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DIY motion update

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Here some updates on the DIY motion platform project. http://forums.avsim.com/user_files/3449.jpgI replaced the 19" CRT with an LCD, which improved the weight balance a lot. Pitch action is now much faster with the same driving power. http://forums.avsim.com/user_files/3450.jpgThe large Freshnell lens makes a real difference. More dept and about 40" view. http://forums.avsim.com/user_files/3451.jpghttp://forums.avsim.com/user_files/3452.jpgThe addition of plastic covering now has me completely isolated from the surrounding, to improve the immersion factor. It does not look very pretty, but it works.The motion interface is still via the yoke, rudder, brakes and signals from force feedback, with some differentiation networks. This feels pretty fake, and needs to be changed to PC software interface. My programming skills need a serious boostI've even started the write-up for this project, but with that vital software interface missing, it will be a while before I dare to upload anything. You don't really need lots of motion. The effects that please me most so far are the vibrations during rotate, landing bumps, and the climb (for that one you need some 20 degrees pitch) You have to keep in mind that your head position wrt the rotation point of the platform is influencing the perceived motion. In my case I go up and down during pitch. Roland

That's quite a platform you've put together there, Roland!>The addition of plastic covering now has me completely isolated >from the surrounding, to improve the immersion factor. It does >not look very pretty, but it works.Make sure you get enough air in there! Don't want you to pass out. :-lol>You have to keep in mind that your head position wrt the rotation >point of the platform is influencing the perceived motion. In my >case I go up and down during pitch.But you also get some back pressure since the platform tilts, correct? So, when you pull back on the yoke, there's a small G component against your back.Peter http://bfu.avsim.net/sigpics/PeterR.gifBFU Forums ModeratorRenegade/Seawolf Design Group (RSDG)[table border=2 cellpadding=0 cellspacing=1][tr][td][table border=0 cellpadding=8 cellspacing=0][tr][td bgcolor=#540000]http://bfu.avsim.net/sigpics/logo75t.gif[/td][td align="center" bgcolor=#FFFFF6]Bush Flying Unlimited"At home in the wild"Looking for adventure? Come join us! * [link:bfu.avsim.net|Web Site] * [link:www.cafepress.com/bfu,bfu2,bfu3,bfu4|BFU Store] * [link:bfu.avsim.net/join.htm]Join!][/td][/tr][/table][/td][/tr][/table

Hi Peter, Yeah it's like flying in a tent. The back is open though. http://forums.avsim.com/user_files/3600.jpgA static tilt upwards gives a nice backpressure like you are in continuous climb. This feels pretty realistic. However, the inital acceleration when pulling the yoke should be an upwards movement. (I think in a GA plane you would be experiencing positive G's as soon as you pull the yoke, right? In my case I will move downwards first, which is a momentarily negative G force. After considering various platform types (2 DoF), these kind of drawbacks seem to be inevitable. Roland

Funny you should mention that. I originally was going to post about that and that maybe you should reverse the direction of motion. But, then the backpressure would be all wrong. So I'm not sure which is better, correct short-term or long-term G forces. If this was for an action game, I'd say the short-term G forces give the most convincing effect, but for flying maybe the long-term ones are more important.Peter http://bfu.avsim.net/sigpics/PeterR.gifBFU Forums ModeratorRenegade/Seawolf Design Group (RSDG)

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