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Rec.Autos.Simulators Archive

Forcefeedback seats?

4 posts by 4 people · 18 Oct 2003 20:18 UTC - 19 Oct 2003 18:50 UTC

greenfield 18 Oct 2003 20:18 UTC#51393
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.
Quoted text (13 lines)>From: "greenfield" [email hidden] >Date: 10/18/2003 4:18 PM Eastern Daylight Time >Message-id: <_dhkb.3924$[email hidden]> > >Has anyone ever considered creating a forcefeedback racing seat or chair, >that would tilt , even if only just a slight bit, to give some hint of the >relative G-forces in a game. Obviously you could not replicate actual >G-forces, but I suspect that even just a very small fraction of the relative >virtual G-forces would greatly enhance the sense of immersion in a game. >Perhaps a seat cushion-like device that you could place on a chair, with >tiny motors or air bladders that could be pumped up or bled in reaction to >onscreen actions of your car. >
Aside from the high end full motion systems out there I remember a version of Virtual Racing (open wheel cars) that had something like you mentioned. The seat had three movable parts that would push you sideways into the seat. When you hit the brake it would push you forward a little. Worked surprisingly well IMO considering its simplicity, but I've never seen it done again.. Todd Wasson Racing Software http://PerformanceSimulations.com http://performancesimulations.com/scnshot4.htm
[email hidden] (J. Todd Wasson) wrote in news:[email hidden]:
Quoted text (14 lines)>>From: "greenfield" [email hidden] >>Date: 10/18/2003 4:18 PM Eastern Daylight Time >>Message-id: <_dhkb.3924$[email hidden]> >> >>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 19 Oct 2003 18:50 UTC↳ reply to greenfield#51325
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. "greenfield" <[email hidden]> wrote in message news:_dhkb.3924$[email hidden]... > 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 therelative > 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. > >

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