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#21
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glider simulators
"noel.wade" wrote in message ... Joystick features that are nice to have: A "hat" for view control, and a "throttle" control for moving the spoilers. I also like a joystick with at least 5 or 6 buttons (so I can put flap and trim controls on the joystick). Optional extra for the technologically advanced: NaturalPoint "TrackIR" (http://www.naturalpoint.com/trackir/). This is an infrared camera that you put on your computer monitor. It watches a reflective head-band or headset-clip that you wear, and uses your head movements to let you "look around" freely. ..... so while you are looking at the wall instead of your wingtip, someone else in the room can see what you ought to be looking at? This would only be useful if you have Circlorama screens (whatever happened to Circlorama?) or a pair of VR glasses. :-) |
#22
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glider simulators
Hi,
You would think so, I asked the same question to a user. He said that the IR units work OK with a single monitor. You can turn your head a little to the left and keep your eyes on the screen. It doesn't seem like it would work well to me, but it supposedly works better then you would think. Paul Remde "Peter Wyld" wrote in message news "noel.wade" wrote in message ... Joystick features that are nice to have: A "hat" for view control, and a "throttle" control for moving the spoilers. I also like a joystick with at least 5 or 6 buttons (so I can put flap and trim controls on the joystick). Optional extra for the technologically advanced: NaturalPoint "TrackIR" (http://www.naturalpoint.com/trackir/). This is an infrared camera that you put on your computer monitor. It watches a reflective head-band or headset-clip that you wear, and uses your head movements to let you "look around" freely. .... so while you are looking at the wall instead of your wingtip, someone else in the room can see what you ought to be looking at? This would only be useful if you have Circlorama screens (whatever happened to Circlorama?) or a pair of VR glasses. :-) |
#23
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glider simulators
.... so while you are looking at the wall instead of your wingtip, someone else in the room can see what you ought to be looking at? The TrackIR amplifies your head movements. So a tiny turn of your head can equate to looking out the side of the aircraft in the simulator. Its a little odd at first to keep your eyes on the screen while you turn your head - but if you set the amplification rate up to the right level its really not a problem (we're talking maybe 5 or 10 degrees of head movement) - just takes about 5 minutes to get used to. Check out the demo videos on the NaturalPoint website. Also note that I *do* state its best to get comfortable with the simulator and everything before adding this piece. But the ability to easily look around adds a lot if you have the patience to set it up properly. On a slightly different note: I have done a lot of experimenting and found that longtime pilots have a *much* harder time with simulators than new pilots. After doing some unscientific research and gathering feedback, I have come to believe that pilots who have flown for a long time and never used a simulator get easily frustrated by the lack of physical / kinesthetic feedback, and the lack of familiarity of flying over strange terrain in a strange glider. They're so used to "feeling" the aircraft and flying in their local airspace with known references that they have a hard time just flying the plane based on the sight-picture and the instruments and the visible angles to the ground. Becuase they're so used to being good pilots flying in a skilled manner, having a hard time in the simulator tends to frustrate and/or embarrass these experienced pilots - and as a result they have a dislike or disdain for the simulator. Take care, --Noel |
#24
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glider simulators
Here's a demo of the TrackIR and explains how it works:
http://www.youtube.com/watch?v=_AO0F5sLdVM --Noel P.S. Condor doesn't fully support "6 degrees of freedom" like they talk about. But it does support looking up, down, left, and right. |
#25
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glider simulators
noel.wade wrote:
On a slightly different note: I have done a lot of experimenting and found that longtime pilots have a *much* harder time with simulators than new pilots. After doing some unscientific research and gathering feedback, I have come to believe that pilots who have flown for a long time and never used a simulator get easily frustrated by the lack of physical / kinesthetic feedback, and the lack of familiarity of flying over strange terrain in a strange glider. They're so used to "feeling" the aircraft and flying in their local airspace with known references that they have a hard time just flying the plane based on the sight-picture and the instruments and the visible angles to the ground. Becuase they're so used to being good pilots flying in a skilled manner, having a hard time in the simulator tends to frustrate and/or embarrass these experienced pilots - and as a result they have a dislike or disdain for the simulator. I've had a similar experience to this, except sort of backwards. I used to do a lot of flying in X-Plane, in all kinds of different aircraft. (X-Plane isn't really the best at simulating anything, but it simulates almost everything, which is its big advantage.) I was pretty good at it, although I'm sure I did a lot of non-standard things. And in fact flying the gliders in X-Plane is one of the things that got me into real soaring. I had a lot of fun doing crazy things in the simulator, then thought, hey, this is something I could actually enjoy in real life. I don't use X-Plane that much anymore. Somehow doing regular flying in reality makes the sim seem less fun than it once was.... But I still fire it up on occasion. And the thing that always amuses me when I do is that I'm really *bad* at it. Even flying gliders, even flying types that I fly in reality, in locations that I fly in reality, I totally stink up the place. Part of this is because my controls setup is very poor. I didn't put in very much money at all, so the result reflects that. But I used the same controls before and was much better! I certainly have trouble with the lack of physical feedback, poor control feel, and narrow field of view, even though I was more or less fine with them before. In the end they're just two different skills. You can make them closer by putting in more money to have a better setup, but it still ends up being different skills. An experienced pilot who jumps into a sim thinking that he should be able to instantly master it will likely be disappointed because of this. -- Michael Ash Rogue Amoeba Software |
#26
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glider simulators
"noel.wade" wrote in message ... .... so while you are looking at the wall instead of your wingtip, someone else in the room can see what you ought to be looking at? The TrackIR amplifies your head movements. So a tiny turn of your head can equate to looking out the side of the aircraft in the simulator. Its a little odd at first to keep your eyes on the screen while you turn your head - but if you set the amplification rate up to the right level its really not a problem (we're talking maybe 5 or 10 degrees of head movement) - just takes about 5 minutes to get used to. Check out the demo videos on the NaturalPoint website. Also note that I *do* state its best to get comfortable with the simulator and everything before adding this piece. But the ability to easily look around adds a lot if you have the patience to set it up properly. On a slightly different note: I have done a lot of experimenting and found that longtime pilots have a *much* harder time with simulators than new pilots. After doing some unscientific research and gathering feedback, I have come to believe that pilots who have flown for a long time and never used a simulator get easily frustrated by the lack of physical / kinesthetic feedback, and the lack of familiarity of flying over strange terrain in a strange glider. They're so used to "feeling" the aircraft and flying in their local airspace with known references that they have a hard time just flying the plane based on the sight-picture and the instruments and the visible angles to the ground. Becuase they're so used to being good pilots flying in a skilled manner, having a hard time in the simulator tends to frustrate and/or embarrass these experienced pilots - and as a result they have a dislike or disdain for the simulator. Take care, --Noel Same experience here. My take on the frustrations of experienced pilots is that they have never learned to use their eyes correctly. Somewhat counterintuitively, it's posible to fly a glider largely by feel and with little reliance on visual inputs for anything other than navigation. Frustration with a PC flight simulator simply discloses this shortcoming. A computer flight simulator forces a pilot to use vision for things like instrument scan and attitude control. This can be very frustrating until the pilots visual skills come up to speed. A second issue is that, to a greater degree than in a real glider, a PC flight simulator requires the pilot to anticipate the aerodynamic response of the simulated glider. For example, knowing that raising the nose relative to the horizon WILL result in lower airspeed provides for very precise airspeed control. Fortunately the flight dynamics model used in Condor is VERY VERY good. Bill D |
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