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Rec.Autos.Simulators Archive

Your Input- Realistic Simulators

17 posts by 14 people · 17 Sep 1998 - 11 Oct 1998

Troy S. Haa 17 Sep 1998#420930
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 vcard.vcf < 1K Download
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 18 Sep 1998#421061
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
Quoted text (53 lines)> 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 > --------------------------------------------------------------- > Name: vcard.vcf > Part 1.2 Type: text/x-vcard > Encoding: 7bit
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 19 Sep 1998#421175
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.. 19 Sep 1998#421176
> 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
coh 20 Sep 1998#421302
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 20 Sep 1998#421303
> 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 21 Sep 1998#421494
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 Sokolo 23 Sep 1998#421842
> 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 Sokolo 23 Sep 1998#421843
> Do a modern update of Hard Driving. Hell, do a re-release of Hard Driving would be good enough for me... :-) ---Jim
Pete 26 Sep 1998#422367
Coh, 4.26 for TF and 4.69 FC are the best I have seen, although I have only been able to get 4.29 and 4.71 myself! Pete >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.
Brent Mazu 26 Sep 1998#422368
> Coh, 4.26 for TF and 4.69 FC are the best I have seen, although >I have only been able to get 4.29 and 4.71 myself! >>So far I have run 4.36 in TF and 4.74 in FC. I really don't think it's What are you using for steering?
Pete 27 Sep 1998#422513
Brent, I'm using a CH Flight Stick. Pete >>>So far I have run 4.36 in TF and 4.74 in FC. I really don't think it's >What are you using for steering?
Jim Sokolo 29 Sep 1998#422943
Quoted text (14 lines)> > 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. > True again (and it gets worse if you consider 3d force vectors) but > I still reckon most people will not notice the difference. If you > want it totally accurate I guess you need a very fast acting > centrifuge :-) > BTW. according to my sums, 1G down plus 0.8G back gives 1.34G at an > angle of 51 deg from the horizontal..... ....just trying to get my > own back for the Velocity comment :-)
Don't know. I got roughly 51.3 degrees at 1.28 G. (The 51.3 is a little sketchy as I didn't use a calc with cos-1 implemented, so I did a quick Newton's approximation.) But, the magnitude of the resultant vector will clearly be (from Pythagorean theorem) (sqrt (+ (* 1 1) (* 0.8 0.8))), which is 1.28... Sorry, ---Jim
Toby Ma 11 Oct 1998#426624
Quoted text (25 lines)>> > 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. >> True again (and it gets worse if you consider 3d force vectors) but >> I still reckon most people will not notice the difference. If you >> want it totally accurate I guess you need a very fast acting >> centrifuge :-) >> BTW. according to my sums, 1G down plus 0.8G back gives 1.34G at an >> angle of 51 deg from the horizontal..... ....just trying to get my >> own back for the Velocity comment :-) >Don't know. I got roughly 51.3 degrees at 1.28 G. (The 51.3 is a >little sketchy as I didn't use a calc with cos-1 implemented, so I did >a quick Newton's approximation.) >But, the magnitude of the resultant vector will clearly be (from >Pythagorean theorem) (sqrt (+ (* 1 1) (* 0.8 0.8))), which is 1.28... >Sorry, >---Jim
Oh ***, so it is! Finger trouble with the calculator I guess :-) Toby -- Remove NOSPAM from address if replying by email.

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