Ship g-force output for vr simulator seats?

Hi there,

I want to build a vr sim seat with 6 linear actuators but I need an output of the actual g-forces that act on the ship. Is there any method of getting the output of the thrusters or the actual g-forces? Most flight sims do offer an output of the g-forces for this type of accessory.
 
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Hi there,

I want to build a vr sim seat with 6 linear actuators but I need an output of the actual g-forces that act on the ship. Is there any method of getting the output of the thrusters or the actual g-forces? Most flight sims do offer an output of the g-forces for this type of accessory.

Good question. Most racing simulators also do the same.
 
Hi there,

I want to build a vr sim seat with 6 linear actuators but I need an output of the actual g-forces that act on the ship. Is there any method of getting the output of the thrusters or the actual g-forces? Most flight sims do offer an output of the g-forces for this type of accessory.

Simvibe had requested telemetry data from ED, it was on a list of things the devs would provide quite a while back. No harm in sending the devs an email.

I am hoping we can get this data by the time atmospheric landings arrive, accurate feedback from turbulence is a lot better than relying on bass transducers.
 
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It wouldn't be as accurate but I could use the inverted output of the joystick and throttle for now but real data would be awesome.
 
Nothing native outputted from the game.
But I think simtools had a plugin (do not know if that is still supported)
www.xsimulator.net

A lot of ideas was flung around in the Kickstarter but hardly any of it stuck to the wall.

Update:
Here's the plugin itself.
https://www.xsimulator.net/community/marketplace/elite-dangerous-horizons-plugin-non-vr-version.125/

I toyed around with the idea of a motion rig myself, but I got as far as realising it would cost at least a $1000, take a lot of space that I don't really have, and I am not even remotely setup for the type of metal work needed :\
 
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It's a great idea, but probably an incredibly small target market. Have to say that I'd rather see the developers resolve and improve existing gameplay as a priority task, but to ensure it's on a future programme plan.
 
Nothing native outputted from the game.
But I think simtools had a plugin (do not know if that is still supported)
www.xsimulator.net

A lot of ideas was flung around in the Kickstarter but hardly any of it stuck to the wall.

Update:
Here's the plugin itself.
https://www.xsimulator.net/community/marketplace/elite-dangerous-horizons-plugin-non-vr-version.125/

I toyed around with the idea of a motion rig myself, but I got as far as realising it would cost at least a $1000, take a lot of space that I don't really have, and I am not even remotely setup for the type of metal work needed :\

Hi Commanders,
The xsimulator guys recently resubmitted a request for motion data from FD. AFAIK there has been nothing resolved yet. The current xsimulator plugin is supported but is not working since the latest ED update. If the signs are that this update will remain in place for a while (i.e. more than a few weeks) then there may be an updated plugin.
I'll also point out that as a motion rig user, they are not as expensive to build as you think. I did mine for £300 and it was a gamechanger for me. As good as VR - which I also use.
 
Whilst I agree that we are an incredibly small target market, what we are asking FD for is an equally small resolution, a small piece of data (that they already have access to) that would resolve this motion issue forever. I also agree that developers work on improving existing gameplay, which can be time-consuming, very complex and always ongoing. Our request is minute in comparison and would only need to be done once. If supported by FD it would lead to a 'new' target market as the technology starts to come online as a result. Just look at how VR in gaming is taking off as a result of game developers supporting its use.
 
Hi Commanders,
The xsimulator guys recently resubmitted a request for motion data from FD. AFAIK there has been nothing resolved yet. The current xsimulator plugin is supported but is not working since the latest ED update. If the signs are that this update will remain in place for a while (i.e. more than a few weeks) then there may be an updated plugin.
I'll also point out that as a motion rig user, they are not as expensive to build as you think. I did mine for £300 and it was a gamechanger for me. As good as VR - which I also use.

Well, I have the instinct to over engineer EVERYTHING.
For instance I have probably built my HOTAS stands out of sturdier materials than my house.
This is mostly a side effect of the fact that I have no clue when it comes to even basic DIY or any type of engineering.

Besides as you mention, FD has done something to break it, and that's my main reason for not going headlong into a build, it was an unsupported third party feature, and those can come and go in the blink of a patch.
And as a one time third party tool builder myself, I can't expect someone to maintain the support for one either. People have lives and kids to feed.

If FD however adds this feed then becomes an entirely different matter, and would probably re-consider.
And personally I would much rather have this than space legs, even if I never got a motion rig.
 
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For instance I have probably built my HOTAS stands out of sturdier materials than my house.
This is mostly a side effect of the fact that I have no clue when it comes to even basic DIY or any type of engineering.

Better a poor engineer and more material than needed (lasts forever) than a good engineer and barely enough material to do the job (breaks after a year).

If FD however adds this feed [g-force output] then becomes an entirely different matter, and would probably re-consider.
And personally I would much rather have this than space legs, even if I never got a motion rig.

I believe Elite gets spacelegs way before Star Citizen is finished.
 
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