This is a pneumatic flight simulator that can stand a person on their head. See recent field videos at: • Virtual Reality Flight... For info on purchase: www.noonco.com/... Thanks. Walt
Don't worry. They use the latest high powered mainframe computers with spinny wheels on them to achieve this effect. They are known as 'graphics stations'. He's perfectly safe.
@fats699 That does look scary, but it's normal. When the chain moves, the no load side of the chain sometimes bends inward, and the cylinder is mounted on a pivot to follow this. This seat was the prototype. On the production seats, we added a chain tensioner so that it always stayed straight. That said, the seat in the video gave over 40,000 rides in that configuration without a single mechanical problem. It's still going strong today...
Thanks. This design is a few years old, and worked with older versions (2002) of MSFS as well as Combat sim and X-Plane and a few others. Its largely used as entertainment these days (not training) and usually run as a "ride only." Yes, these are currently marketed inside the industry. Thanks so much fr your compliments!
It does look spindely (sp) but it really is pretty robust even with a dynamic load. It passed OSHA's toughest engineering inspection for use in California fairs, and has given over 40,000 rides to date! Thanks!
@nathan98900 It was designed with that mount to go fully inverted, but our insurance company said "if it goes upside down, it's not insured." So, we limit it to about 170 degrees at max. But, it would require very little modification for full invert...
@Oslokiddo For full roll, the roll cylinders were replaced with a hydraulic motor and a laptop computer ran the game from on the platform. However, interestingly enough, the full roll didn't really seem necessary. When the blood rushes to your head on a 185 degree partial invert, it feels remarkably the same with the goggles on. (A bit hard to describe.) Thanks!
I spent about 5K on it (parts only, computer included). It's not optimum for a race simulator, though it has been used for that. The response is too smooth, so it feels like you're flying, not bumping along in a car. Feedback was accomplished with pots. The computer monitors platform position and updates motion20 times each second! Thanks.
With the hood on (seen in other videos) a 300 lbs rider slows the sim down. However, without the hood, as shown here, we've had 350 riders (one who was also 6'8") who were bounced around like the weighed nothing. I've been running it at about 150 psi, the the cylinders actually can go up to 250 psi. SO, it's possible to give just about anyone a good ride. :-) Thanks!
@airste172 All the best simulation programming is based on acceleration, and NOT just moving the platform with the joystick. (As you point out, this is a common novice error.) The programming on this simulator lands in between... It does NOT simply move with the joystick, it reads screen position data from the software and matches feel as you suggest. Some "arcade" players were shocked when they moved the stick and the platform moved a different way (as the aircraft did),
It's possible to rig for a full roll, which was the original reason for suspending the seat from behind, but our insurance company said "if you do that, you're not insured." So, limiting it to 185 has been the rule...
@audiojester as a university project we worked on a similar flight simulator which uses the same principle movements as this one does. We did it for about 600$ in total using 2nd hand parts (festo pneumatics), computer excluded
To make this sim be capable of rolls would require all the data that's running through the cables to the controls and a monitor to be transmitted wirelessly. A power supply to the gadgetry in the articulating seat can be done by means of a commutator. All this doesn't sound like something that's particularly simple or cheap and I believe is most likely the reason why roll isn't available rather than being due to an insurance issue.
The machine passed OSHA inspection, and has given more than 40,000 rides to date (all weights and sizes). But you're absolutely right! It LOOKS dangerous. :-) I think that makes it even more fun. Thanks! Walt
Part of the idea of the design was to make 360 spins possible with minimum modification. The trick to not tangling cords was to have a laptop mounted to the seat run everything. We did it experimentally, but our insurance company said "if it goes 360, you are not insured." Going 185 degrees as it does now already sends the blood rushing to your head, and the mods still possible for those who don't need insurance. :-) Thanks!
Re: Barrel roll. That was the orihinal plan, and the reason for suspending the seat from that point. It IS possible to rig it for a roll, and to use a laptop onboard for graphics (so no wires to twist). However. our insurance company said "if it rolls, you are not insured." We're living in the days of liability unfortunately. But, it still feels like a full roll when the goggles tell your eyes you're rolling!
