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Deleted member 1066209
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Deleted member 1066209
I understand your point now. Yaw, surge, and sway are surely unable to be accurately simulated, but wouldn't it be possible to accurately replicate pitch and roll with one of those high-travel actuator setups (with 6-inch travel)? At the very least, it should work well for cars with limited suspension travel, as opposed to rally cars or monster trucks.Cannot argue with that...
Suppose a motion system with capability for +/-10 degrees of yaw AKA traction loss.
Should that system attempt to simulate more than 10 degrees of yaw?
I can claim with high confidence that attempting
to use it to simulate sustained lateral/rotational acceleration
resulting in more than that 10 degrees of yaw change will feel weird,
even ignoring differences among degrees of front vs rear traction loss,
when actuator limits are reached.
Motion simulation limited to transients within actuator limits,
perhaps even with some non-linear scaling, may not break immersion
for e.g. pavement seams and modest curbs and rumble strips.
Problem is, sim racing games are not designed to sort telemetry
for finite yaw, pitch and heave transients from those involving sustained accelerations.
They could in theory attempt doing so,
given predefined racing lines and predicted driver inputs, but they generally don't.
Beyond that, motion sim vendors seemingly cannot resist
attempting to e.g. simulate sustained accelerations by bogus yaw, pitch and heave cues.
If breaking immersion is not a concern, then totally random distractions may be fine.
And if that were the case, would it even be worth the effort to only simulate pitch and roll, while neglecting the other motions? I suppose there would be a nagging feeling of something missing.