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Cable Robot Simulator [video]

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Re: Cable Robot Simulator [video]

#31
post #21
post #16

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?

The way I understand what he said (see quote below), yes it would.

> 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.

Re: Cable Robot Simulator [video]

#32

This seems like a poor fit for VR motion simulation - actual movement through space is generally unnecessary, you just need to gimbal the platform to simulate accelerations. Actual linear acceleration is of limited value in simulation because you can't maintain that acceleration indefinitely - you run out of room and have to apply an opposite acceleration, which can conflict with the simulation needs. On the other ha…

NASA seems to think different. http://www.aviationsystemsdivision.arc.nasa.gov/facilities/v... https://www.youtube.com/watch?v=fhu_UldlP_E (in motion...)

Yes, NASA Ames has had their huge Vertical Motion Simulator for many years. That has about 20 meters of travel in each axis. It used to have a Space Shuttle cockpit mounted; now it's mostly used with a helicopter cockpit. NASA's is a much heavier system, because it has to lug the whole cockpit around.

Re: Cable Robot Simulator [video]

#33

Cool, it's the same concept as the NFL skycam! I wonder if there are any practical uses for it, say military or civilian training?

Do you get sick from driving a car or riding a bus though? Because I guess you could make the experience to be exactly like that. It's supposed to feel like a normal, natural motion.

Re: Cable Robot Simulator [video]

#34
it looks really cool, however with cables wouldn't this limit the amount of "instant Gs" you can generate? it seems motion simulators based on pistons would be able to simulate better things like driving on a bumpy road and sudden changes of direction as there isn't the slack of the cable to take into account or the inertia of a large suspended mass (cables are heavy too)

Still given enough space and light enough cables that support enough tension (to minimize slack) it seems this could be scaled up very cost effectively compared to other technologies to enable longer sustained accelerations

Re: Cable Robot Simulator [video]

#36
post #31
post #21

Earlier quoted context omitted.

Would adding rotation to the seat allow for sustaining the acceleration?

The way I understand what he said (see quote below), yes it would. > 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.

That's right, and this system seems perfectly capable of that.

Re: Cable Robot Simulator [video]

#37
The concern I have is that failures in the control software or mechanical failure would have grave consequences. Maybe that's a solved problem and the cable capstans have mechanical arrestors that kick in, etc but the setup looks inherently unstable unless under active computer control (due largely to the crossed cable attach points).

This is quite a bit different than a more typical hydraulic setup where an unpowered/uncommanded state simply leads to the platform settling in a stable configuration.

Having said that: I still want one. :D

Re: Cable Robot Simulator [video]

#39
post #16

This seems like a poor fit for VR motion simulation - actual movement through space is generally unnecessary, you just need to gimbal the platform to simulate accelerations. Actual linear acceleration is of limited value in simulation because you can't maintain that acceleration indefinitely - you run out of room and have to apply an opposite acceleration, which can conflict with the simulation needs. On the other ha…

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…

> Rather, you make a linear movement, and THEN you rotate the simulator (if you need to sustain the acceleration).

Am I understanding this wrong or are you saying long accelerations can be achieved by accelerating, turn, accelerating, .... etc? Wouldn't the person wearing VR headset feel the turn?

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