I tend to get a lot of weird feelings, though. YMMV.
--
Gunnar
#31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo: 2
DE RECTIS NON TOLERANDUM EST
Absolutely not, unless you consider 4-number figures as a decent price :)
The current seriousness in the community goes as far as things like
fully-closed flight sim plane replicas and racing***pits. What you say is
just a step ahead, but the market is way too small for that. I wouldn't
start such business it's just a way to go bankrupt soon!
--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
-- http://www.racesimcentral.net/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...
| The one thing that is substantialy missing from racing games is a sense of
| the accelerative and decelerative G-forces you experience in driving any
| vehicle. It would seem that someone could offer a adaptor seat or entire
| chair that could proportionately rock you forwards backwards and side to
| side just enough to give you a sense of how your car is reacting to forces
| in the game. Obviously you cannot generate realistic G-forces , but you
| could certainly further provide more sensory clues for your brain to
| evaluate. The immersion factor might be substantial even with just minor
| tilting. A relatively cheap basic system of air bladders or some sort of
| electronic actuators would seem possible, although not being a mechanical
| engineer I do not know if this is practical and reliable. Has anyone built
| anything like this ? Is it for sale at a decent price ?
| Is any thing on the drawing boards ?
|
|
---
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HOWEVER
I tried the Super X ride of motor racing and it was NOTHING LIKE the real
think - it cant move quick enough. It's not the rough harsh ride that motor
racing can be - in fact it was just nausia inducing.
Flight Sims get away with it because they dont have the sharp 3G braking,
the jumping off kerbs etc of motor racing.
Doug
Stefan Zscharnack
www.vrf.com
Cheers,
Schumi
| The one thing that is substantialy missing from racing games is a sense of
| the accelerative and decelerative G-forces you experience in driving any
| vehicle. It would seem that someone could offer a adaptor seat or entire
| chair that could proportionately rock you forwards backwards and side to
| side just enough to give you a sense of how your car is reacting to forces
| in the game. Obviously you cannot generate realistic G-forces , but you
| could certainly further provide more sensory clues for your brain to
| evaluate. The immersion factor might be substantial even with just minor
| tilting. A relatively cheap basic system of air bladders or some sort of
| electronic actuators would seem possible, although not being a mechanical
| engineer I do not know if this is practical and reliable. Has anyone built
| anything like this ? Is it for sale at a decent price ?
| Is any thing on the drawing boards ?
|
|
Nick.
> www.vrf.com
> Cheers,
> Schumi
> | The one thing that is substantialy missing from racing games is a sense
of
> | the accelerative and decelerative G-forces you experience in driving any
> | vehicle. It would seem that someone could offer a adaptor seat or entire
> | chair that could proportionately rock you forwards backwards and side to
> | side just enough to give you a sense of how your car is reacting to
forces
> | in the game. Obviously you cannot generate realistic G-forces , but you
> | could certainly further provide more sensory clues for your brain to
> | evaluate. The immersion factor might be substantial even with just minor
> | tilting. A relatively cheap basic system of air bladders or some sort of
> | electronic actuators would seem possible, although not being a
mechanical
> | engineer I do not know if this is practical and reliable. Has anyone
built
> | anything like this ? Is it for sale at a decent price ?
> | Is any thing on the drawing boards ?
> |
> |
Don't forget that you also have to include your desk and monitor in all
of this action. It's no good having your chair rock back - to simulate
forces under braking - and have you staring at the ceiling instead of
the monitor whilst pulling your feet away from the pedals and arms from
the steering wheel.
--
Peter Ives
Remove ALL_STRESS before replying
If you know what's good for you, don't listen to me
GPLRank Joystick -50.63 Wheel -21.77
They've taken a really low key over the past year (including not taking
orders ATM) because they are backordered already. Those who ordered the
Version 1 seat but didn't get one, will be contacted to get the version 2
seat when its ready.
Apparently there is VAST improvement in every area, and the mere fact that
it ports to the physics engine (when supported by the developer ala N3)
which provides REAL feedback, as opposed to that diluted sound (which still
works OK).
Anyways... I'll be gettin one, and I hope more developers support it. I've
talked in great detail with teh developer and the structure of his
algorithms for physics porting, and he basically does all the work for the
developers. There are a few things the GDs need to do, but all in all... a
pretty easy integration.
Thaz all I know.
Cheers,
Schumi
| I have version 1 and it was pretty cool with N3 but seems to not have
| support in N4 so you have to run it off the sound which is no where near
as
| cool. I don't know what to think about that company, I'd speculate they
| have funding issues... They've taken their order form down and from what
| I've been told are hard to get in touch with by phone or email.
|
| > Take a peek at this one... should be shipping the improved Version 2 in
| > October I hear. Version 1 was already a pretty good seat, but Version 2
| > promises to be even better. Its a seat that can actually port to the
| physics
| > engine BTW... not just run off of sound, which the sound-emulation
ability
| > is there, but the developers prefer to have ported games which run off
the
| > physics engine directly.
| >
| > www.vrf.com
| >
| > Cheers,
| >
| > Schumi
| >
| > | The one thing that is substantialy missing from racing games is a
sense
| of
| > | the accelerative and decelerative G-forces you experience in driving
any
| > | vehicle. It would seem that someone could offer a adaptor seat or
entire
| > | chair that could proportionately rock you forwards backwards and side
to
| > | side just enough to give you a sense of how your car is reacting to
| forces
| > | in the game. Obviously you cannot generate realistic G-forces , but
you
| > | could certainly further provide more sensory clues for your brain to
| > | evaluate. The immersion factor might be substantial even with just
minor
| > | tilting. A relatively cheap basic system of air bladders or some sort
of
| > | electronic actuators would seem possible, although not being a
| mechanical
| > | engineer I do not know if this is practical and reliable. Has anyone
| built
| > | anything like this ? Is it for sale at a decent price ?
| > | Is any thing on the drawing boards ?
| > |
| > |
| >
| >
|
|
My office chair has a woofer based system: see:
http://www.cg.its.tudelft.nl/~paul/chair
hth,
Paul
> Don't forget that you also have to include your desk and monitor in all
> of this action. It's no good having your chair rock back - to simulate
> forces under braking - and have you staring at the ceiling instead of
> the monitor whilst pulling your feet away from the pedals and arms from
> the steering wheel.
> --
> Peter Ives
> Remove ALL_STRESS before replying
> If you know what's good for you, don't listen to me
> GPLRank Joystick -50.63 Wheel -21.77