@Seerofderp Thanks. The reason for the behind the seat rotation point was so that you could do just that. But, our insurance company said "it it rolls, you're not insured." So, roll is "limited" to about 185 degrees. IT would be easy to modify for a full roll though... :-) Thanks!
@58jtaylor After running the basic platform for several years myself, a company named Motion Vision in San Diego now makes them. I think their target price was around 12k with everything, but they may have changed that up or down?!?! They'd given over 40,000 rides in the first unit by the end of the year and it was still going strong... Lots of fun! Thanks! Walt
@alsh2010 Thanks, yes, correct G forces are difficult to simulate. Fortunately for simulation, visual cuing is so dominant, that you really do experience a surprisingly strong feeling of acceleration in any direction based on the visuals alone. The best simulators do not translate joystick motion into seat motion, nor do they match angle to angle with the screen. The most realistic ride is when accelerations are calculated and synced, which this sim does reasonably well.
Hi Walt - I think you were to much ahead of time with your machine. The Motion Sim looks and works fantastic. If you would pair it to a x-sim interface this would be killer for the HMD comunity right now. This would work with Steering Wheel and Hotas. WoW great idea!!! Congratulations. Cheers from BAVARiA, Yours ART FLY
@TheSeasmy It has two pedals configured as rudder pedals just like an aircraft. It really does build up your "stick and rudder" coordination in a short time. We had several students who trained in the sim tell us their instructors were amazed when they flew for the first time and already could fly a cross wind correction by feel! So, their instructors didn't have to keep telling them to "stomp the ball!" like mine used to. HAHA.
There is a new trial of a device that generates impulses and connects to the the head, behind the ears and directly acts on the structure of the semicircular canals (balance - position). This will give you the full 360 degree sensation in the X, Y, Z axis but also, most important the sense of acceleration and weightlessness. Have you ever known anyone with labyrintitis? Well this will be "controlled labiryntitis". Probably a good 10 year away from marketting. though!
@Hannible100 HAHAHA. You can ride too! With the full fiberglass hood on, the machine got a little sluggish with riders over 250 pounds. But, without the hood (as seen here), 300 pounds was no prob. Also, we are running the cylinders with a compressor that produces 150 psi. The machine itself can actually be run at up to 250 psi. SO, by just using a higher psi compressor, we should be able to rock and roll!!! Thanks!
Thank you! The feel is very close to actual motion, though I "hot rodded" it up a bit because I like a radical ride. :-) From the software, you can set the range to extreme, or gentle. There is a bubble at the end of the video with a link to some of these simulators in the field that shows the goggle view. I don't think VR goggles are very good. And, I've even worn the 200,000 dollar goggles the military uses. The problem is, they are not imersive my opinion. But, still VERY fun!
There is a link at the end to a more recent airshow with multiple sims. I still have my original prototype, but a company called Motion Vision in San Diego makes them these days. I'll add a link to an FAQ page in the comments. Thanks!
The steelwork looks a bit flimsy, I'll bet you beef it up a bit to overcome fatigue and bounce. The PC bit is pretty much a done deal nowdays, but mechanical reliability always seem to be the designers weak point. Nice concept though.
@mechmove Not significantly, though you certainly feel the "swooping" feeling when pitching up (unlike most sims). Because the virtual reality goggles (or the full hood that I also have for it) block out all outside visual cues, it's surprising how powerful the feeling of flight is just from the visuals. This is one complaint I have with other sims that just mount a monitor in front of a moving chair. All sims that do that are useless for simulating the feeling you are flying.
@airste172 But, what I meant by "in between" is that ultimately I graphed what felt right to ME, and then mapped that into the software. SO, I did fudge a technical algorithm with what "felt right" to me. :-)
HAHA. Always on a shoestring... We did the video and effects all ourselves (just like the sim), so what you're seeing (the video) cost less than $30 to make. I've been told if I ever get a REAL budget, I'd be dangerous! I hope I get a chance to test that. Thanks!
When you turn, the sim should tilt to the negative. In other words, you turn left, the sim tilts right, simulating the G force you would feel which would pull you to the right. Likewise, when you accelerate, the sim tilts back, pushing you into the chair, simulating the G force of the changing impulse. Of course, there are limitation, but hey, it's a simulator, not the real thing.
