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Pit Lane Simulators

Not all motion systems are created equal. Some are designed to just move users around, while others truly bridge the gap between virtual and real. If you decide to go with a motion simulator, choosing the right motion system is crucial. If you don’t know how to navigate the endless options, we are happy to help. Our goal isn’t to push the most capable or expensive system on every project. We recommend the optimal solution based on budget and intended use.

After years of experience with a multitude of motion systems and feedback from customers, we integrate motion systems that deliver on 3 criteria which differentiate mediocre or “gaming” systems from realistic motion simulator systems

  • Response: a system that has perceptible lag, either on the hardware (changing position) side or software (processing) side, creates a disconnect between user input and feedback. This quickly results in the users feeling like the system is only tossing them around rather than actually simulating what the vehicle is doing.
 
  • Range: with a limited displacement, the system quickly runs out of motion range. Even with the best response time, if the motion system stops moving, it is not simulating motion anymore which quickly reduces realism and immersion because the vehicle could still be moving on the screen. Aside from specific custom applications, every motion system is going to run out of range at some point so pairing the right system with the application is critical.
 
  • Control: translating telemetry from the sim software into motion is critical especially in terms of “fidelity” so you can differentiate between subtle motions and large displacements and everything in between. This is very pronounced in driving where the system needs to simulate road texture, rumble strips or kerbs, engine vibrations, etc. differently from large motions like dropping a wheel, elevation changes, banked corners, weight transfer, or suspension movement in general, etc.
 
Our solutions are integrated only with motion systems that are designed to deliver fast responsessufficient range, and proper control/signal processing
Motion systems specs are often expressed in degrees of freedom, which describe how many directions or axes of movement the system is capable of simulating. The most capable systems simulate all 6 Degrees of Freedom (6 DOF), which include:

  • Surge is horizontal movement forwards and backwards. Surge motion simulates the true feeling of acceleration and braking in the seat of the pants like a real vehicle; “pushing” the driver or pilot in acceleration and “pulling” the driver or pilot in braking/deceleration.

  • Sway is horizontal movement left and right. Sway motion simulates the true feeling of lateral acceleration (i.e. when turning) due to centrifugal forces (i.e. the driver or pilot being “pushed” to the outside of the turn); a very common measurement of a car’s grip (i.e. lat-g or lateral g) is a result of this centrifugal force acting on the driver and the car.

  • Heave is vertical movement up and down. Heave motion simulates the true feeling of elevation changes (in flight or driving up/down inclines), hitting bumps, suspension compression and rebound, rumble strips/kerbs on track, and more.

  • Pitch is rotational movement (tilting) forwards and backwards. Pitch simulates aircraft movement when changing elevation (i.e. altitude change) and car movement as a result of weight transfer due to acceleration and braking (i.e. brake dive), bumps, dips, going up inclines, and more. 

  • Roll is rotational movement (tilting) left and right. Roll simulates aircraft movement when changing direction and car movement as a result of weight transfer due to turning as well as driving around banked corners (i.e. such as Carousel at the Nürbugring) and uneven bumps, dips, and road features.

  • Yaw is rotational movement horizontally. Yaw simulates the rotation of an aircraft or vehicle while changing direction and in vehicles, it also simulates loss of grip such as drifting. It’s important to remember that the vast majority of motion simulators capable of yaw can only simulate a fixed yaw axis. The simulator always rotates the same way no matter what the vehicle or aircraft is doing (i.e. no distinction between oversteer and understeer or mid-engine vs front engine vs rear-engine in a car for instance) 
 

Often times, you will see marketing terms such as “full motion” which don’t actually simulate all 6 DOF. Instead, they simulate only 2 DOF, 3 DOF, or 4 DOF with only “motion compensation” in the missing axes. We make it a priority to educate our customers what’s behind the marketing lingo so they know exactly what they are getting.

Training & Skill Development

Advanced Motion Simulators are quickly growing in popularity as a training tool, and for good reason. From commercial/industrial training, to new drivers, to accessible/handicap rehabilitation, they provide access to extensive seat time with lower maintenance, improved safety, no risk of incidents in training, and data-based performance tracking. Motion simulation only improves the effectiveness of training across the board.

Real Motion

When your students or operators are driving or operating equipment, they are always moving. Why train them as if they will be stationary? Adding motion helps create better preparedness for real-world feedback and environments. 

In fact, gamers and eSports drivers (aka sim racers) often drive without any motion simulation because it is often considered “a distraction”. Unfortunately, equipment operators, pilots, race car drivers, and Driver’s Ed students don’t have the option of making the real world stop moving. They will have to eventually get behind the wheel. 

If you want them to be prepared for the “distraction” that is motion, why not make them better equipped from early stages of training

Adding accurate, realistic motion simulation can accelerate driver/operator comfort level from behind the wheel and makes virtual seat time much more valuable in skill development.

 

Motion Partners

Recreation & Entertainment

If a simulator will be used just for fun, why pay more for accuracy and realistic movements? It’s simple. A mediocre or underwhelming system will result in a “one and donecustomer experience. On the other hand, accurate motion systems provide a unique selling point to customers which brings people through the door and then it helps keep customers coming back by providing more satisfying and engaging feedback. That’s what sets a serious simulator venue apart from an arcade.

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