Motion Simulator Cost to Purchase vs Build

29 Apr.,2024

 

Motion Simulator Cost to Purchase vs Build

Post by k6chris » Thu Oct 15, 2020 9:04 pm

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Certainly an interesting concept. There are two problems I think, firstly the way G is simulated and secondly the issue of physical vs rendered motion. These types of simulators are very good at the rapid changes of G you might experience on a roller coaster or rally car but not so much the more gentle and longer term constant G you might get whilst turning or acceleating in a glider. If you look at the videos of people using the motion simulator, it's all action and rapid change of direction, because it does that well. Not sure how realistic non-frantic gliding would be??

The second issue of motion, may have already been accounted for within Condor if the platform is supported, but is where both your physical head movement and the simulated VR head movement combine to give you too much movement. Imagine a situation where you are about to start an aerotow, the acceletaion would be simulated in the platform by rotating you body backwards, which would result in the secondary effect of pointing your head (and VR headset) upward, which the VR simulator would render (unhelpfully) as you looking skyward. If Condor 2 has netted out the motion of the simulator, then it should work OK, but not sure if this is the case? Devs??

But yes, I would love to give it a try!

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