Authorised Vendor DK Sigma Motion System | USA Made

SigmaMotion

Peter S.
Authorised Vendor
Premium
Complete your simulation experience by adding a professional DK motion system to your chassis with real-time processing, specialized algorithms and advanced haptics. Engineered and built in the USA. Shipping worldwide.
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Engineered to be more than double the performance at half the cost of other turn key motion systems. With modern controllers and with very low system latency.

The DK2 motion system is professional motion racing system for serious sim-racing enthusiasts, drivers and researchers. The system shares many of the same fundamentals as our commercial motion systems and our high speed, heavy mass full motion vehicles simulators. DK2 is mechanically and electrically engineered around our unique algorithms to provide the most realistic and representative vehicle motion feedback.

DK2 takes a completely unique approach to our signal processing and motion control to create the most responsive system on the market. Every elevation change, vehicle movement, surface change and gear shift, is captured and reproduced within 2” (50mm) of the available mechanical stroke.

More detailed information can be found here: https://www.sigmaintegrale.com/dk-2-motion-system/

Additional videos:

Starting at $3900 for the 3-actuator system and $5145 for the 4-actuator system. Please contact info@sigmai.co or call us at 1-877-742-4482 or visit us on Facebook at Sigma Motion Enthusiasts Group.
 

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Thank-you @dethgrind666 ... we make sure the time to install and the time to play are as short as possible. Or a clean install should not take more than 1-hr, mounting that actuators, running the power/comm cables, and installing the software. Once installed, the system should be a simple on/off, with auto game detect and other features.

Do you use the web user interface at all?
 
Thank-you @dethgrind666 ... we make sure the time to install and the time to play are as short as possible. Or a clean install should not take more than 1-hr, mounting that actuators, running the power/comm cables, and installing the software. Once installed, the system should be a simple on/off, with auto game detect and other features.

Do you use the web user interface at all?

honestly, i have it setup but i rarely if ever used it. It works great tho. the only issue is always maturity of the software. one engin vib, and profiles come in per game and sharing profiles. that would be fantatsic.
 
EV is close, final touches right now and we are testing all weekend with DK2+. But will be more authentic than other forms of EV in the past. Subtle but important differences. And EV and other layers are in a constant state of improvement too. Updated over the air just by restarting the software.

Profiles are active right now and have been for a couple of weeks now. Please let me know what you think.
 
Our unique Engine Vibration layer will be automatically updated for all DK2, DK2+ and DK6 owners this Friday, February 25, 2022. In its first rendition it will feature two simple sliders, one for overall intensity, and another for engine location, going from front to middle to back. For the various front engine, mid-ship, mid-engine, and rear engine configurations out there...

EV 2022-02-22 at 10.34.01 AM.jpeg
 
The latest Sigma software, with the latest ENGINE VIBRATION layer is ready.

However, it relies on Windows 10/11 being fully up to date.

So please follow these 2 steps:

1) Make sure your Windows is fully up to date. Run Windows Update and install all recommended windows updates.

2) Restart the Sigma Motion software.

Thank-you all! Enjoy the vibes!
 
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Here is more information on properly simulating Engine Vibrations. It's a science of its own.
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Engine Vibration (EV)

At any given engine speed, there are over a dozen vibrations, called orders of vibration. The 1st order is simply the engine speed i.e. At 3000 rpm, the 1st order is 50 Hz (3000 rpm ÷ 60 sec/min). The other orders of vibration are multiples of the 1st order. i.e. At 3000 rpm, the 2nd order is 100 Hz. Interestingly, there are also fractional orders i.e. At 3000 rpm, the 0.5 fractional order is 25 Hz.

The engine vibration layer works in pairs, meaning the two front motors work together and the two rear motors work together. Each motor from the pair plays a unique order of vibration. When an order of vibration reaches the maximum frequency possible, it will fade out and start to simulate a lower order of vibration. The EV algorithm prioritizes simulating the highest orders possible.

The simulation of many orders of vibration, and two at any given time, is a unique approach and creates a very realistic feel. This layer only simulates real orders of vibrations that would occur in a real engine.

The motors have a maximum vibration of 85 Hz for DK2 and 94 Hz for DK2+/DK6. To put this in perspective, various tactile research suggest that our bodies are really efficient in detecting vibration frequency up to 100 Hz, then the efficiency declines but still adequate by 300 Hz. Anything above this frequency, it is more efficient to reproduce this through a good sound system. In comparison to tactile transducers, they typically have a maximum vibration of 80 to 200 Hz. For the ultimate realism, we advise complimenting the DK motion systems with tactile transducers, especially those that operate higher than 90 Hz.

This layer also features automatic max rpm detection. This saves the user the burden of manually inputting the max rpm in the UI, which can become painful when switching cars. The max engine rpm is an important parameter because the controller needs to know the full rpm range of an engine, so it can calculate the correct intensity boost. The rate of boost is currently fixed in the firmware but we are looking at exposing this parameter through a tuning slider in the UI.

The controller runs a real-time OS (RTOS) which utilizes velocity control at 10kHz in order have very precise control of the vibration frequencies.
 
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Having some fun in a Miata on the Ring with DK2. Brief explanation of motion expectations from game, track models, processing, modeling and some motion philosophy... too long of a video, blame the Miata, too much slow fun.

 
Having some fun in a Miata on the Ring with DK2. Brief explanation of motion expectations from game, track models, processing, modeling and some motion philosophy... too long of a video, blame the Miata, too much slow fun.

Many have not experienced motion and how it adds to the overall level of detail to the experience. So hence the video. We will do one shortly with DK2+ trying to explain the similarities and differences between the two.
 

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