Full Motion Racing Simulator
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Full Motion Racing Simulator
A full motion racing simulator, sometimes called a full motion sim rig, is a motion simulator that is purposed for racing, and must provide motion simulation in all six degrees of freedom, as defined by the aviation simulator industry many decades ago. The six degrees of freedom coincide with Earth physics, and are commonly referred to (in both aircraft, watercraft and other vehicles) as: * The three translational movements: Surge, sway and heave (front/back motion, side-to-side motion and up/down motion, respectively) * The three rotational movements: Roll, pitch, and yaw (rotation around the normal, transverse and longitudinal axes, respectively) Different implementations of 6DOF Simulations of these six degrees of freedom are achieved by 2 fundamentally different approaches. 1. Historically by tilting of a motion base (also called a Stewart platform) which also changes the driver's position relative to the Earth's gravity, giving the sensation of acceleration. 2. Mor ...
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6 DOF Reality Motion Simulator Racing Platform
6 (six) is the natural number following 5 and preceding 7. It is a composite number and the smallest perfect number. In mathematics Six is the smallest positive integer which is neither a square number nor a prime number; it is the second smallest composite number, behind 4; its proper divisors are , and . Since 6 equals the sum of its proper divisors, it is a perfect number; 6 is the smallest of the perfect numbers. It is also the smallest Granville number, or \mathcal-perfect number. As a perfect number: *6 is related to the Mersenne prime 3, since . (The next perfect number is 28.) *6 is the only even perfect number that is not the sum of successive odd cubes. *6 is the root of the 6-aliquot tree, and is itself the aliquot sum of only one other number; the square number, . Six is the only number that is both the sum and the product of three consecutive positive numbers. Unrelated to 6's being a perfect number, a Golomb ruler of length 6 is a "perfect ruler". Six is a con ...
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Stewart Platform
A Stewart platform is a type of parallel manipulator that has six prismatic actuators, commonly hydraulic jacks or electric linear actuators, attached in pairs to three positions on the platform's baseplate, crossing over to three mounting points on a top plate. All 12 connections are made via universal joints. Devices placed on the top plate can be moved in the six degrees of freedom in which it is possible for a freely-suspended body to move: three linear movements x, y, z (lateral, longitudinal, and vertical), and the three rotations (pitch, roll, and yaw). Stewart platforms are known by various other names. In many applications, including in flight simulators, it is commonly referred to as a motion base. It is sometimes called a ''six-axis platform'' or ''6-DoF platform'' because of its possible motions and, because the motions are produced by a combination of movements of multiple actuators, it may be referred to as a ''synergistic motion platform'', due to the synergy (m ...
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Paddle Shifter
A semi-automatic transmission is a "theoretical" multiple-speed transmission where part of its operation is automated (typically the actuation of the clutch), but the driver's input would be required to launch the vehicle from a standstill and to manually change gears. Semi-automatic transmissions were exclusively used in motorcycles and are based on conventional manual transmissions or sequential manual transmissions, but use an automatic clutch system. But some semi-automatic transmissions have also been based on standard hydraulic automatic transmissions with torque converters and planetary gearsets. Names for specific types of semi-automatic transmissions include ''clutchless manual'', ''auto-manual'', ''auto-clutch manual'', and ''paddle-shift'' transmissions. These systems facilitate gear shifts for the driver by operating the clutch system automatically, usually via switches that trigger an actuator or servo, while still requiring the driver to manually shift gears. This ...
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Sequential Manual Transmission
A sequential manual transmission, also known as a sequential gearbox, or a sequential transmission, is a type of non-synchronous manual transmission used mostly for motorcycles and racing cars. It produces faster shift times than traditional synchronized manual transmissions, and restricts the driver to selecting either the next or previous gear, in a successive order. Design A sequential manual transmission is unsynchronized, and allows the driver to select either the next gear (e.g. shifting from first gear to second gear) or the previous gear (e.g., shifting from third gear to second gear), operated either via electronic paddle-shifters mounted behind the steering wheel or with a sequential shifter. This restriction avoids accidentally selecting the wrong gear; however, it also prevents the driver from deliberately "skipping" gears. The use of dog clutches (rather than synchromesh) results in faster shift speeds than a conventional manual transmission. On a sequentia ...
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Dog-leg Gearbox
A dog-leg gearbox or dogleg gearbox is a manual transmission shift pattern distinguished by an up-over-up shift between first and second gear. The layout derives its name from a dog's hind leg, with its sharp angles. Dog leg gearboxes were replaced in most mass production vehicles by transmissions with a standard gear layout. Most modern manual performance cars have six-speed gearboxes, which are unsuited to the dog-leg layout. Automobiles Dog-leg layout gearboxes were a reinterpretation of the classic 5-speed gate pattern: as in road racing more frequent shifting occurs from second to third than from first to second gear, the dog-leg gearbox puts 2nd and 3rd gear opposed one to the other, for a very quick up-shifting or down-shifting. This could bring the driver a great speed range with only one shift, which was particularly suitable for hillclimbing. They were transferred to sports cars in the 60s as a desirable feature. With the introduction of 6-speed manual gearboxes in ...
