View Single Post
  #4  
Old September 21st 05, 10:12 PM
Christoph Krüger
external usenet poster
 
Posts: n/a
Default

Hi Kev,

schrieb im Newsbeitrag
oups.com...

Not to mention that you'll need some math background and have to write
some nice algorithms to fake the motion. It is not just a matter of
tilting with the scenery... that'll just make you feel sick.


You won't believe what you can find online (nah... you probably know it
already :-))
After my first post I did some more research and now I know that I am not
looking for flight simulation but for motion simulation (makes google-ing
much easier).

In motion sims, you do it another way: for acceleration, tilt back.
For going up, lift everything. For deceleration, tilt forward. For
banking, very likely lift everything also (to give the G-force
feeling).. you don't tilt the base, because that's not what it really
feels like to bank an aircraft.


Back at the university (seems now ages ago) I studied Robotics and
Automisation Techniques (though I have never come across these things again
afterwards in my professional career).
At the moment I am thinking about a 2-DoF simulator with roll and tilt
motion. If I recall my mechanics lessons right I should take care to design
the frame and seat so that the turning axis (btw, what's the plural of
axis?) goes through the center of mass of the pilot's body.
Pneumatics seems to be a good hint (thanks Steve). Neatly designed I hope
to get away with only two cylinders. The inverse kinematics will be the next
problem to be solved, if the motion information from games and simulators
comes in angular velocity or something like that (I really do not know much
about the interface technology at the moment). The electro-mechanical
coupling of the electronics and the valves will another point to take care
of. Variable movement rates are desireable and I don't know yet if that is
possible with the standard technology.
Anyway, all your thoughts are highly welcome.

Tchaw!
Christoph