rec.autos.simulators

NASCAR motion base simulator

Tim

NASCAR motion base simulator

by Tim » Sun, 01 Apr 2001 14:15:43

On Sat, 31 Mar 2001 01:17:52 GMT, "Mike White"


>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.

Very true. Since this thread seemed to be heading along the lines of a
"value" motion simulator, my solution seemed cheap.
Definitely not ideal, though.

Tim

Tim

NASCAR motion base simulator

by Tim » Sun, 01 Apr 2001 14:19:04

I understand what you're saying, but I'd prefer a full motion***pit
to headset immersion. All a VR headset is going to do is fill your
field of vision.

Tim


>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.

andre

NASCAR motion base simulator

by andre » Sun, 01 Apr 2001 11:55:07

No, no, no.

Both, silly!

Both!

Both, I say!

For the love of all things simulated, both!

8 )


> I understand what you're saying, but I'd prefer a full motion***pit
> to headset immersion. All a VR headset is going to do is fill your
> field of vision.

> Tim


> >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.

Mark

NASCAR motion base simulator

by Mark » Wed, 04 Apr 2001 00:18:11

Our sim will handle all of the NASCAR handling qualities to simulate any
blown tire, skidding, braking, even the engine vibration, etc.  If we can't
simulate the NASCAR realism and shake you around like the real thing then we
won't do it!

Mark


> 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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