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Gear Stick
A gear stick (rarely spelled ''gearstick''), gear lever (both UK English), gearshift or shifter (both U.S. English), more formally known as a transmission lever, is a metal lever attached to the transmission of an automobile. The term ''gear stick'' mostly refers to the shift lever of a manual transmission, while in an automatic transmission, a similar lever is known as a gear selector. A gear stick will normally be used to change gear whilst depressing the clutch pedal with the left foot to disengage the engine from the drivetrain and wheels. Automatic transmission vehicles, including hydraulic (torque converter) automatic transmissions, automated manual and older semi-automatic transmissions (specifically clutchless manuals), like '' VW Autostick'', and those with continuously variable transmissions, do not require a physical clutch pedal. Alternative positions Gear sticks are most commonly found between the front seats of the vehicle, either on the center console (some ...
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Steering Wheel
A steering wheel (also called a driving wheel (UK), a hand wheel, or simply wheel) is a type of steering control in vehicles. Steering wheels are used in most modern land vehicles, including all mass-production automobiles, buses, light and heavy trucks, as well as tractors. The steering wheel is the part of the steering system that is manipulated by the driver; the rest of the steering system responds to such driver inputs. This can be through direct mechanical contact as in recirculating ball or rack and pinion steering gears, without or with the assistance of hydraulic power steering, HPS, or as in some modern production cars with the assistance of computer-controlled motors, known as electric power steering. History Near the start of the 18th century, a large number of sea vessels appeared using the ship's wheel design, but historians are unclear when that approach to steering was first used. The first automobiles were steered with a tiller, but in 1894, Alfred Va ...
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Car Controls
Car controls are the components in automobiles and other powered road vehicles, such as trucks and buses, used for driving and parking. While controls like steering wheels and pedals have existed since the invention of cars, other controls have developed and adapted to the demands of drivers. For example, manual transmissions became less common as technology relating to automatic transmissions became advanced. Earlier versions of headlights and signal lights were fueled by acetylene or oil. Acetylene was preferred to oil, because its flame is resistant to both wind and rain. Acetylene headlights, which gave a strong green-tinted light, were popular until after World War I; even though the first electric headlights were introduced in 1898 (and those were battery-powered), it wasn't until high-wattage bulbs and more powerful car electrical generating systems were developed in the late 1910s that electric lighting systems entirely superseded acetylene. Steering The first automob ...
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Degrees Of Freedom (mechanics)
In physics, the degrees of freedom (DOF) of a mechanical system is the number of independent parameters that define its configuration or state. It is important in the analysis of systems of bodies in mechanical engineering, structural engineering, aerospace engineering, robotics, and other fields. The position of a single railcar (engine) moving along a track has one degree of freedom because the position of the car is defined by the distance along the track. A train of rigid cars connected by hinges to an engine still has only one degree of freedom because the positions of the cars behind the engine are constrained by the shape of the track. An automobile with highly stiff suspension can be considered to be a rigid body traveling on a plane (a flat, two-dimensional space). This body has three independent degrees of freedom consisting of two components of translation and one angle of rotation. Skidding or drifting is a good example of an automobile's three independent degrees ...
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Motion Compensation
Motion compensation in computing, is an algorithmic technique used to predict a frame in a video, given the previous and/or future frames by accounting for motion of the camera and/or objects in the video. It is employed in the encoding of video data for video compression, for example in the generation of MPEG-2 files. Motion compensation describes a picture in terms of the transformation of a reference picture to the current picture. The reference picture may be previous in time or even from the future. When images can be accurately synthesized from previously transmitted/stored images, the compression efficiency can be improved. Motion compensation is one of the two key video compression techniques used in video coding standards, along with the discrete cosine transform (DCT). Most video coding standards, such as the H.26x and MPEG formats, typically use motion-compensated DCT hybrid coding, known as block motion compensation (BMC) or motion-compensated DCT (MC DCT). Function ...
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Virtual Reality Sickness
Virtual reality sickness, or VR sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. Other symptoms include postural instability and retching. Common causes are low frame rate, input lag, and the vergence-accommodation-conflict. Virtual reality sickness is different from motion sickness in that it can be caused by the visually-induced perception of self-motion; real self-motion is not needed. It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by oculomotor disturbances, whereas virtual reality sickness tends to be characterized by disorientation. Consequences Virtual reality sickness may have undesirable consequences beyond the sickness itself. For example, Crowley (1987) argued th ...
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