rec.autos.simulators

Your Input- Realistic Simulators

Troy S. Haa

Your Input- Realistic Simulators

by Troy S. Haa » Fri, 18 Sep 1998 04:00:00

Heres your chance to voice your opinions!!!
Myself and 2 other people are designing and soon to start construction
on a NEW type of simulators.
You have all seen the F1 type and so on simulators that are good,but
lack the realistic motion of a real race car. That is where we come
in,all of us has a different specialty so merging them makes great
sence.

The first sim we are designing and building will be for drag racing. The
sim will be a full tube chassis(cockpit only) that you will actually
"get into". It will be complete with wheel, pedals,seat,harness and a
special keyboard type panel for all the keystrokes needed to play NHRA
or Burnout plus more. Many options will be availble,for example a smoke
machine to simulate burnouts and going up in smoke. Some of the other
standard features are:
Backward movement= Accelleration
Forward= Braking
Variable Vibration = increase/decreace with engine R.P.M.
Built in Speakers
Touch pad type of mouse
Basic paint colors with more colors as an option
PLUS MUCH MORE

Some of the Options:
Smoke machine
Helmet with built in speakers
Side to Side movement = For crash's
Plus Many More!!!!!!!!!!!

We hope to soon have designs for F1, NASCAR and Aircraft. We also plan
to have a "Generic" unit for different sims.

All sims are being built to take up as little space as nessary,but the
***pit dimesions will be built to fit each gamer's needs.

Here is where you come in!!! We want your input !!!!  What would you
like to see????
What would you like if we built one for you?????????

Price you ask ???? Well that is still being worked out,but we hope to
have the basic units around the $1,000.00 mark. Yea a bit pricey, but
cheaper than buying/building your own race car and the high $$$$ for
travel,spare parts,payroll,etc.

Let me know what you think and your "Wish List" !!!!!!!!!!!!!!!!!!

Troy

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< 1K Download
Craig A Thornto

Your Input- Realistic Simulators

by Craig A Thornto » Sat, 19 Sep 1998 04:00:00

Sounds good.  I remember reading about a posting to do with a speaker at
all four corners to aid in the feel of the sim, this would be nice to
see in your construction.

Apart from that, robust and well made, quality is paramount.

All the best,
Craig.

Boogie Bo

Your Input- Realistic Simulators

by Boogie Bo » Sat, 19 Sep 1998 04:00:00

Your main problem will be for the simulator to sense when certain things
occur - what will trigger the smoke?, what will trigger the side to side
movement for crashes?... Since you'll be using off the self pc software,
you may may have to hack into it to get your simulator to synchronize
these events properly. How would you implement motion? I've also thought
about contructing a similar project (for Nascar2 -blow your engine, your
rec room fills with smoke! maybe not), but unless the above concerns
are  worked out, it seems pretty tough to do.

I think I'll concentrate on good visuals - hopefully use a projection
screen, and sound - surround with subwoofers mounted in the seat. I've
read that unless motion is done right that it will take away from the
experience.

BOB


> Heres your chance to voice your opinions!!!
> Myself and 2 other people are designing and soon to start construction
> on a NEW type of simulators.
> You have all seen the F1 type and so on simulators that are good,but
> lack the realistic motion of a real race car. That is where we come
> in,all of us has a different specialty so merging them makes great
> sence.

> The first sim we are designing and building will be for drag racing. The
> sim will be a full tube chassis(cockpit only) that you will actually
> "get into". It will be complete with wheel, pedals,seat,harness and a
> special keyboard type panel for all the keystrokes needed to play NHRA
> or Burnout plus more. Many options will be availble,for example a smoke
> machine to simulate burnouts and going up in smoke. Some of the other
> standard features are:
> Backward movement= Accelleration
> Forward= Braking
> Variable Vibration = increase/decreace with engine R.P.M.
> Built in Speakers
> Touch pad type of mouse
> Basic paint colors with more colors as an option
> PLUS MUCH MORE

> Some of the Options:
> Smoke machine
> Helmet with built in speakers
> Side to Side movement = For crash's
> Plus Many More!!!!!!!!!!!

> We hope to soon have designs for F1, NASCAR and Aircraft. We also plan
> to have a "Generic" unit for different sims.

> All sims are being built to take up as little space as nessary,but the
>***pit dimesions will be built to fit each gamer's needs.

> Here is where you come in!!! We want your input !!!!  What would you
> like to see????
> What would you like if we built one for you?????????

> Price you ask ???? Well that is still being worked out,but we hope to
> have the basic units around the $1,000.00 mark. Yea a bit pricey, but
> cheaper than buying/building your own race car and the high $$$$ for
> travel,spare parts,payroll,etc.

> Let me know what you think and your "Wish List" !!!!!!!!!!!!!!!!!!

