rec.autos.simulators

NASCAR motion base simulator

Dave Pollatse

NASCAR motion base simulator

by Dave Pollatse » Sat, 31 Mar 2001 11:21:06

Do you mean that you packet sniff during a multiplayer game and try to crack
the packet format?  I suppose that would work in our "fat packet" mode... I
don't know what kind of latency you would have, so maybe only getting 10 or
15 updates a second wouldn't be noticeable, unless your actuators can really
move the***pit around in an instant.

We actually put in a hook for a custom telemetry .DLL into the Heat patch
for some engineering students that are working on a motion base for a
project... one could make a DLL that would translate to any other format
pretty easily, since we send out all the orientation, velocity, rpm, etc
with no latency.  It would be nice if this were all standardized, though...
 If you want info on this, Mark, feel free to drop me a line.

-Dave Pollatsek


> FYI, x-plane is set up to dump data to motion platform drivers.

> There are standards, I think.


> > Mark,

> > What data port are you talking about? The only port I can imagine is a
> > multiplayer port and this would of course be a seriously limiting way
> > to get at the data since it's not always active and would have a very
> > slow update rate -- relative to the game engine anyway.

> > Am I missing something? Would you care to elaborate further, please.

> > Thanks taking the time ;-)
> > Randy


> > >Randy, in short, you basically intercept the data from the port into
another
> > >computer which is receiving the data.  Then you dissect the data in the
> > >packets and determine which data bits are speed, position, altitude,
etc.

> > >Mark



> > >> Mark,

> > >> I'm curious, would you describe how you plan to do this? Not that I'm
> > >> saying you can't, I just wonder how you'd go about it.

> > >> Thanks,
> > >> Randy

Dave Henri

NASCAR motion base simulator

by Dave Henri » Sat, 31 Mar 2001 11:06:05

  Wasn't there already a hydraulic chair that actuated based on joystick
inputs?
i.e. you pressed the brake pedal and the chair would pitch forward...hit the
gas
and the chair tilted back...
$600 seems to be a price that I remember for that simple device....but I
could
be waaaay off base.
dave henrie

> FYI, x-plane is set up to dump data to motion platform drivers.

> There are standards, I think.


> > Mark,

> > What data port are you talking about? The only port I can imagine is a
> > multiplayer port and this would of course be a seriously limiting way
> > to get at the data since it's not always active and would have a very
> > slow update rate -- relative to the game engine anyway.

> > Am I missing something? Would you care to elaborate further, please.

> > Thanks taking the time ;-)
> > Randy


> > >Randy, in short, you basically intercept the data from the port into
another
> > >computer which is receiving the data.  Then you dissect the data in the
> > >packets and determine which data bits are speed, position, altitude,
etc.

> > >Mark



> > >> Mark,

> > >> I'm curious, would you describe how you plan to do this? Not that I'm
> > >> saying you can't, I just wonder how you'd go about it.

> > >> Thanks,
> > >> Randy

Randy Rig

NASCAR motion base simulator

by Randy Rig » Sat, 31 Mar 2001 11:09:57

Hi Andrew,

No doubt if the software was setup to broadcast g and attitude info
then getting at the data is easy. I thought Mike was saying he was
planning on getting it from current sims.

Randy


>FYI, x-plane is set up to dump data to motion platform drivers.

>There are standards, I think.

Michael Barlo

NASCAR motion base simulator

by Michael Barlo » Sat, 31 Mar 2001 11:38:23

    Dave W. from PeriSoft was on Track Talk tonight and gave us an update on
his Gforce hydraulic simulater.  Basically the same thing you were talking
about trying to get prices for.
PHYDEAUX

NASCAR motion base simulator

by PHYDEAUX » Sat, 31 Mar 2001 11:46:15

RU NUTZ?

(Don't gimme NO***in E-mail)

Race15

NASCAR motion base simulator

by Race15 » Sat, 31 Mar 2001 11:50:43

If I spent $2500.00 on something like that my wife would spend that much again
to have me shot.

Mike

Mike Whit

NASCAR motion base simulator

by Mike Whit » Sat, 31 Mar 2001 14:10:11

Tell her I'll do it for $1250, then she can buy more shoes :)

j/k


Joe6

NASCAR motion base simulator

by Joe6 » Sat, 31 Mar 2001 15:17:35


>If I spent $2500.00 on something like that my wife would spend that much again
>to have me shot.

Well then you're ahead of the game aren't you? The bank account would
be dry. ;-)

Joe McGinn
_____________________
Radical Entertainment

Doug Roger

NASCAR motion base simulator

by Doug Roger » Sat, 31 Mar 2001 23:52:18


> Mike,

> There would be a program written for each off-the-shelf sim which would
> interpret the data coming out of the sim into the motion-platform.  That way
> you could use any sim package that we have a program for.  We don't want to
> write proprietary sims for our motion platform, in order to keep the cost
> down.  Extracting the data out of the sims is pretty easy.  The top motion
> sims are way too expensive and too big for home use.  And some of the lower
> end motion sims aren't that impressive and can't take the data from the sim
> (only works by joystick movements).  What we want to do is design a motion
> sim that would really shake you around and simulate G-forces, crashes, etc,
> and to make it where you could use it for planes, cars, etc.  But we've got
> NASCAR sims as our main focus.  But so far not many people in this survey
> are willing to pay over $2,500 which could make this project quite a
> challenge.  If we can put together a motion base system at a fair cost for
> the consumer then we could offer several packages.  For instance, package A
> would be just the motion platform, package B would be motion and a 90 degree
> visual system, package C would be the motion platform plus a 120 degree
> visual system, etc.  That way you only buy what you can afford and always
> upgrade later.  Comments?

