Motion Compensation for motion simulators

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Motion Compensation for motion simulators

Postby TripRodriguez » Wed Dec 27, 2017 10:56 pm

Is it possible to code motion compensation for motion simulators into FlyInside?

What needs to be done is to attach a tracked controller to the motion platform and subtract the motion of that controller from the motion detected by the headset. This is needed so (for example) when the airplane pitches up the simulation does not think that the pilot tilted his head up instead.

There is a third party solution to this for Vive users currently https://github.com/matzman666/OpenVR-In ... -299575175 but it doesn't work properly with Rift and the guy who created that tool disappeared many months ago so it's no longer being updated or improved.

Thanks for reading!
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Re: Motion Compensation for motion simulators

Postby BaobobMiller » Mon Apr 09, 2018 2:36 pm

I'm not in the same situation you are as my simulator is not currently on a motion platform but it seems like a good place to start (assuming the cunstruction is solid enough) might be to mount the rift sensors to the cockpit itself so the pilot and the sensors are on the same plane of motion (no pun intended). Not sure how the oculus touch controllers would react if you are using them but I would give it a try. Depending on how abrupt and "bumpy" your motion platform is you might have to securely mount the head of the sensor itself rather than using the factory stands for them.

Bao
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Re: Motion Compensation for motion simulators

Postby Robert » Mon Apr 09, 2018 11:01 pm

@BaoBob - you want a tracked whatever to be located as near the head as possible to more accurately detect the sim motion that the head is being subjected to. If it’s mounted near a pivot point as in a 2 dof sim, the motions will be correct but possibly out of scale with what the tracked headset is picking up from the platform so scaling may be needed if the tracked bits are too far away and possibly different scaling on the different axes.

And it used to be a Rift sensor could get mounted on the platform and that would naturally remove the platform motion. But after Touch came out, Oculus changed their routine somewhat to rely more on the inertial sensors in the headset and mounting the sensor on the frame actually added artifacts.

Valve has said they have native motion cancellation on their roadmap but have no timetable on that that anyone outside knows. We don’t know Oculus' plans for native cancellation either. It’s probably not too tough to do since everyone is adding VR hands to flight sims but the trick is modifying the headset position to compensate.

Motion with VR is amazing. It’s also now very easy to do though there can be some expense depending on how much you scrounge, buy, and build. The software is now full-featured and easy to use and not expensive. You can get the full features for $70 with wind, vibration, and full motion. In VR with the real world blocked out, you just get lost in the experience. Xsimulator.net. :shock:
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