I don't get it. The simulator looks great. The presenter looks early 1990's, the video looks 1980's, but he's using a VR headset from about 5 years ago.
Is the motion in this machine programmed to produce a sensory effect that's similar to what would be experienced in a real aircraft or does the motion simply follow the attitude of the aircraft in relation to the ground? If it's the latter, then I don't expect the "feel" to be realistic to anyone but those who have never flown a plane. An experience that's no more authentic than a coin-operated kiddie ride.
Interesting! Stan, you are a savant my kind sir. Impressive actually, that you had the same concept idea and even prototyped it. I wish you were at Oculus alongside Abrash and Carmack to help enhance the tech further :) Regarding this Air Simulator, I truly hope you consider researching and developing a economy version and hammering out these motion tracking kinks. Not to sound repetitive, but the crowd funding scene that is Kickstarter is there for you, it will auto market this for you via word of mouth. I am pretty sure with your genius this product would fly. I implore you to economize this thing, do not let it stay exclusive to big budget where it will stay small. It deserves mass exposure, mass recognition and it will enrich many lives. Imagine playing Star Citizen on this, with the Oculus. Sheesh!
Thank you SO much for your kind words! You've made my day! It's interesting in that we can ALL see where it's going! I'll definitely give some thought to it. Thank you!
stancurtin Great work, but you'll need a more compelling and compact design with a lower center of gravity to be commercially viable. Yaw accommodation isn't absolutely necessary, and creates more problems than it solves (rotary connectors, wireless relays, etc.). If I were you, I'd limit the motion to +60° to -45° pitch, and 60° of left and right roll.
Ian Bruce The reason for the layout and high cg was that we originally wanted to be able to fly a full 360. But our insurance company said "if you fly a 360, you are no longer insured." Haha. So we simplified, but still kept the "wild" ride. These days the electronics are so compact, there is no problem with having the computer system all on platform (under the seat) and avoiding all rotary connectors. This was exactly what we did when the unit did do a 360 in the beginning, and a radio interface operated the valves without problems. You are quite right that limiting rotation still preserves virtually all the realism of the ride, but I'm a guy that likes to push the limits, and feel the blood rush to my head in a radical maneuver. The software has a feature called "bumpers" that let's you specify and range you prefer. Much to my amazement, this design passed OSHA's tough inspection on the first try! And the machine actually has OSHA safety certification.
stancurtin As much as I appreciate "wild rides" myself, I think you'll have better success keeping the motion relatively modest. Driving, I've never exceeded 1 lateral G... And flying single-engine planes, I generally try to avoid negative G situations (there's actually a plaque on the IP that says that). In properly coordinated turns, you shouldn't feel any lateral forces at all. I think you need to look at this like a modified Stewart platform -- and I'd begin with investigating algorithms for the solution of inverse dynamics and actuator forces in this motion model. Obviously, it has to be something that will work with common game API's.
Ian Bruce You are exactly correct. The final software than ran this machine did not match the attitude of the aircraft seen in the goggles, instead, in moved the platform with regard to what it calculated as "acceleration" that would be felt by any motion seen on the screen. This gives a much more realistic flight than simulators that just match the screen motion for motion, but, it does require an immersive visual system like VR goggles or a full hood. After writing the algorithms for that, I then sat in the machine and flew it extensively while charting what felt right or wrong, and created a graph of correction points. So in the end, it's partially a calculated experience, and partially just what felt right to me. Hopefully other pilots "seat of the pants" feelings are similar to mine. I've flown aircraft acrobatically for a number of years, and though the sim does not feel the same, I've forgotten that for a few moments when flying it. :-)
Heya, I'm running FSX now but it appears to rely on my CPU a lot instead of my video card and although that wouldn't be a problem normally, I also installed REX 2.0 which enhances the visuals. Do you know if there'll be a new MS Flight Simulator? Are you going to the market with this? Looks like you did an awesome job!
