Full Motion Simulator Gameplay

Nice one, wish i could take the laundry room for that :)

I notice all these rigs are only using either joystick motion or sound to create motion in the motion rig or audio vibration.

What does you make thinking this? I notice a significant lag when turning the ship. The rig should respond immediately if this is only controlled by the stick position.
Maybe we can get an answer for this.
 
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


img_3768_800.jpg

HF

That is insanely cool :)
 
I showed my wife this video expecting a roll of the eyes but was surprised to hear her say "even I would play Elite with that", she also gave me a tacit green light to start saving. Woot!
 
I read a bit about the feelthree thing. It is at concept stage right now and I have the feeling there is too much descriptions about design rather than functions.

The Accelid thing was new to me, so thank you very much for creating this thread! ;) But also here, I do not see much technical descriptions. Is the simulation aspect which something like buttkicker does, also included? What happens when I do a 180 degree flip "upwards"/"downwards", same for a 180-roll, same for up/down vertical movement?

So, for both products, I have no good idea what it can actually simulate and more important, what not, for Elite: Dangerous.

How I would love to test this thing. Is it somewhere available in Germany for rent, with an Oculus Rift?
 
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@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.

Have you spoken to the devs or heard if they are planning to add it? From what I understand giving access to some basic data shouldn't be that hard (speed, direction in 3 dimensions...). Your rig looks great but if Frontier would only make the data available I'm sure lots of other developers could make it work with theirs!
 

ShadowGar

Banned
Nice design. Price is laughable. I would like to know how much in materials and labor that costs to build. I would bet that current prices are extremely way to high for consumers.

Reason the VR market is not moving as fast as it should. The small amount of companies that are attempting to make VR products are not pricing based on quality but the fact they can charge whatever they want since there is little competition.

I highly doubt that basic package is worth even half of the 3841.85 US Dollars in materials and labor costs and that high price is only going to keep your profits low.

The website is vague on what linear actuators are used, what cables specifically are used other then usb etc.. What is the frame made out of? Is there a weight requirement? What if any maintenance is needed? When one of these linear actuators blow, which they do, what precautions from serious injury have been taken? Many questions come to mind with this and I would think more clarification would be needed to expect the market to drop that amount of money on something that could potentially break or hurt them.

But from what I see, the design is really nice. Just way to many questions left unanswered.
 
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Nice design. Price is laughable. I would like to know how much in materials and labor that costs to build. I would bet that current prices are extremely way to high for consumers.

Reason the VR market is not moving as fast as it should. The small amount of companies that are attempting to make VR products are not pricing based on quality but the fact they can charge whatever they want since there is little competition.

I highly doubt that basic package is worth even half of the 3841.85 US Dollars in materials and labor costs and that high price is only going to keep your profits low.

The website is vague on what linear actuators are used, what cables specifically are used other then usb etc.. What is the frame made out of? Is there a weight requirement? What if any maintenance is needed? When one of these linear actuators blow, which they do, what precautions from serious injury have been taken? Many questions come to mind with this and I would think more clarification would be needed to expect the market to drop that amount of money on something that could potentially break or hurt them.

But from what I see, the design is really nice. Just way to many questions left unanswered.

This is cheap for full motion. If you want to see "laughable" look at things like the vesaro motion sim (up to £15k from memory) Even DIY are acouple of grand plus the cockpit if I remember right
 
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.

Not all physical motion simulations need to throw your body around though. Like http://simxperience.com/en-us/products/motionsimulatorkits/simxperiencegs-4g-seat.aspx the motion cues are transferred by panels in the seat, it's a more subtle effect but I think would still go a long way for "presence" especially with an Oculus Rift. And that combined with the vibrations of the engine or impacts to your shields or hull would complete the illusion.

The issue is still getting these games to provide the kind of data that we can use. I haven't heard yet of any ED (or SC for that matter) dev actually committing to getting this out of their "sim".
 
Forget about servos and pneumatic cylinders. You can have the sensation of shifting g-forces by just adding a few electrodes below your ear and applying some direct current. It's called galvanic vestibular stimulation. At the voltages usually used it should be completely safe to use. Currently it's easy to get sensations of gravity shifting to the left or right, but front, back and upside down still require a lot of studying and probably individual calibration.
 
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