> Troy

>     ---------------------------------------------------------------

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>         Part 1.2          Type: text/x-vcard
>                       Encoding: 7bit


Rory S. Brow

Your Input- Realistic Simulators

by Rory S. Brow » Sat, 19 Sep 1998 04:00:00

The biggest problem, which no one can solve at this time about force feed
back, is the lack of perpetual motion or constant G-Force.  All you can
create is the intial motion without the maintaining of that motion.  This is
why force feed back is for those who like arcade type games and not
simulation or are they like force feedback because the marketing world has
convinced them that this is something you have to have.  Save your money and
don't bother unless you have come up with a scientific break through on this
subject.  Good Luck
Frbayle

Your Input- Realistic Simulators

by Frbayle » Sun, 20 Sep 1998 04:00:00

   Is this one of the best kelp secrets,are what?
Its got some bugs,but dosnt every game that comes out  now?
my only grip is it takes so long to load be*** rounds. But I can live
with that. Its a great sim.
    If anybody has some setups they will share with me,please contact me. I
have a few  tf.4.50's fc.4.90's.
Frbayle

Your Input- Realistic Simulators

by Frbayle » Sun, 20 Sep 1998 04:00:00

   Is this one of the best kelp secrets,are what?
Its got some bugs,but dosnt every game that comes out  now?
my only grip is it takes so long to load be*** rounds. But I can live
with that. Its a great sim.
    If anybody has some setups they will share with me,please contact me. I
have a few  tf.4.50's fc.4.90's.
sp..

Your Input- Realistic Simulators

by sp.. » Sun, 20 Sep 1998 04:00:00


> Its got some bugs,but dosnt every game that comes out  now?
> my only grip is it takes so long to load be*** rounds. But I can live
> with that. Its a great sim.

i have this sim, and am using it with a Riva TNT based video card on a pII system
with an Asus P2B motherboard.  in the BIOS options of the board, there is a
selection for PCI Latency under PCI/PNP options.  in my bios, this defaulted to 0.
i set it to 32, and loading is _MUCH_ faster.  32 cycles will allow your hard drive
to take a bigger chunk of information before it makes way for another device to use
the data bus, so things tend to load faster.  try it.. i use the agp textures, and
lowered my load time from an abominibal minute or more to about 10 seconds between
rounds.

considering that drag racers use the 'on/off' method of throttle usage when it comes
to fuel racing (Top Fuel and Funny Car), i think keeping the throttle limited to
button association was a good move.  they never have the throttle half depressed.
you're either idling, or full blast.  no in between that a pedal could provide you.

-jch

Peter Ashle

Your Input- Realistic Simulators

by Peter Ashle » Mon, 21 Sep 1998 04:00:00

Do a modern update of Hard Driving.
coh

Your Input- Realistic Simulators

by coh » Mon, 21 Sep 1998 04:00:00

So far I have run 4.36 in TF and 4.74 in FC.  I really don't think it's
possible to go much quicker than that (maybe 2 or 3 hundreths).  I haven't
spent quite as much time on the Funny Cars though, so maybe there is more
left in it.



Martin U'Re

Your Input- Realistic Simulators

by Martin U'Re » Mon, 21 Sep 1998 04:00:00


> Do a modern update of Hard Driving.

That's right....Hard Driving had very enjoyable force feedback
characteristics that communicated front tire loads to the steering
wheel. However that was done, it would be great in GPL.

Marty

Ben Holnes

Your Input- Realistic Simulators

by Ben Holnes » Tue, 22 Sep 1998 04:00:00

While I agree with you on this point, the problem can be partially solved by
having the sit tip slightly backwards (acceleration / constant forward
motion) or tipped slightly forwards (decelleration  / constant backward
motion).
Combined with visuals and sound, this is enough to trick the body into
believing that you are in perpetual motion.
Also, having a couple of fans that blow wind into your face / past your body
reinforce this feeling immensly.

Hope this helps!

Ben


>The biggest problem, which no one can solve at this time about force feed
>back, is the lack of perpetual motion or constant G-Force.  All you can
>create is the intial motion without the maintaining of that motion.  This
is
>why force feed back is for those who like arcade type games and not
>simulation or are they like force feedback because the marketing world has
>convinced them that this is something you have to have.  Save your money
and
>don't bother unless you have come up with a scientific break through on
this
>subject.  Good Luck

--

From original message:

Heres your chance to voice your opinions!!!
Myself and 2 other people are designing and soon to start construction
on a NEW type of simulators.
You have all seen the F1 type and so on simulators that are good,but
lack the realistic motion of a real race car. That is where we come
in,all of us has a different specialty so merging them makes great
sence.

Jim Sokolof

Your Input- Realistic Simulators

by Jim Sokolof » Thu, 24 Sep 1998 04:00:00


> Constant speed doesn't need modelling.

           ^^^^^ You mean velocity here...

Every road car can generate a resultant force on the occupants in
excess of 1G. Sitting at rest or at constant velocity, there's a 1G
force (down). If the car brakes on a level surface at 0.8G (most any
road car can achieve this), the resultant force is (sqrt (+ 1 (* 0.8
0.8))) or 1.28 G. For a 1 G lateral acceleration on a level surface,
(sqrt 2) or 1.4 G is the resultant force on an occupant.

---Jim

Jim Sokolof

Your Input- Realistic Simulators

by Jim Sokolof » Thu, 24 Sep 1998 04:00:00


> Do a modern update of Hard Driving.

Hell, do a re-release of Hard Driving would be good enough for
me... :-)

---Jim


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