HAHA. Thanks. You'll never believe it, but I had people seriously write to ask how to teleport. I don't suppose I should tell them they just need a video editor. :-)
The guy keeps catching fire and teleporting, I'm scared... O.o
Don't worry. They use the latest high powered mainframe computers with spinny wheels on them to achieve this effect. They are known as 'graphics stations'. He's perfectly safe.
:-)
But why does he need a flying simulator if he's magic?
So when are you gonna build one and strap Jay into it for its test flight.
why does this looks like it was made in the 80s?
Is it the use of the term "radical" that gives it away? :D
God?
@fats699 That does look scary, but it's normal. When the chain moves, the no load side of the chain sometimes bends inward, and the cylinder is mounted on a pivot to follow this.
This seat was the prototype. On the production seats, we added a chain tensioner so that it always stayed straight. That said, the seat in the video gave over 40,000 rides in that configuration without a single mechanical problem. It's still going strong today...
Thanks. This design is a few years old, and worked with older versions (2002) of MSFS as well as Combat sim and X-Plane and a few others.
Its largely used as entertainment these days (not training) and usually run as a "ride only."
Yes, these are currently marketed inside the industry.
Thanks so much fr your compliments!
It does look spindely (sp) but it really is pretty robust even with a dynamic load. It passed OSHA's toughest engineering inspection for use in California fairs, and has given over 40,000 rides to date!
Thanks!
@nathan98900 It was designed with that mount to go fully inverted, but our insurance company said "if it goes upside down, it's not insured." So, we limit it to about 170 degrees at max. But, it would require very little modification for full invert...
@Oslokiddo For full roll, the roll cylinders were replaced with a hydraulic motor and a laptop computer ran the game from on the platform. However, interestingly enough, the full roll didn't really seem necessary. When the blood rushes to your head on a 185 degree partial invert, it feels remarkably the same with the goggles on. (A bit hard to describe.) Thanks!
I spent about 5K on it (parts only, computer included).
It's not optimum for a race simulator, though it has been used for that. The response is too smooth, so it feels like you're flying, not bumping along in a car.
Feedback was accomplished with pots. The computer monitors platform position and updates motion20 times each second!
Thanks.
With the hood on (seen in other videos) a 300 lbs rider slows the sim down. However, without the hood, as shown here, we've had 350 riders (one who was also 6'8") who were bounced around like the weighed nothing. I've been running it at about 150 psi, the the cylinders actually can go up to 250 psi. SO, it's possible to give just about anyone a good ride. :-) Thanks!
this looks so 90's
@airste172 All the best simulation programming is based on acceleration, and NOT just moving the platform with the joystick. (As you point out, this is a common novice error.) The programming on this simulator lands in between... It does NOT simply move with the joystick, it reads screen position data from the software and matches feel as you suggest. Some "arcade" players were shocked when they moved the stick and the platform moved a different way (as the aircraft did),
It's possible to rig for a full roll, which was the original reason for suspending the seat from behind, but our insurance company said "if you do that, you're not insured." So, limiting it to 185 has been the rule...
Feedback goes to an analog to digital converter that changes the voltage from the pot to value that can be read by the computer's serial port.
@audiojester as a university project we worked on a similar flight simulator which uses the same principle movements as this one does. We did it for about 600$ in total using 2nd hand parts (festo pneumatics), computer excluded
To make this sim be capable of rolls would require all the data that's running through the cables to the controls and a monitor to be transmitted wirelessly. A power supply to the gadgetry in the articulating seat can be done by means of a commutator. All this doesn't sound like something that's particularly simple or cheap and I believe is most likely the reason why roll isn't available rather than being due to an insurance issue.
The machine passed OSHA inspection, and has given more than 40,000 rides to date (all weights and sizes).
But you're absolutely right! It LOOKS dangerous. :-) I think that makes it even more fun.
Thanks! Walt
great job, good to see american ingenuity is alive and well
Part of the idea of the design was to make 360 spins possible with minimum modification. The trick to not tangling cords was to have a laptop mounted to the seat run everything.
We did it experimentally, but our insurance company said "if it goes 360, you are not insured."
Going 185 degrees as it does now already sends the blood rushing to your head, and the mods still possible for those who don't need insurance. :-)
Thanks!
