Full Motion Simulator Gameplay

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.

Well, we need standardized dev supported data from the sim, and then the motion folks can figure out themselves how to translate that data into their favorite method :) We have lots of motion platforms now, we just need the data from the game to use them.
 
So much feedback, thank you!

A lot of questions are coming in regarding oculus rift support.
As written before we need some memory mapped file to get "good" data.
With each update we have to find new memory regions.

I wanted to put some rift videos on today, but this has to be delayed.

As some people want to know about safety:
This frame is a pulver coated steel frame. With the max rider weight of 120kg it will not break.
Of course we have taken into account that the actuators could break and that there is no risk of injury. Thats why it takes some time to develop such a thing and to make sure it is CE conform. Prototyping is easy, getting onto the market is not.

Servicing is easy and if you really would need some spare parts, everything can be done at home.

Regarding the movement:
In principle everything can be done. So you can get that boost sensation or lateral inertia feeling. All we need is some telemetry data and your ideas.
 
So. Nearly a year on.... any more videos or developments? Can we tempt you to bring one to next year's Lavecon?
 
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