![]() ![]() Note that perveived acceleration line is slightly curved towards greater acceleration (angle) during rotation at the same angular velocity, this is because tilt-induced sense of acceleration is a sine function of the tilt angle: You can also get away with a lot weaker motors if you manage to get centre of the mass really close to the pivot point. This doesn't creates counter-acceleration (at the centre point) during rotation, so the response curve is a lot smoother. Major difference forces-wise is that centre of mass lies close to pivot point. Perceived acceleration cuvre looks like this:Īnother common type of inexpensive sim is gymbal-like system, called "joyrider", usually 2DOF. It makes up for intense experience and is cheap, too, but it's very inaccurate in terms of representing forces. This would be especially striking discrepancy between expected feedback and resulting feedback when you shift up - you would expect the chair to take off your back, but instead it pushes you into it even harder. But since pivot point is below centre of the mass, this tilting creates a force in an opposite direction. In this case, the chair would have to rapidly tilt. But suppose you want to simulate surge of accelerating car, including abrupt acceleration drops upon gear change. As long as angular speeds are small it actually works well. We shall call this "acceleration via earth gravity" type of G-force simulation. They can additionally simulate small horizontal accelerations by tilting. Swivel-chair-like are typically having pivot point way below the chair and are typically used to only simulate tilt. There are few types of common inexpensive builds. But to some extent it's possible to do it and it doesn't takes 6DOF super-expensive huge rigs. It is notorious that actually simulating G-forces with motion sim is challenging and besides small handful of very specific cases, simulation could never be fully accurate.
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