Re: Barrel roll.
That was the orihinal plan, and the reason for suspending the seat from that point. It IS possible to rig it for a roll, and to use a laptop onboard for graphics (so no wires to twist). However. our insurance company said "if it rolls, you are not insured." We're living in the days of liability unfortunately. But, it still feels like a full roll when the goggles tell your eyes you're rolling!
@Seerofderp Thanks. The reason for the behind the seat rotation point was so that you could do just that. But, our insurance company said "it it rolls, you're not insured." So, roll is "limited" to about 185 degrees. IT would be easy to modify for a full roll though... :-) Thanks!
@58jtaylor After running the basic platform for several years myself, a company named Motion Vision in San Diego now makes them. I think their target price was around 12k with everything, but they may have changed that up or down?!?!
They'd given over 40,000 rides in the first unit by the end of the year and it was still going strong... Lots of fun!
Thanks! Walt
@alsh2010 Thanks, yes, correct G forces are difficult to simulate. Fortunately for simulation, visual cuing is so dominant, that you really do experience a surprisingly strong feeling of acceleration in any direction based on the visuals alone. The best simulators do not translate joystick motion into seat motion, nor do they match angle to angle with the screen. The most realistic ride is when accelerations are calculated and synced, which this sim does reasonably well.
"Why not a laser tag?" Saul Goodman
Hi Walt - I think you were to much ahead of time with your machine. The Motion Sim looks and works fantastic. If you would pair it to a x-sim interface this would be killer for the HMD comunity right now. This would work with Steering Wheel and Hotas. WoW great idea!!! Congratulations.
Cheers from BAVARiA,
Yours ART FLY
@TheSeasmy It has two pedals configured as rudder pedals just like an aircraft. It really does build up your "stick and rudder" coordination in a short time. We had several students who trained in the sim tell us their instructors were amazed when they flew for the first time and already could fly a cross wind correction by feel! So, their instructors didn't have to keep telling them to "stomp the ball!" like mine used to. HAHA.
There is a new trial of a device that generates impulses and connects to the the head, behind the ears and directly acts on the structure of the semicircular canals (balance - position). This will give you the full 360 degree sensation in the X, Y, Z axis but also, most important the sense of acceleration and weightlessness. Have you ever known anyone with labyrintitis? Well this will be "controlled labiryntitis". Probably a good 10 year away from marketting. though!
@Hannible100 HAHAHA. You can ride too! With the full fiberglass hood on, the machine got a little sluggish with riders over 250 pounds. But, without the hood (as seen here), 300 pounds was no prob.
Also, we are running the cylinders with a compressor that produces 150 psi. The machine itself can actually be run at up to 250 psi. SO, by just using a higher psi compressor, we should be able to rock and roll!!! Thanks!
@stancurtin Your honest and straight forward answer is very much appreciated. Thank you! :)
Thank you!
The feel is very close to actual motion, though I "hot rodded" it up a bit because I like a radical ride. :-) From the software, you can set the range to extreme, or gentle.
There is a bubble at the end of the video with a link to some of these simulators in the field that shows the goggle view.
I don't think VR goggles are very good. And, I've even worn the 200,000 dollar goggles the military uses. The problem is, they are not imersive my opinion. But, still VERY fun!
This would be great while flying the EXTRA aircraft in flight sim. When you fly upside down, the results of this device would be awsome.
There is a link at the end to a more recent airshow with multiple sims.
I still have my original prototype, but a company called Motion Vision in San Diego makes them these days. I'll add a link to an FAQ page in the comments. Thanks!
This is the most 90's thing I've seen since.....the 90's.
So old... Yet, so awesome!
The steelwork looks a bit flimsy, I'll bet you beef it up a bit to overcome fatigue and bounce. The PC bit is pretty much a done deal nowdays, but mechanical reliability always seem to be the designers weak point. Nice concept though.
@mechmove Not significantly, though you certainly feel the "swooping" feeling when pitching up (unlike most sims). Because the virtual reality goggles (or the full hood that I also have for it) block out all outside visual cues, it's surprising how powerful the feeling of flight is just from the visuals. This is one complaint I have with other sims that just mount a monitor in front of a moving chair. All sims that do that are useless for simulating the feeling you are flying.