> Mark

Can you tell me how this would differ from NASCAR Silicon Motor Speedway
(http://www.smsonline.com)? It's a great idea, I'm just wondering if
you're planning to offer any additional features.
Mark

NASCAR motion base simulator

by Mark » Sun, 01 Apr 2001 02:20:07

SMS was our inspiration.  If you're racing as much as we are at SMS you'll
pay for our sim in a short time.  If you want SMS in your home it would cost
$100k.  If our project works we can do it for under $5k easily (maybe much
less).  Plus your wife would love it that you're racing at home and not at
SMS!  Imagine having a motion NASCAR sim at home!

Mark

Tim

NASCAR motion base simulator

by Tim » Sun, 01 Apr 2001 06:10:45

SMS so totally sucks
Great idea gone horribly bad
4 tracks, 3 have a drafting model only the shuttle should use
And after all the promising 6 months later still no Bristol

I hear their 'fix' to drafting at Daytona was a rule that the lead 3 cars
must break draft when running up front !
Gawd what a waist


Tim

NASCAR motion base simulator

by Tim » Sun, 01 Apr 2001 10:48:27

How about making the***pit operate it from the motion units own
inputs rather than a games outputs?
The unit would tip back when it's gas pedal was pushed, forward when
the brake was pushed, and tip opposite the way the wheel is turned.
The downside to this is that having this setup would basically make it
specific to either driving or flying sims.
I suppose there could be some type of "loop through" for USB
controllers as a workaround for this, but I don't know much about
this, and should probably shut up. :-)

Tim

On Thu, 29 Mar 2001 19:42:38 GMT, "Michael Barlow"


>    But wouldn't having a "motion" simulator be worthless without code being
>wrote specifically for it in the Sim?  Acceleration would tilt the thing
>back so you have close to 1 G of force on you simulating the acceleration
>force...  Seems to me the Sim/Game would have to be coded for it.  Or isn't
>this the type of thing you're talking about?  As far as the Visual system...
>160* wrap around would help quite a bit.  But again, the Sim/Game would have
>to have the coding for it.

>    Both sound very good but without Sims that are coded with this in mind,
>there's no way to put a price on it.  If there was a Sim coded for such...
>Maybe $2000 max.  But then again, such a price would be pushing it without a
>way to gain that back such as Leagues that pay out quite a bit.

>Just an opinion,
>Mike

Tim

NASCAR motion base simulator

by Tim » Sun, 01 Apr 2001 10:52:35

Didn't realize someone had posted basically the same things as I did
until after I replied to your message. Sorry about that!

Tim


>How about making the***pit operate it from the motion units own
>inputs rather than a games outputs?
>The unit would tip back when it's gas pedal was pushed, forward when
>the brake was pushed, and tip opposite the way the wheel is turned.
>The downside to this is that having this setup would basically make it
>specific to either driving or flying sims.
>I suppose there could be some type of "loop through" for USB
>controllers as a workaround for this, but I don't know much about
>this, and should probably shut up. :-)

>Tim

andre

NASCAR motion base simulator

by andre » Sun, 01 Apr 2001 08:37:22

To avoid tossing the monitors around and make it virtual 360.

How much would the cost be of a >good< comfortable headset be vs. monitors and
hardware, plus mounts?

Don't forget the wear on the motors and hydraulics.


> Just curious -- what's the most would you be willing to spend on a motion
> base NASCAR simulator for your home that uses off the shelf sims like NASCAR
> Heat and would use your PC as the visual system?  About $2,000, $5,000,
> $10,000?  What about with a 120-160 degree visual system?  We would be
> interested in your reply.  Thank you!


> Mark

Mike Whit

NASCAR motion base simulator

by Mike Whit » Sun, 01 Apr 2001 10:17:52

The down side I can quickly see in the case of N4 is when you've stripped a
gear or blown both rear tires.  All of the inputs say you should be
accelerating, but you aren't.  The simulated g-forces in that example would
be wrong.


> Didn't realize someone had posted basically the same things as I did
> until after I replied to your message. Sorry about that!

> Tim


> >How about making the***pit operate it from the motion units own
> >inputs rather than a games outputs?
> >The unit would tip back when it's gas pedal was pushed, forward when
> >the brake was pushed, and tip opposite the way the wheel is turned.
> >The downside to this is that having this setup would basically make it
> >specific to either driving or flying sims.
> >I suppose there could be some type of "loop through" for USB
> >controllers as a workaround for this, but I don't know much about
> >this, and should probably shut up. :-)

> >Tim


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