How it works?
The simulator tries to simulate force on a driver in most situations, like acceleration, deceleration, turns etc. There are many types of simulators using different techniques to reach this goal.
The simplest ones use steering wheel and seat vibrations only.
Simulators with 3 DOF (Degrees Of Freedom) allow roll, heave and pitch.
Simulators with 4 DOF add yaw. These 3DOF or 4DOF simulate acceleration or deceleration by gravity forces as a result of forward or backward tilt of the seat (pitch).
When the seat tilts backwards, gravity pushes you to the seat. It simulates acceleration.
When the seat tilts forwards, gravity pulls you from the seat. It simulates deceleration.
Many simulators have pitch axis under the seat. It's simple and saves place. But it has drawback. When the seat pitches to backward tilt around the axis under seat, you are pulled from the seat for a while. This supresses an acceleration effect. And invokes disbalance of your senses. Deceleration effect simulation has similar problem.
Our 4DOF simulator set rotation axis the based on the center of gravity (CoG) being aligned with the center of rotation, simulating real world vehicles and aircafts behave in an Earth physics environment. When the seat pitches to backward tilt, you are pushed to the seat. It corresponds with gravity force and supports acceleration perception. All senses are balanced.
Thus, simulator can use rotational motions to simulate acceleration and deceleration. You are pushed into the seat and you can feel the acceleration force.
Then, you shouldn't see scene around you for better simulation. A VR helmet can help very much for many people.
Come and try our motion simulator !
How is D-Mover solution?
D-Mover Realistic Motion Simulator Technology based on physics
Center of Gravity(CoG)– The D-Mover method for full motion simulation is based on the center of gravity (CoG) being aligned with the center of rotation, in an 4DOF + 2DOF axis control system. Real world vehicles and aircafts operating in an Earth physics environment also behave in this similar way.
In all D-Mover based motion systems, the whole cockpit moves with the occupant, and the relative position (and connection) between the driver and their steering wheel, shifter and pedals remains constant. The cockpit moves to simulate weight transfer, track camber, surface features, terrain elevations, oversteer, understeer, etc, like in a real car.
Since what you see on the screen is what you will feel in the seat, it feels natural, are the same experience as real vehicle or aircraft rotations and translations.