rec.autos.simulators

Forcefeedback seats?

greenfiel

Forcefeedback seats?

by greenfiel » Mon, 20 Oct 2003 05:18:02

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.
J. Todd Wass

Forcefeedback seats?

by J. Todd Wass » Mon, 20 Oct 2003 06:35:47


>Date: 10/18/2003 4:18 PM Eastern Daylight Time

>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.

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..

Todd Wasson
Racing Software
http://PerformanceSimulations.com
http://performancesimulations.com/scnshot4.htm

a seeke

Forcefeedback seats?

by a seeke » Tue, 21 Oct 2003 02:33:35




>>Date: 10/18/2003 4:18 PM Eastern Daylight Time

>>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..

The complexity and size of commercial or research automotive or aeronautic
simulators all seem excessive to me. What I think would work really well
and be compact and inexpensive enough for the home user, would be to mount
the seat, steering wheel, pedals and monitor in a gimballed frame, shield
the user from visual references with a light weight cloth cover. I'm
guessing the data already coming out of a game like GPL could be used to
drive stepper motors mounted on the gimbal axes to tilt the user for and
aft to mimic acceleration and braking, and side to side for lateral G's. A
bit of vertical movement could be added to mimic bumps and grades.
Einstein told us that our bodies can't tell the difference between a static
gravitational force and the forces of a constant acceleration, with only
the monitor for visual clues it would be totally immersive.
Nobodies done it that I know of, and I'm way too lazy to try;)
jon

Forcefeedback seats?

by jon » Tue, 21 Oct 2003 03:50:47

I looked into that very thing a while back, and from what I can see, it
ain't happening anytime soon. Do a search on "home motion simulator". It
would appear economic feasability is our main enemy here.



rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.