However in VR - all you need is motion cues, and I even mapped some positional feedback too. With a bigger range of motion it would be an issue. I’m happy to report - this is not an issue. I considered this the 2nd biggest challenge in that project (1st being motors ending up not being powerful enough). It only feels more realistic that way, I suspect my head and body would make similar motions in a plane under those forces anyway, or something so close to that that it doesn’t feel unnatural. It’s like head bobbing on turns, acceleration and braking in a car. Somehow I don’t feel any problem whatsoever - whatever small movements my head makes, feel natural, considering the momentum of the forces. To my surprise, the limiting factor was my feeling that was going to fall out of my chair, and grabbing a yoke as a holding handle. I added a scaling pot to my rig for that purpose. I decided to take a risk and build it, and I expected to limit the range of motion as much as needed to not be bother by the lack of motion compensation. But I consulted a motion platform guru and he told me that in VR “less is more”, and unlike larger full motion 360 degree yaw rigs that require motion compensation, a compact design with limited range and motion based on acceleration forces (not a direct mapping of position) does not require motion compensation. How did you address that with your custom platform? Or have you found it’s not really a problem? If your cockpit viewpoint in the headset is changing with the motion of the platform, surely that is a problem. I’ve found this as well when researching motion platforms and considered it a non starter. You can see my dirt-cheap-but-it-works approach. I cut some scrap threaded rod I had form my shed in two and used its nuts. They are really low quality in terms of bearing alignment, but they are massive and can bear the load. but I couldn’t find one cheap, so I made one myself out of 4 pillow blocks bought on Amazon for $20 CAD total. Most people use welded and modified universal joints from cars etc. This is a relatively simple motion platform, considering what some people are building (6DOF etc.) but it’s easy to build with some basic skills, and the cost is $350 to $400 USD (less than $350 for me as I got my PSU for free and had some other things). I used FlyPT Mover to program the rig motion, getting the data from MSFS. I use SMC3 for Arduino firmware, 2 x IBT2 motor drivers and PGSaw motors. I need to take out some slack in metal motor arms attachment, but otherwise it works pretty well already. Metal is expensive and I don’t have welding skills and equipment. Wood construction is not ideal, but it works. When I stopped after a hard emergency landing, I just started laughing for a minute like an idiot, and couldn’t stop. This is amazing, I was grinning and laughing during my first test flight. It’s just 2DOF, but this is another level of immersion. And a hard landing would really kick your butt hard! The difference is between knowing you shouldn’t make sudden movements but not feeling anything when you do, and actually feeling everything you do with your controls. It got my flying much closer to realistic instantly. It really affected the way I fly - much more like in real airplane I avoided sudden control movements, steep turns and hard landings (other than for testing) and tried to fly smooth, so I won’t be jerked around. Motion rig + VR you ARE INSIDE and FEEL LIKE YOU’RE INSIDE the airplane. (waiting for VR controller support to actually INTERACT with the plane you are flying in 3D, instead of clicking a 2D control representation with a mouse). VR: you ARE INSIDE the plane that you are flying. Pancake: you are looking at a plane that you are flying. Construction is mostly wood, with DIY universal joint made of 4 pillow block bearings repurposed office chair.Custom 3D-printed VR dual encoder control box.DIY vibration transducers (buttkickers) connected to SimShaker for Aviators + Sound Module.Arduino Uno R3 with customized SMC3 firmware.
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