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Posted

Look at these brave guys:

 

http://www.kickstarter.com/projects/vipersim/the-viper-full-motion-flight-simulator?ref=live

 

all done with 12,000$ and some help.

 

Could you imagine how you will feel inside the Viper with an Oculus Rift and playing at BOS???

 

These could not be very far from reality, the three of them are based in California (San Rafael, Irvine and Redlands). All they need to do is to meet over one "long" weekend, perform some integration and experiment a truly inmersive VR experience.

 

I would certainly encourage the Viper guys to go for a second kickstarter project and create an smaller simulator with the cockpit of a glider (85 cm diameter and 150 cm long), the Oculus rift and the most realistic flight sim.

 

The resulting size of such a system could fit very well in the area of a king size bed, so suitable for domestic use. So the potential market for such a product will not be negligible. How many of them could be sold at a reasonable price (perhaps 6000$)

 

I believe Palmer Luckey is always looking fro new VR experiences and he could be very willing to collaborate...

 

Just a loud thought...

 

 

 

Posted

Awesome.  I've been thinking of this sort of thing myself, but these guys have beat me to it. They say it  it will do 360 degrees in both pitch and roll, but no yaw.  I wonder how fast it will respond.  Can the user black-out with excessive g?  And they seem to be making their own flight sim software. Maybe someone can suggest IL2 with 3-screen support and devicelink.   

 

Cheers

  • 2 weeks later...
racingslippers
Posted (edited)

If this was combined with simvibe and the Oculus Rift and could be run with all the PC gear swinging about in there with you on a large battery it might be a ton of fun!

 

 

However, the Rift would need the positional info from the rig and take account of the position to work right. Im not sure how you possibly get realisitc instantaneous force going, you have to wait to be rotated into position to feel the gravitational loading in your harness and never experiencing the real feeling of flight which is that sudden lack of any gravity making your guts complain. Or yaw. I imagine its very easy to get motion sick if the initial impulses are at odd angular acclerations to what it looks like you should be experiencing in the sim (before you start to hang in the right position).

 

But all technicalities achieved and all ambitions of accurate forces abandoned it would be one hell of a ride!

30p a go, record for the day 3 minutes before vomiting.  

 

(A comparison to glider or powered flight lessons costs might be in order also)

 

 

Realistically I think the Rift alone is the way forward for me. Just note how powerful is the effect of stepping onto a stationary  escalator you sort of suspect should be moving somewhere deep down, the weird and powerful vertigo you can feel, and also sitting in a train at a standstill as the train beside you pulls away; you really feel like you are accelerating backwards... 

Edited by Mayfields
racingslippers
Posted (edited)

... that effect is called vection, and probably quite enough for your stomach and last meal to be going on with (although getting used to getting flung about in that thing would be pretty cool hehe)

Edited by Mayfields
Posted
Yeap, you touch several points:

 

1) Ulimited rotation: The simulation will need to run in a powerfull laptop connected to the Rift. Alternatively future versions of Rift could be wifi, so the PC could be out of the simulator.

 

2) Plane position tracking: Yes, a standard Rift configuration will not work. The simulation will need to discount the roll and pitch angles of the cockpit to the roll and pitch axis of the Rift. If the current BoS with Rift is used in the Joyride Atomic A2 the angles are not compensated, so games will need to contemplate if they are used with motion platforms.

 

3) Gear torque: Well, the mass to move is just a person plus the cokpit frame. The electric step motors used in robotics are quite fast. Also WWI and WWII planes don´t roll too fast. Obiously there can not be delay between the position of the simulated cockpit and the real cockpit. look at this:

 


(people is crazy..)

 

4) Rift vection: The first time I tried Rift was with the Roller Coaster (Unreal demo) and the most amazing thing is that my body was feeling what I was seeing, a kind of lack of gravity when going down. When you use the Rift in a plane simulator and you roll 45 degrees I tend also to roll my head 45 degrees. In fact, using the viper with the Rift we will avoid the vection effect of "my world is rolling but I don´t feel that rolling", so we will be providing to our body the same stimulus than our eyes would see.

 

5) Feeling G: Of course, the G forces (Gx,Gy or Gz) can not be simulated in a static simulator like Viper. To simulate Gs you will need a Centrigufe like the one of NASTAR, but eventhough they can not simmulate everything, for example ingravity.

 

6) The arrival of the Rift will activate the domestic motion platforms market (like Atomic A2) and I am sure I will not die without seeing a domestic Viper in place. I believe there is market for it.

 

7) I also tested the MAxFlight FS3000 simulator inside the Intrepid Museum of NewYork. The movement is OK, but all they need to do it put just one chair, use Rift and use BoS. Then people could pay 20$ for the ride.

 

Anyhow, would not very dificult for Jason to go to San Rafael with his HD Rift, install the BoS in the Viper, activate the angles correction and let us know his experience....
  • 4 weeks later...
Posted

Guys, what are you looking for? It's already here: http://en.4d-movies.ru/production/fly-motion/ . Rotates fully 360° in all directions. Comes with a customized version of "IL-2 Sturmovik: Wings of Prey". So hurry up, save $ 30,000 :ph34r: and tell them we need BoS instead of WoP! ;)

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