Star Citizen + This + Oculus Rift = Bliss!
OMG WALT LOOKS AMAZING! he is the fonz!
@airste172 But, what I meant by "in between" is that ultimately I graphed what felt right to ME, and then mapped that into the software. SO, I did fudge a technical algorithm with what "felt right" to me. :-)
HAHA. Always on a shoestring... We did the video and effects all ourselves (just like the sim), so what you're seeing (the video) cost less than $30 to make.
I've been told if I ever get a REAL budget, I'd be dangerous!
I hope I get a chance to test that.
Thanks!
there's probably counseling you can get where you learn to be nice.
This is probably the most 90s thing I've ever seen.
When you turn, the sim should tilt to the negative. In other words, you turn left, the sim tilts right, simulating the G force you would feel which would pull you to the right. Likewise, when you accelerate, the sim tilts back, pushing you into the chair, simulating the G force of the changing impulse.
Of course, there are limitation, but hey, it's a simulator, not the real thing.
Thanks so much! It IS hard to "build 'em here" these days, but I think we can still out work any of them. :-)
@airste172 Thanks for bringing up an interesting point!!!
@jerryku i dont know to be honest. We only build 1, and it will be used for promotional purposes by the school
I don't get it.
The simulator looks great.
The presenter looks early 1990's, the video looks 1980's, but he's using a VR headset from about 5 years ago.
@sanluisskywatch That's what flying, virtual or otherwise is for. :-)
@stancurtin Wait... I have made many a combat aircraft, and I never met one that thought... fascinating!
Yeah, I'm not sure I escaped the 90's. :-) But I do have a new video coming very soon with a full cabin and super model. :-) Thanks!
@tonytor53 That's neat. I think all reality will be virtual reality someday, if it isn't already. :-)
My pleasure!
great cockpit for flight simulator
This is the perfect deterrent
I'll try to add a web page to the comments (above) that answers all the basic questions. Thanks!
Amazing looking machine!
But did they reallyhave to take a time machine back to 1985 to make this video? :-D
A I like this its pretty compact. i am no expert on motion control but it looks very well done. What is the cost of a system like this?
great job
Thanks Stan.
Can you still buy these? If so how much and what weight will it support?
Is the motion in this machine programmed to produce a sensory effect that's similar to what would be experienced in a real aircraft or does the motion simply follow the attitude of the aircraft in relation to the ground? If it's the latter, then I don't expect the "feel" to be realistic to anyone but those who have never flown a plane. An experience that's no more authentic than a coin-operated kiddie ride.
@mechmove My thinking is to "impose G's" wouldn't you need a lot more movement like the old 1940's g force simulators?
gonna get this for when ace combat assult horizons comes out XP
Interesting! Stan, you are a savant my kind sir. Impressive actually, that you had the same concept idea and even prototyped it. I wish you were at Oculus alongside Abrash and Carmack to help enhance the tech further :)
Regarding this Air Simulator, I truly hope you consider researching and developing a economy version and hammering out these motion tracking kinks.
Not to sound repetitive, but the crowd funding scene that is Kickstarter is there for you, it will auto market this for you via word of mouth. I am pretty sure with your genius this product would fly. I implore you to economize this thing, do not let it stay exclusive to big budget where it will stay small. It deserves mass exposure, mass recognition and it will enrich many lives. Imagine playing Star Citizen on this, with the Oculus. Sheesh!
Thank you SO much for your kind words! You've made my day! It's interesting in that we can ALL see where it's going! I'll definitely give some thought to it. Thank you!
stancurtin Great work, but you'll need a more compelling and compact design with a lower center of gravity to be commercially viable. Yaw accommodation isn't absolutely necessary, and creates more problems than it solves (rotary connectors, wireless relays, etc.). If I were you, I'd limit the motion to +60° to -45° pitch, and 60° of left and right roll.
