rec.autos.simulators

The lack of grip in most sims

Thomas JS Brow

The lack of grip in most sims

by Thomas JS Brow » Mon, 17 Jul 2000 04:00:00

Actually it's not a theory, the two most common choices that sim
designers make are either reduce grip or reduce horsepower.
TToomm

The lack of grip in most sims

by TToomm » Mon, 17 Jul 2000 04:00:00

gucciphile wrote;

Get F1 2000 or SCGT.   You can adjust the car physics files to give
yourself all the grip you want.   You might be disapointed , as
more grip != more fun, or even more realistic.

Tom

rwe..

The lack of grip in most sims

by rwe.. » Mon, 17 Jul 2000 04:00:00



You know, I've had this idea for a g-force race-car simulator.
There's obviously no way (that we know of yet) to simulate the
real forces involved in racing a real car, but I think you
could get a good approximation by building a small roll-cage
with a seat, pedals, wheel, and shifter, then making it so
that the whole thing can rock forward and backward to simulate
accellerating and braking, and also rock side-to-side to
simulate the lateral g-forces you get when going around a turn.
Add force-feedback to the wheel and pedals, and something to
generate vibrations from the engine and various road
conditions, and I think you could have a simulator that would
impress even real race-car drivers.
You could then mount some kind of projection screen on the
front that would move with the car, or even better, come up
with some kind of head-mounted display.

Rainer Weitz

Sent via Deja.com http://www.deja.com/
Before you buy.

Matthew V. Jessic

The lack of grip in most sims

by Matthew V. Jessic » Tue, 18 Jul 2000 04:00:00

You should try out the Silicon Motor Speedway stores
in several cities around the country.
see:  http://www.smsonline.com/

They use motion base simulators with multiple monitors,
force feedback, etc. for mutliple cars in the same NASCAR race.
It's fun, and a great experience.

- Matt




> >I think the frustrating thing is just that -- that there
> > is no g-force simulation so unless it's a good sim (gpl :-) ),
> > or until we get g-force simulation, it's hard to tell just
> > when you're going to lose grip.

> You know, I've had this idea for a g-force race-car simulator.
> There's obviously no way (that we know of yet) to simulate the
> real forces involved in racing a real car, but I think you
> could get a good approximation by building a small roll-cage
> with a seat, pedals, wheel, and shifter, then making it so
> that the whole thing can rock forward and backward to simulate
> accellerating and braking, and also rock side-to-side to
> simulate the lateral g-forces you get when going around a turn.
> Add force-feedback to the wheel and pedals, and something to
> generate vibrations from the engine and various road
> conditions, and I think you could have a simulator that would
> impress even real race-car drivers.
> You could then mount some kind of projection screen on the
> front that would move with the car, or even better, come up
> with some kind of head-mounted display.

> Rainer Weitz

> Sent via Deja.com http://www.deja.com/
> Before you buy.

Doug Millike

The lack of grip in most sims

by Doug Millike » Tue, 18 Jul 2000 04:00:00

Matt -- Thanks for the plug, saved me the typing!!  
SMS does use pretty realistic tire data.

  -- Doug Milliken

ps. looks like you skipped ahead one day...


> You should try out the Silicon Motor Speedway stores
> in several cities around the country.
> see:  http://www.smsonline.com/

> They use motion base simulators with multiple monitors,
> force feedback, etc. for mutliple cars in the same NASCAR race.
> It's fun, and a great experience.

> - Matt




> > >I think the frustrating thing is just that -- that there
> > > is no g-force simulation so unless it's a good sim (gpl :-) ),
> > > or until we get g-force simulation, it's hard to tell just
> > > when you're going to lose grip.

> > You know, I've had this idea for a g-force race-car simulator.
> > There's obviously no way (that we know of yet) to simulate the
> > real forces involved in racing a real car, but I think you
> > could get a good approximation by building a small roll-cage
> > with a seat, pedals, wheel, and shifter, then making it so
> > that the whole thing can rock forward and backward to simulate
> > accellerating and braking, and also rock side-to-side to
> > simulate the lateral g-forces you get when going around a turn.
> > Add force-feedback to the wheel and pedals, and something to
> > generate vibrations from the engine and various road
> > conditions, and I think you could have a simulator that would
> > impress even real race-car drivers.
> > You could then mount some kind of projection screen on the
> > front that would move with the car, or even better, come up
> > with some kind of head-mounted display.

> > Rainer Weitz

> > Sent via Deja.com http://www.deja.com/
> > Before you buy.

rwe..

