>Has anyone ever considered creating a forcefeedback racing seat or chair,
>that would tilt , even if only just a slight bit, to give some hint of the
>relative G-forces in a game. Obviously you could not replicate actual
>G-forces, but I suspect that even just a very small fraction of the relative
>virtual G-forces would greatly enhance the sense of immersion in a game.
>Perhaps a seat cushion-like device that you could place on a chair, with
>tiny motors or air bladders that could be pumped up or bled in reaction to
>onscreen actions of your car.
Todd Wasson
Racing Software
http://PerformanceSimulations.com
http://performancesimulations.com/scnshot4.htm
>>Has anyone ever considered creating a forcefeedback racing seat or
>>chair, that would tilt , even if only just a slight bit, to give some
>>hint of the relative G-forces in a game.
> Aside from the high end full motion systems out there I remember a
> version of Virtual Racing (open wheel cars) that had something like
> you mentioned. The seat had three movable parts that would push you
> sideways into the seat. When you hit the brake it would push you
> forward a little. Worked surprisingly well IMO considering its
> simplicity, but I've never seen it done again..