Full Motion Simulator Gameplay

Accelid DS3 Full Motion Sim:

Finally the work is done and our motion rig is up and running with Elite Dangerous.
Have to say it is a great feeling with this game!

http://www.youtube.com/watch?v=UPCQooOwweA


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Stay tuned for some Oculus Rift videos!

HF
 
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Ok I have to ask, what kind of money is a rig like this likely to cost me, should such a thing be available as a retail product?:rolleyes:
 
Ok I have to ask, what kind of money is a rig like this likely to cost me, should such a thing be available as a retail product?:rolleyes:

Retail price would probably be in the thousands of dollars range, not counting the cost of the computer, monitor, keyboard, speaker system, and HOTAS.
 
Posted this in the comments, thought it might be interesting to talk about here.

Is it possible to pitch back when boosting to simulate acceleration? That may feel off with the peripheral vision of the rest of the room showing you you're pitching up, and not really accelerating, but it may work really well with an Oculus.

For a game like Elite, I'd envision pitching up and down to simulate acceleration and deceleration, and rolling to simulate lateral acceleration (strafing). This along with actually pitching and rolling your craft.
 
@Soda Popinski
Yes, just answered you on your comment.
But right keep it here.
Currently no official telemetry is delivered from the game, so we set the seat position to the actual rate of roll/pitch. Should be possible to setup the boost as well.
We normally do racing simulations, so the pitching/rolling is normally set to lateral/longitudinal Forces. Can be set up whatever you want, but the _rate_ of rolling and pitching does fit very well. (Strafing should follow)
The peripheral vision is not that much of a problem if you dim the lights or use an Oculus Rift ;)

@Granite
Yes we did, and it is a whole new feeling with 360° view and motion
 
That's awesome Accelid!, I would love to embed that in to my own personal cockpit project. It's a bit messy atm as WIP but it's starting to take shape, have constructed in the garage with a feed through the wall in to my office pc.

I'm still at the cable management stage but have the DK2 wired up, 5.1 with a massive vibration unit under the chair / a 40' screen for when I don't want to use the oculus. next month I plan to build the frame enclosure and encase the entire unit. Adding in some motion would be icing on the cake. :D


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Tar Stone

Banned
Holy freaking crap look at the cockpit

It's an actual spaceship in the garage. My wife would actually leave me.

Motion seats, vr helmets, there should be a sub forum for all this stuff. Fascinating stuff.
 
@Kerrash
Thanks for posting, yes i did see this, and i congrat everyone who tries to do some innovative stuff, but i think this is not very easy to put into practice. (Lot of friction/inertia/power/cost issues)

@edguy
Very stylish indeed! Congrats!
I was looking forward to try out motion for ED and i assure you, you have to try :)

@Sanderson
Well, physically you are right of course, as i said we normally do racing simulations and this is exactly how you do it. BUT with ED it didn´t feel right with the oculus. Flying sims are always hard to handle because one would have _very_ complex GForces going on.
So for this video orientation was taken.

Generally, this is our first test with ED, more testing is needed.
 
Lol Tar Stone, yes the wife thinks i'm nuts but luckily she is understanding. :D

Holy freaking crap look at the cockpit

It's an actual spaceship in the garage. My wife would actually leave me.

Motion seats, vr helmets, there should be a sub forum for all this stuff. Fascinating stuff.
 
The motion rig looks great!

As mentioned, you'll probably want to tweak the motion algorithm to make it feel right; essentially you've got two sensations you're trying to replicate, the movement of the cockpit as the spacecraft attitude changes is quite simple, as it requires movement in the same sense as the craft. Simulating the effect of g-force is less intuitive, as your only way of inducing a sensation of g is to manoeuvre the player so that real-world down is in the direction of the total resultant g you wish to simulate.

One thing I noticed the rig not doing was a return to datum. Since you do not have total freedom of movement, you need to bring the sim back to a position from which you can move in any direction. This movement needs to be at sub-threshold accelerations in order to avoid being perceived by the player.
 
Very nice. Id fancy the system they have in mission space at EPCOT . Not sure a full rotating cetrofuge would fit in my house though unfortunatly hehe. :eek:
 
Glad you like it, as we do :)

@Liqua
Yeah i know, especially if you are new to a joystick configuration :)
But don´t worry, solo play only and it is so much easier to get a viper out than an Anaconda.

@RobinXe
Well, what you are talking about is called washout. There are several approaches to do this but in this case not necessary as we are only doing roll/pitch rate atm.
When combining rate and lat/long forces, you definitely should do some washout. As said before making a "good" simulation of GForces in a flight environment is really hard and without a centrifuge almost impossible :)
 
I notice all these rigs are only using either joystick motion or sound to create motion in the motion rig or audio vibration.

FD still need to get around to implementing full force feedback (haptic feedback), and then with the windows *.ffe files in place I assume these can also be used in the motion rig. Or is just joystick.throttle and audio all that's really needed. I would of thought ship events could only be represented when they use force feedback, collisions, battle damage, landing gear and landing impact and weapons fire.

Personally, I'd love the motion rig for like a day or two, and then it would get tiresome. I'm a large shaped person and it would just get very old very quickly being shook around for hours on end.
 
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