The lack of grip in most sims

by rwe.. » Tue, 18 Jul 2000 04:00:00



That looks interesting, but the nearest one to me is over 500
miles away.  Besides, it doesn't look they have what I was
talking about.  I think to get a realistic driving experience
you need to be able to tip the simulator up to 45 degrees, or
more.

For example: Picture a car making a sharp turn on a level road,
such that the car is experiencing 1 gee of lateral force. If you
have 1 gee downward force from gravity, and 1 gee of centripedal
force pointing horizontally, then the net force experienced by
the driver is approximately 1.4 gee's at an angle of 45 degrees
downward and to the side.

So if you're in a simulator, and you make a sharp turn to the
left, and the simulator tips 45 degrees to the right, you will
feel as if you are pulling a 1-gee turn.  The force won't be
quite as strong (only 1 gee, instead of 1.4 gee's) but the
vector of force would be in right direction. When you straighten
out the wheel, the simulator would roll back up to the level
position, and you would no longer feel like you were in a turn.

In the same way, tipping forward and back would simulate the
forces involved in accelerating and braking.  Tipping forward
would give you the feeling that you were slowing down, while
tipping back would give you the sensation of accelerating.
As long as the user's frame of reference (the screen) is telling
him that he is level, he will feel like he's swerving back and
forth, accellerating and braking, when he's actually sitting in
one spot, tipping back and forth, and side to side.

Rainer Weitz

Sent via Deja.com http://www.deja.com/
Before you buy.

Gerald Moor

The lack of grip in most sims

by Gerald Moor » Tue, 18 Jul 2000 04:00:00

I have thought about doing something like this myself.  The thing is,
one could probably spend the same amount of money as it would take to
develop and build something like this and instead buy a real race car.

Seriously though, it would be the coolest thing since sliced bread to
have something like what you are talking about.  Perhaps one could buy
a used DaytonaUSA arcade game and figure out a way to interface it with
some kind of game controller.  That would at least save some of the
hardware costs.

Then all you would need is somebody to write a custom patch to your
favorite game for you... BUT, you might get "close enough" simply by
interpreting steering wheel and throttle/brake positions... I dunno.

BTW, what is the PowerBall up to this week?



> You know, I've had this idea for a g-force race-car simulator.
> There's obviously no way (that we know of yet) to simulate the
> real forces involved in racing a real car, but I think you
> could get a good approximation by building a small roll-cage
> with a seat, pedals, wheel, and shifter, then making it so
> that the whole thing can rock forward and backward to simulate
> accellerating and braking, and also rock side-to-side to
> simulate the lateral g-forces you get when going around a turn.
> Add force-feedback to the wheel and pedals, and something to
> generate vibrations from the engine and various road
> conditions, and I think you could have a simulator that would
> impress even real race-car drivers.
> You could then mount some kind of projection screen on the
> front that would move with the car, or even better, come up
> with some kind of head-mounted display.

> Rainer Weitz

> Sent via Deja.com http://www.deja.com/
> Before you buy.

Sent via Deja.com http://www.deja.com/
Before you buy.
BriGu

The lack of grip in most sims

by BriGu » Tue, 18 Jul 2000 04:00:00


I can imagine the NASCAR version of this supposed simulator - the seat
would be permanently leaning to the right...!

--


Doug Millike

The lack of grip in most sims

by Doug Millike » Wed, 19 Jul 2000 04:00:00




> > You should try out the Silicon Motor Speedway stores
> > see:  http://www.smsonline.com/

> > They use motion base simulators with multiple monitors,
> > force feedback, etc. for mutliple cars in the same NASCAR race.
> > It's fun, and a great experience.

> That looks interesting, but the nearest one to me is over 500
> miles away.  Besides, it doesn't look they have what I was
> talking about.  I think to get a realistic driving experience
> you need to be able to tip the simulator up to 45 degrees, or
> more.

I suggest some web research on "simulator sickness".  Based on what little
I know, large amounts of tilting seem to upset the inner ear (due to the
unnatural rotation), so it's probably not reasonable to use large roll and
pitch angles to simulate lateral and longitudinal acceleration.  VW tried
it with their research driving simulator many years ago and, in simulated-
limit-maneuvers, the drivers almost all got motion-sick.  My father was one
of the few that actually drove that VW simulator hard (simulating limit
maneuvers) and didn't get sick in a few minutes...

There were other concerns with SMS also -- you have to be careful
when designing anything that will be used by the general public...

  <snip>

Actually, a lot of research has been done on this and I believe
that most of it contradicts your scenerio...

