View Full Version : Homemade simulator hardware
Christoph Krüger
September 17th 05, 09:00 PM
Hi all,
does anyone know where to get hydraulic cylinders and pumps to make my own
simulator hardware? I thought of those parts they use for moving those
lowrider showcars but these things are hard to find via the internet (wrong
target audience I guess :-)). Can anyone help me out here?
Best regards,
Christoph
Steve
September 19th 05, 03:20 AM
Hi Christoph,
> does anyone know where to get hydraulic cylinders and pumps to make
> my own
> simulator hardware? I thought of those parts they use for moving those
> lowrider showcars but these things are hard to find via the internet
> (wrong target audience I guess :-)). Can anyone help me out here?
Been thinking the same thing, look into pneumatics though, much more
cleaner when there's a leak than hydraulics.
Keep us all posted, I'm wanting to build something next year like this.
Steve
September 19th 05, 04:16 AM
Christoph Kr=FCger wrote:
> does anyone know where to get hydraulic cylinders and pumps to make my o=
wn
> simulator hardware?
Here's a site of someone trying to create a sim motion base:
http://www.cadsoft.de/people/kls/fltsim/index.htm
Note that commercial bases run about $15,000 - $25,000. (!)
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.
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.
And finally, you need "wash-out" code, to slowly return the base to
center without the user noticing.
It's pretty complicated stuff, apparently.
Kev
Christoph Krüger
September 21st 05, 10:12 PM
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
September 22nd 05, 03:16 AM
Christoph Kr=FCger wrote:
> 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).
Oh yeah, here's an old link I have, to more motion links:
http://www.isdale.com/jerry/VR/VRNews_MotionPlatformLinks.html
Kev
Quilljar
September 23rd 05, 02:12 PM
Axes ....
Christoph Krüger
September 25th 05, 10:40 PM
Hi,
"Quilljar" > schrieb im Newsbeitrag
...
> Axes ....
>
you mean it's the same as the things dwarfs use in battle (sorry, OT)? :-)
Tchaw!
Christoph
Quilljar
September 27th 05, 09:44 AM
>> Axes ....
>>
>
> you mean it's the same as the things dwarfs use in battle (sorry,
> OT)? :-)
>
> Tchaw!
> Christoph
Ooh you are awful:-)
--
Yours Quilly
Videos at: http://www.putfile.com/quilljar
vBulletin® v3.6.4, Copyright ©2000-2025, Jelsoft Enterprises Ltd.