Earlier quoted context omitted.
I've been working with full motion simulators for the past two years (I even rode that simulator last week at MPI) and I must say that this is plain wrong. This is actually a great fit for VR simulation (see below): > Actual linear acceleration is of limited value in simulation because... Linear acceleration is immensely useful for sudden accelerations. Image a sudden linear acceleration (e.g. a racing car accelerati…
Would adding rotation to the seat allow for sustaining the acceleration?
> you make a linear movement, and THEN you rotate the simulator (if you need to sustain the acceleration).
I have zero experience with this though, I'm merely interpreting and copying what ghgr said.