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DIY Motion Cabinet: Is it even possible?

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RandyT:


--- Quote from: pbj on August 31, 2024, 10:58:36 am ---That scientist got famous for throwing graduate students off a cliff and testing if time dilation during a traumatic experience is real.  (I’ve experienced it, it’s real)

--- End quote ---

I don't know why they call it "time dilation".  Time doesn't get larger/longer, it's just your perception of it because the processor clock for your brain goes into overdrive due to the desire for survival.  Hard to think your way out of a bad problem if you only have seconds to consider your options.  It's probably really bad for your brain and body, or I would think they would be synthesizing the hormone so you can do it on demand.  They probably already did and found out that for every second your brain was running that fast, it took a month off your lifespan.  Candle burning twice as bright and all that.


--- Quote ---Neuroscientists are all nuts, and I’m married to one so I’m allowed to say it.

--- End quote ---

Don't be too hard on them.  They do what they must because they can (is it getting old yet? :) )

Xiaou2:

One of the problems with certain motion sims, seems to be a lack of speed in their responses... likely also depending on their range of motion travel.

 The sitdown version of Outrun, suffered from this.   It was driven using a worm gear system...  and the motor speed, in combination with the
worm gear ratios... resulted in a slight delay, from what was happening on-screen.

 I had this idea to solve this... and not sure if its valid or not... but here goes...

 Rather than using a single Actuator, which will have a hard limit to its "inches per second"...   Imagine using Two actuators together, on the same axis leg.

Basically, if you had a 2 axis motion sim... which would typically use only 2 linear actuators..   Now it will use 4 actuators.

 I believe you should end up getting Double the Distance per Time Unit... as you are expanding 2 drivers on the same axis, at the same time.

[======]---0

vs

[======]---00---[======]


One axis would be mounted to the floor-base..  and the other, mounted to the platform... and both actuators connected together in the middle.

RandyT:


--- Quote from: Xiaou2 on September 14, 2024, 09:38:21 am ---One of the problems with certain motion sims, seems to be a lack of speed in their responses... likely also depending on their range of motion travel.

 The sitdown version of Outrun, suffered from this.   It was driven using a worm gear system...  and the motor speed, in combination with the
worm gear ratios... resulted in a slight delay, from what was happening on-screen.

--- End quote ---

This is what I was referring to when I stated that arcade motion platforms are hobbled for safety.  They don't really attempt to provide a full-blown simulation, rather they attempt to give the player a "taste" of movement associated with what is happening on the display.

The Outrun machine is a really poor example of a sim.  So much so, that I hesitate to give it that title.  But there are no issues with it needing to be fixed, as it does exactly what it was designed to do.  The only thing one could do to improve it (i.e. if building from scratch) would be to completely discard the design and build something which behaves the way it should for use in an environment where you aren't worried about a lawsuit :).

TLDR:  Motion machines don't "suffer" from anything other than the design intent of the machine's respective creators.  Be it for safety or cost, they do what they wanted them to.

Side note: I see that there is now a YAW3, which comes after seeing complaints from at least one YAW2 user indicating that they have had more down time, due to mechanical issues, than usable time with the unit.  I also see that it is very important that the load be balanced over the center of the machine, requiring some substantial counterweight to the back when accessories are added to the front (there is literally an iron lifting weight box behind the seat.)  The max load on the unit is only 287lbs, which is a little better than half of ONE of my FOUR actuators.  I suspect anything added to the machine, including counterweights, subtracts from this number.

I have to give props to those folks for their perseverance if nothing else.  Designing a marketable system with the smallish footprint, range of motion and price point that this has (even at $5k) is no simple matter.  But at the end of the day, it's still going to be something best suited for flight-sims.  While it seems that heave is something which is being considered, I have to wonder if the approach they are taking to the rest of the machine would continue to make sense if that feature becomes important to their consumers.  That stated, I suspect that the range of motion it offers (in the full 3-axis system..I still can't tell if the yaw is included in the base "Yaw3" configuration :P ) would lend itself well to any and all of the old arcade games, so long as proper motorsports sims weren't a major concern.  But at ~$5000+ said and done, potential purchasers really need to make sure they understand what is included, identify their use case and make sure it does it well.

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