagerated or they would not "feel" realistic. Therefore, yes the movement are technicaly "unnatural", but they don't feel "unnatural" to the user, especially if they are in an enclosed unit.

And like I've always said, put a chair like the Simbol in a dark room were you can't see a fixed point (wall, window etc...), you probably won't know that you're moving excessively, like you also said, hence my stories about that film studio park in Burbank CA.

This dark room theory is a bit flawed. Ideally all motion simulators (of all kinds, not just for racing) would be enclosed, so it would be impossible to see anything outside of what's on screen. Unfortunately, this is not cost effective. To do this they would have to charge double or triple the cost to make up for the extra materials, building time, resources, etc... This is the only reason they are not all enclosed. Furthermore, a dark room is not comparable to a fully enclosed unit. No matter how dark you make the room, you still have a bright Television that is going to illuminate your suroundings whether you like it or not. Your peripheral vision can easily pick up what is illuminated, so a dark room just isn't sufficient. However, you can in some way counteract this a bit by using a racing seat with a large head support area, effectively cutting off your peripheral vision. Not perfect, but it definitely helps (as member Mr. Latte can surely attest to).

I know, I was the first one to make a similar remark in this thread.

Yet, you still don't seem to get it. The movement of the chair itself might "seem" unnatural, but it's just not. I'm not sure what you're missing exactly. You seem to understand on one hand, and then you contradict yourself. I'm sure I'm not the only one a bit confused as to what you are trying to get at.

I was talking about the movements of the chair itself. It clearly show that you don't get what I'm talking about.

Everyone knows you are talking about the movement of the chair itself. I was explaining why the chair does what it does. If this wasn't satisfactory, then you must be getting at something other than what you have posted thus far, or you are not fully understanding what I am saying. Yes. the chair does not move in the exact same way as a vehicles suspension moves. What is your point exactly? Everyone has explained why this is so.

And again, I know that you need these movements to simulate G-forces if you're not in an enclosed motion sim or in a dark room.

Then what are you getting at?

The best motion sim is a 6 DOF (very expensive, unaffordable) enclosed or in a dark room, which doesn't need excessive movements!

Again, ALL the top motion sims utilize slightly exagerated movements to achieve the desired results. Physics are physics. You can't simulate a vehicles movement and the g-forces involved without doing so. It isn't physically possible.

The biggest advantage using one of these is the have the feeling that you're really driving. These glasses with a head tracking device and in full stereoscopic 3D and a motion chair with little movements is the best way to play race games.

You're right all the way up to the "little" part. With such glasses on you would want a chair that utilizes exagerated motions, as that would feel much more like driving than with any unit that does not simulate the g-forces accurately. However, you would also want glasses that can "head-track" (only works with some games, like LFS) avoiding the dizziness issue.

I'm talking about the movements your chair makes. An airplane pitches and rolls like that but not a car. And before we start off again discussing G-forces versus movements, I know and understand that you need the excessive movements to simulate G-forces unless you put a motion chair in a dark room, than you don't need these excessive movements anymore.
That's my whole point I was trying to make from the beginning.

Your point is wrong. Being in a dark room (or enclosed for that matter) does not mean you need less motion. Where you are getting that is beyond me. The opposite is actually true (although minus the dark room theory). It needs to move more in such a situation.

It seems that the most accurate and expensive driving simulator uses excessive roll and pitch as well, forcing me to admit that I could be totally wrong!

All that, and you end up agreeing in the end. Well, at least you made it in the end. Hopefully when you get a chance to try various motion simulators you will have confirmation.

I'm not going to edit this post because;
I've spend a lot of time writing this post
and I want to show you all how pig headed I can be.

Similarly, I'm not going to edit my post :), as the information contained within may actually be usefull to anyone with similar questions/reservations.



;)
 
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Halleluja, I'm converted! (/end joke]

No, really, I am. I really thought that I was right and now I know that I wasn't! Shows how stupid I really am.

I always thought that when 10 people are discussing something, and only one person contradict the other 9, this person is probably wrong. (don't start a discussion about this please). I was that person but now I'm one of the other 10.

Thanks to all of you and especially Delphic Reason for making me realize that I was wrong.

I also found out that, for a very realistic car motion simulator, you only need 4DOF's ==> Rotational DOF's: pitch, Roll, yaw and one linear DOF: heave.


To conclude this discussion, a quote I found earlier this evening (local Belgium time) on the force-dynamic site:

The 301 doesn't only recreate the position of the car in space—it recreates what you feel when you're in the car. Since we sense motion with our inner ears, we can't tell the difference between tilting and accelerating without a visual cue. When you're in the simulator and you turn to the right, we tilt the machine to the left; because the image on the screen tells you that you're not tilted, your brain interprets the tilt as acceleration.

Simbolrides, keep up the good work and if possible create an affordable motion sim with 3 DOF's (pitch, roll and heave)
 
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