October 27, 20232 yr I've been thinking a motion rig might add some realism to my flight/car sim. I use VR and have a Reverb G2 headset. A friend has the DOF Reality H3 motion rig with the upgraded SFU gearboxes. He also uses VR and has a Reverb G2 headset. I've used his H3 a few hours on race cars and flying. It seems to be fairly accurate replicating the feeling of driving the cars. However, when flying using MSFS 2020, it does not work correctly. I'm a full scale pilot and I know that when one does a coordinated turn, you only feel G forces downward into the seat - your body does not lean. But flying MSFS 2020 using the H3, it tilts the seat in the direction of the turn and the tilt remains; this is very unrealistic. The proper response - for a left turn as an example - would be a very slight lean to the right (due to the initial left bank roll acceleration) followed by a return to an upright seat, regardless of bank angle. A steeper left turn/quicker roll rate would cause a larger intial lean to the right with a return to upright in the seat. Does anyone know if this can be set up properly in the SRS software that the H3 uses? From what I saw on the setup screen on my friend's there is no way to adjust this. Or is this an issue with MSFS 2020 providing the incorrect inputs to the SRS software? I wouldn't want to invest $4000+ in the DOF Reality H3 if the flight sim turn behavior cannot be set up correctly. Edited October 27, 20232 yr by hotdogx
October 27, 20232 yr I don't have nor experienced a motion seat. But a wild guess tells me the answer is no. The seat only "knows" which way the plane is leaning and moves the opposite way. Plane goes up, seat goes down (leans back). Seat won't seem any more neutral in a coordinated turn because the plane is still turning in the same direction, whether coordinated or not. But I'm just sort of guessing. Edited October 27, 20232 yr by Fielder 5800X3D, RTX4070, 600 Watt, one or two 1440p 32" screens, 64 GB RAM, 4 TB PCle 3 NVMe, Warthog throttle, VKB NXT EVO stick, Honeycomb Alpha yoke, CH quad, 3 Logitech panels, 2 StreamDecks, Desktop Aviator Trim Panel. Crystal Light VR.
October 28, 20232 yr I have no idea about what the DOF reality software can or cannot do, but I know for a fact that you can get a much better response with the Flyptmover software. I use it with a custom platform I built with Simrig actuators and there is such a thing as the platform returning to level after having tilted at the beginning of a turn for instance. But there is a caveat…the Flyptmover software is quite versatile, but you have to spend a fair amount of time learning what it can do and how to use the various filters that take the telemetry coming from any flight simulator and transform it to get a more realistic response. Having said all that, for me, the beauty of a motion platform is not so much whether the motion is close to accurate or not. Keeping in mind that commercial airline simulators cost million of dollars, you can’t really expect consumer platforms to be anywhere near as good. A motion platform adds something which you cannot get any other way, the feeling that you are actually flying. My motion platform moves very little compared to how much it can move, but I find that less is actually more. I don’t want to be shaken up. Even little movements add incredible sensations which really fool you into believing you are in the air and not tied to a desk on the ground. Bottom line, I easily tolerate incorrect motion response when that happens and I throughly enjoy the little nudges now and then, which is what you actually feel when you fly in real life in a small airplane. I simply cannot fly without some motion anymore and if I try, it feels like I am on smooth rails, and the immersion is totally lost for me. Without motion, I know I am not actually flying. With motion, I often forget I am in a simulator. Another caveat, I fly in VR and not 2D. Motion with 2D feels totally wrong. It’s probably different with car simulators, but for me, I would get rid of my motion platform if I could not fly in VR. Hope that answers part of your question at least😊 Edited October 28, 20232 yr by MauBen Spelling I9-13900K, RTX 4090, Reverb G2, Simrig Motion platform
April 22, 20251 yr FYI Simhub supports MSFS and washout, so when you turn it slowly returns to level. Soarbywire - Avionics Engineering
April 23, 20251 yr I just got my DOF Reality H3 going again after 6+ years of non use. I got the SFU motors and its now much more usable for flight sim. SimTools was the software i used in the past. SRS is recommended now but i’m not using it. I’m using SimHub as it has the option of VR motion compensation in software without buying an addon. i dont map roll angle to seat angle. Instead map roll rate (motion cueing its called) to seat angle so you only get the initial force and not the sustained angle. Actually i’m still experimenting as the other option is roll angle with washout to gently (without noticing) bleed off the angle to avpid the issue you say. Can’t say i’ve got it perfect yet but getting there. Varjo Aero, 5090 FE, i9-12900K, 64GB Ram, RX Viper Rudder Pedals, AuthentiKit Controls + Fulcrum Yoke
April 23, 20251 yr I use a P6 with VR and have it tuned through the SRS software for roll rate , it feels fine like that to me (also fly a so called “real” aircraft) 787 captain. Previously 24 years on 747-400.Technical advisor on PMDG 747 legacy versions QOTS 1 , FS9 and Aerowinx PS1.
Create an account or sign in to comment