The new big research simulators (DaimlerChrysler and others) have X-Y
tracks so that by moving back and forth, they can actually subject the
simulator to true linear accelerations (of a limited duration).  Often this
is combined with pitch and roll (phased in cleverly) to let them maintain
some constant acceleration as well.

-- Doug

                Milliken Research Associates Inc.

Matthew V. Jessic

The lack of grip in most sims

by Matthew V. Jessic » Wed, 19 Jul 2000 04:00:00


> When you straighten
> out the wheel, the simulator would roll back up to the level
> position, and you would no longer feel like you were in a turn.
> In the same way, tipping forward and back would simulate the
> forces involved in accelerating and braking.  Tipping forward
> would give you the feeling that you were slowing down, while
> tipping back would give you the sensation of accelerating.
> As long as the user's frame of reference (the screen) is telling
> him that he is level, he will feel like he's swerving back and
> forth, accellerating and braking, when he's actually sitting in
> one spot, tipping back and forth, and side to side.

It doesn't take a lot of of motion to help to fool the senses.

There was someone at a WarBirds convention (online flight sim)
a couple years ago with just a chair that tilted. Nifty gadget.
It used a small single cylinder hydraulic system, probably rather
slower acting than what SMS uses.

The ultimate might have been a NASA simulator that moved
up/down and laterally along a large wall, or the docking simulator
that (so I've heard) was hung in a dark room from an overhead
crane. The trainees were presumably ordered to ignore the extra
1 G. ;)   Still, given the confusing way proximity operations
work it was probably useful.

- Matt

MichaelJ

The lack of grip in most sims

by MichaelJ » Wed, 19 Jul 2000 04:00:00


The problem is that the simulator has to roll quite rapidly to achieve
the necessary angle of tilt. This rotational acceleration is quite
unnatural (unless you're barrel-rolling!), and can upset the inner ear
and induce motion sickness.

- Michael Powell

Gerald Moor

The lack of grip in most sims

by Gerald Moor » Wed, 19 Jul 2000 04:00:00

Now, now.  Winston Cup does do a few road courses every season...



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Before you buy.

David Ewin

The lack of grip in most sims

by David Ewin » Wed, 19 Jul 2000 04:00:00


> There was someone at a WarBirds convention (online flight sim)
> a couple years ago with just a chair that tilted. Nifty gadget.
> It used a small single cylinder hydraulic system, probably rather
> slower acting than what SMS uses.

At the giant Mall of America in Minneapolis, Minnesota, USA, they have a
plane "simulator" that does complete rolls.  You can select various
planes (I chose a P51 Mustang).  Unfortunately, you don't get to control
the thing, it just goes on a pre-programmed flight.  Also, it played
some lame soundtrack rather than letting you hear the actual sounds,
which diluted the effect.  It was pretty fun nonetheless.  It was quite
an odd feeling when you were completely inverted, just*** by your
shoulder harness.  Warning - be sure to empty your pockets of all loose
change!

Dave Ewing

--
*****************************************************
David A. Ewing

*****************************************************

JTW620

The lack of grip in most sims

by JTW620 » Thu, 20 Jul 2000 04:00:00

  At a 45 degree angle of rotation, we'll feel .707 G's laterally, if I'm not
mistaken.  The only way to get 1g from a rotation-only setup is to pop us all
the way sideways to 90 degrees.  Of course then, we don't have any acceleration
pushing us down in the seat now, so we'll feel like we're making a 1g turn with
no gravity.  

  I'd love to feel the accelerations in a racing sim as much as anybody else,
but this approach has some problems.  If we're going straight ahead without
turning, then flick the wheel left and enter a 1g turn, the***pit rotates 90
degrees to the right to simulate this.  Aside from having just lost gravity
entirely, what happens if we want to turn back to the right for the next 1g
corner?  If it takes 2 seconds to transition from 1g left to 1g right, the
***pit will spin us from 90 degrees on our right side to 90 degrees on our
left in 2 seconds!  Barf city, and way too disorienting for me to drive.

  But there's got to be a way.... :-)

Todd Wasson

JTW620

The lack of grip in most sims

by JTW620 » Thu, 20 Jul 2000 04:00:00

  One more thing (sorry if it sounds like I'm flaming or picking on you, I'm
not!)  Please keep in mind that when the***pit rotates to one side or
pitches, we will definately feel this.  When entering the 1 g corner, we'll
feel like the car rolled 90 degrees while the sideways force built up.  Maybe
some sort of electrical neurological device could cancel this rotation sense
out?  :-)

Todd Wasson


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