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Rec.Autos.Simulators Archive

Some simulator ideas (improved sense of speed)

2 posts by 2 people · 20 Mar 1998 - 20 Mar 1998

Ok my diy wheel/pedals are finally done and they are the best! I really don't think this area could be improved upon any without major $$$ put into a FF motor for the wheel. Anyway the wheel/pedals are only one area that a real driver gets a feeling from, and of course sight helps, but no one has done anything yet with outside feelings. Now that FF is at least programed into some sims and there are people out there who are good enough with comps to work with this stuff I would think its time for improvement in this area. As I understand programs with FF can tell an outside device what speed a car is moving within a simulated world at any time. I think this would allow for either of these to be done by someone who is a skilled electrician, engineer, comp programer, ect -set up a speed adjustable fan and have the thing hooked up so that as the FF programing says as the speed is going up the fan would speed up, as speed goes down the fan goes down. Ex 200 mph = fan on full, 100 = fan on ?, 10 mph = fan on 10%, ect. I know this has been done with the gas pedal only but that is not good enough b/c you could floor the gas and be at 50 mph and the fan would be on full. I think something working off the speed of the car could be done now -same idea, only with something making vibration. This would be even easier I would think for someone who really know what they were doing. Tape a big subwoofer to the bottom of a chair, and have the deep bass sound increase with higher speeds, and go back down at lower speeds. I have a subwoofer taped to the bottom of my chair now, its just hooked up to the normal speakers. The problem is that for example in N2 the engine sound is lowest when going the slowest, and highest when going the fastest, so the woofer vibrates most at the lowest speeds and least at the highest speeds, the opposite of how it should be. Something done through FF programing of how the fast the car is going could produce great vibration at high speed and almost none at lowest speeds, as it should be I think either of these would add greatly to the sense of speed in a way auto sims have not had before, taking things beyond just looking at a screen. These things could actually give us an idea of how fast we are going, no more having to tell ourselves to make sure we slow down enough. Im sure most people reading this post will think what the hell is this nut case talking about, get a life, etc. But when the DIY wheel pages first went up Im sure most people thought that was nuts as well. Anyway I know nothing about FF code and very little about how to make it interact with objects such as motors, fans or subwoofers, but if there is someone out there who does please give this stuff a shot. L8er
Quoted text (8 lines)> Ok my diy wheel/pedals are finally done and they are the best! I > really > don't think this area could be improved upon any without major $$$ put > into a FF motor for the wheel. Anyway the wheel/pedals are only one > area that a real driver gets a feeling from, and of course sight > helps, > but no one has done anything yet with outside feelings.
Well, the wheel and pedals are most important, but the missing items are;*the bum feeling - vibrations, when a tire locks, riding bumps & kerbs *noises; *** against the road, brakes, gerbox & diff working against the surface (pretty good in Toca) *heat :) *G-forces I know they have built a quite extreme sim somewhere, where a pukka F1 car was mounted on hydraulic motors, moving it in all kinds of directions. It was tested by real drivers, and they said it was getting closer, but.... snip Not at all! Great ideas! :) give people a few years, and you can do anything in your living room! Hm. maybe sim-room:) Cheers, Matt Matthew Birger Knutsen Cheek Racing Cars (http://home.sn.no/~kareknut "Racing cars is like dancing with a chainsaw" -Cale Yarborough

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