Brian Clancy
Premium
In the introduction to this series, I mentioned digging further into the components that make up a racing simulator. In this article, we’ll discuss the software aspects of simulation. It is important to note that this information is provided for enthusiasts and the knowledge shared in this series is not necessary to enjoy motion simulation.
SimXperience offers a complete line of Plug-N-Play / Install-N-Drive solutions for the motion simulation enthusiast. The only knowledge required to operate a simulator is related to game configuration such as installing a game and mapping your wheel in the game settings. If you are able to perform these simple tasks, then you have the skills necessary to enjoy DIY motion simulation. Having said that, I’m one of those people that must understand what goes on under the hood and if you’re still reading this, I’ll assume that you are as well.
Racing simulation begins with a game that has the ability to output “motion data”. This motion data is then translated via a “motion profile” into simulator geometry specific instructions for actuators or motors. These instructions result in the movement of your simulator.
As I mentioned in the introduction to this series, free software named X-Sim exists to perform this very task. X-Sim is a community project led by German engineer Martin Wiedenbauer. X-Sim is extremely flexible and is capable of powering a wide variety of simulators via a wide variety of actuators and electronics.
Several key factors set X-Sim apart from competing motion engines:
Vehicle Specific Motion Profiles
Remember, you can ask Berney questions etc HERE in the special Q&A thread in the SRH Forum
SimXperience offers a complete line of Plug-N-Play / Install-N-Drive solutions for the motion simulation enthusiast. The only knowledge required to operate a simulator is related to game configuration such as installing a game and mapping your wheel in the game settings. If you are able to perform these simple tasks, then you have the skills necessary to enjoy DIY motion simulation. Having said that, I’m one of those people that must understand what goes on under the hood and if you’re still reading this, I’ll assume that you are as well.
Racing simulation begins with a game that has the ability to output “motion data”. This motion data is then translated via a “motion profile” into simulator geometry specific instructions for actuators or motors. These instructions result in the movement of your simulator.
As I mentioned in the introduction to this series, free software named X-Sim exists to perform this very task. X-Sim is a community project led by German engineer Martin Wiedenbauer. X-Sim is extremely flexible and is capable of powering a wide variety of simulators via a wide variety of actuators and electronics.
Several key factors set X-Sim apart from competing motion engines:
- Low Latency Data Delivery Rate (Instructions get to the actuators faster)
- Large Number of Supported Games
- Capable of Vehicle Specific Motion Profiles (More accurate motion)
Vehicle Specific Motion Profiles
- Maximum braking G-Forces are accurately defined and fine detail such as wheel hop can be detected by the user.
- Bumps, Cornering G-Forces and Road Surface detail are accurate in any vehicle that you have a motion profile for.
- No immersion breaks exist and motion quality is consistent throughout the driving experience.
- Maximum braking G-Forces are unknown to the motion engine resulting in lost detail
- Maximum cornering (Lateral G’s) forces are unknown resulting in extreme movements in some vehicles and miniscule movements in others.
- Motion engine is constantly attempting to rescale and determine the maximum force values resulting in a constantly changing feel and at times almost no motion at all after being bumped by another vehicle or rubbing a wall
Remember, you can ask Berney questions etc HERE in the special Q&A thread in the SRH Forum