Ian Bruce
The reason for the layout and high cg was that we originally wanted to be able to fly a full 360. But our insurance company said "if you fly a 360, you are no longer insured." Haha. So we simplified, but still kept the "wild" ride. These days the electronics are so compact, there is no problem with having the computer system all on platform (under the seat) and avoiding all rotary connectors. This was exactly what we did when the unit did do a 360 in the beginning, and a radio interface operated the valves without problems. You are quite right that limiting rotation still preserves virtually all the realism of the ride, but I'm a guy that likes to push the limits, and feel the blood rush to my head in a radical maneuver. The software has a feature called "bumpers" that let's you specify and range you prefer. Much to my amazement, this design passed OSHA's tough inspection on the first try! And the machine actually has OSHA safety certification.
stancurtin As much as I appreciate "wild rides" myself, I think you'll have better success keeping the motion relatively modest. Driving, I've never exceeded 1 lateral G... And flying single-engine planes, I generally try to avoid negative G situations (there's actually a plaque on the IP that says that). In properly coordinated turns, you shouldn't feel any lateral forces at all. I think you need to look at this like a modified Stewart platform -- and I'd begin with investigating algorithms for the solution of inverse dynamics and actuator forces in this motion model. Obviously, it has to be something that will work with common game API's.
Ian Bruce
You are exactly correct. The final software than ran this machine did not match the attitude of the aircraft seen in the goggles, instead, in moved the platform with regard to what it calculated as "acceleration" that would be felt by any motion seen on the screen. This gives a much more realistic flight than simulators that just match the screen motion for motion, but, it does require an immersive visual system like VR goggles or a full hood. After writing the algorithms for that, I then sat in the machine and flew it extensively while charting what felt right or wrong, and created a graph of correction points. So in the end, it's partially a calculated experience, and partially just what felt right to me. Hopefully other pilots "seat of the pants" feelings are similar to mine. I've flown aircraft acrobatically for a number of years, and though the sim does not feel the same, I've forgotten that for a few moments when flying it. :-)
Haha this video's hiliarous, I love this guys 80s style.
Spectacular!
Thank you!
Knew you'd liked this! ;-)
O_O
looks like it simulates attitude, but does it also impose g's from acceleration?
Forget the motion base, I need that SS-Enterprise transporter! :-)
Who the hell had vr headsets back then???
where can i buy one??????????????????? or how can i get the plans to build one, congratulations great job!
wow, this guy rematerialize himself like a charm!
this video uploaded in 2008 but it looks like the guy hasnt done anything since 2008.
this looks like it was made in the 80's
So when you turn, the sim will turn, then when you stop turning, it will move back to the original position?
He looks like a real conman
I thought it was from the last century, until the moment it puts the occulus rift...
Can you build a racing simulator using this technology?
Heya, I'm running FSX now but it appears to rely on my CPU a lot instead of my video card and although that wouldn't be a problem normally, I also installed REX 2.0 which enhances the visuals. Do you know if there'll be a new MS Flight Simulator? Are you going to the market with this? Looks like you did an awesome job!
Can I play N64 F-Zero with it out of the box?
I don't think a cabin would be necessary anymore, since the oculus rift is making VR headsets relevant again.
Looks familiar.
but will it blend
@koreyokeenelove HAHA. Well, I always thought like a fighter plane. :-)
Thanks.
This was uploaded in 2008? Haha looks like he belongs on back to the future.
HAHA. Thanks.
You'll never believe it, but I had people seriously write to ask how to teleport.
I don't suppose I should tell them they just need a video editor. :-)
OK this ticks all the boxes, but where can you buy one?
That looks so cool, lol
were any hosts killed in this video?
Haha. No, all molecules were reassembled correctly.
:-)
Sorry.
Do you have a question difficult to answer???
wow how did they get raiden for this promo?....
@stancurtin how much do these things sell for?
This looks so dangerous
Thanks!
Shit quality but i have to say this actually looks good for something so old
MaxFlight for life! hee aww!!
@DGMRuadeil are any motion simulators available for purchase?
how noisy do you think that compressor is?
Whoa... RADICAL
Are you manufacturing this? Is there a retail date? Are you selling distributer rights? PLEASE TELL ME IF THIS WILL EVER BE SOLD!
Check the video description above for an address.
where can I find more information about this?