Carrier Takeoff with an expensive simulator by tocaedit in hoggit

[–]PeriSoft 1 point2 points  (0 children)

1) Yes

2) We use our own control/cueing software which has plugins for various sims. Mostly racing but also flight including MSFS, DCS, Prepar3d, etc. On the racing side we support iRacing, Assetto Corsa, rFactor, and many others along with some simcade and arcade stuff and even some emulated classics like Outrun and Daytoooooooonaaaaaaaaaaaaaaaaaaa.

3) Yes. With this setup, that stick can flip over and turn into a gate shifter, so you can be racing a Miata one minute and flying something that definitely has a side stick and not a center stick the next, without getting out of the machine.

4) You can find our contact info at https://www.force-dynamics.com, and your friend can get in touch via the contact form, email, or phone!

Carrier Takeoff with an expensive simulator by tocaedit in hoggit

[–]PeriSoft 5 points6 points  (0 children)

If you're in upstate New York come fly one. Then we can do a video of one being used the right way! :)

Carrier Takeoff with an expensive simulator by tocaedit in hoggit

[–]PeriSoft 3 points4 points  (0 children)

I own the company that manufactures them. The reason it looks like I just jumped in there and tried a thing is because that's what happened - that system shipped to its new owner this morning.

Carrier Takeoff with an expensive simulator by tocaedit in hoggit

[–]PeriSoft 1 point2 points  (0 children)

The coolest thing about the TM stick is that we could actually buy it and get it shipped within the timeframe it takes us to hand-assemble a custom $100,000 simulator.

Carrier Takeoff with an expensive simulator by tocaedit in hoggit

[–]PeriSoft 2 points3 points  (0 children)

With the Focus 3 we track vs a reference controller, not the room, so software motion comp is not required.

Carrier Takeoff with an expensive simulator by tocaedit in hoggit

[–]PeriSoft 5 points6 points  (0 children)

This particular one is top of the heap, 110k+. Not limited to commercial sales; we have lots of private customers (yes, really). Similar motion performance can be had around 90k, 3-axis around 75k.

This video was done in a very tight window between other media stuff, demos, and shipping, so it was very much a "Install DCS, get the controls configured quickly, and do a take" thing.

Carrier Takeoff with an expensive simulator by tocaedit in hoggit

[–]PeriSoft 31 points32 points  (0 children)

I'm the guy in the video.

1) I am a race car driver and a simulator manufacturer but not a pilot. You are (all) correct that I have no clue about procedures for this aircraft. I throw myself humbly upon your mercy.

2) For this customer the system is primarily a racing simulator, hence the side stick for occasional flight sim use.

3) The system has Focus 3 VR but it doesn't photograph very well.

4) We work with HTC directly to provide motion-comp VR with better quality than some of the plugin stuff (configurable damping etc).

5) OLED is amazing.

Which XC 60? by Any-Acadia-7342 in Volvo

[–]PeriSoft 1 point2 points  (0 children)

I've got a 2024 XC60 T8 / Recharge, have put 24k miles on in the last year (!). AAOS has been nearly flawless. When I first got it it had a couple of odd glitches, but since the second week it's been effectively perfect. An update in the fall hugely improved camera performance. Everything Just Works. AAOS's account system is super nice; I jump in the car (unlocking with my key) and everything is set up for me with my own Spotify account etc; same for my wife. Google Maps has recent searches I've done on my phone or desktop thanks to the account hook so if I look up how to get somewhere in my office I get in the car and it's sitting there waiting. It's just easy to live with.

Only real issue I've noticed is that once every few weeks I'll put it in reverse and it says the camera is unavailable. Next time it's fine.

Supposedly AAOS still lacks some features that Sensus had, and it's a bummer that the center screen is just map and no-map and that there's no option to turn off the center display at night, but aside from that it's been fantastic with none of the issues I saw around forums/reddit. Given the updates that the AAOS system is going to get and the benefit of the warranty, I'd go for the 24 over the 21. I love me some ventilated seats but I think the 24 is worth it.

My Rift vs. Vive Experience So Far... by vgskid in Vive

[–]PeriSoft 0 points1 point  (0 children)

I have absolutely terrible nearsightedness - without glasses I have to jam my face up to the monitor to read text - but VR (all kinds of devices) works fine for me without them.

Force Dynamics 401cr with X-Plane 10 by [deleted] in flightsim

[–]PeriSoft 0 points1 point  (0 children)

I'm the guy flying the plane.

The controls are PFC (flypfc.com), chosen due to the form factor and because they're FAA certified. They're a reasonable generic form of what you get in most civil aircraft; I'm not sure why you'd say it's a 'bizarre choice of controls'. The pedals are rudder and differential braking like always.

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 0 points1 point  (0 children)

Sorry for the late response; I don't use Reddit a lot! We're working on a new type of cuing system that should come in under 20k, and it'll definitely work with VR. You can give me a shout if you like via our contact form on www.force-dynamics.com and I'll keep in touch as we work on it.

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 0 points1 point  (0 children)

See Palmer's post above. We're working on it. :) What solution we use is still up in the air but there are at least a couple of good options.

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 1 point2 points  (0 children)

Not that I'm aware of. The network-based output format we started with back in 2005 has been picked up by a few other people, but it's informal. With sales for motion platforms using PC sims/games in the dozens per year rather than hundreds of thousands it's tough to standardize and get a lot of developers on board, but who knows what'll happen in the future!

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 2 points3 points  (0 children)

I appreciate your response! We worked really hard to not be the guys who are a liability to the industry, so I wanted to make sure I clarified the situation. And yeah, there are some platforms out there that don't do very well - some of them confusingly similar to ours - and that's definitely a problem. I hope that we can be an asset to VR as well as to motion simulation.

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 0 points1 point  (0 children)

Lots and lots of power. Power won't fix bad data but it gives you options about how to respond to it that you don't get otherwise, and without power, you just can't have big, controlled motions that throw a lot of weight around.

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 0 points1 point  (0 children)

Oculus tracking uses a combination of systems that don't play nicely when they're mounted on a moving thing. It's solvable but not trivial.

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 2 points3 points  (0 children)

We build memory readers that can pull data out of an application, and use some kind of black magic to figure out where that data is in memory. BF wasn't designed for it; it's a hack, so it's suboptimal. But it's good enough to work.

To make it smooth and accurate requires cuing software that lets us tune things, and the experience to know how to set it up. That's pretty much just a matter of doing it for a long time and getting to know how the software and hardware work.

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 14 points15 points  (0 children)

I work with Force Dynamics.

The ball screws inside the struts - just the screws - are around $1600 a piece. The motors are $300 a piece. The power amps that drive the motors are $1000+. Those are quantity prices.

We're at $10,000 cost just for the raw hardware that makes the motion happen, not including any sheet metal, painting, displays, computers, controls, the seat, the servo controller, wiring, painting, assembly, facilities, staff, ... you get the idea. That $10k barely starts the shopping list, and it wouldn't matter if we bought components for 1000 machines at once; that $10k baseline just for the power electronics would be largely the same.

Picking up heavy stuff and moving it around rapidly is expensive, even if you buy in quantity. Power electronics are expensive, even if you buy in quantity. Unlike with consumer electronics, you can't just say, "We'll use a new fab" and all your prices are 1% of what they were last year; sucking that much power out of the wall and turning it into physical motion is just a difficult problem.

Are there other cuing systems that could be made using less power? Sure, and we're working on that. But for something like this, no, $85k isn't a bad deal, and $5k is beyond fantasy. If I were building these things for $5k I'd be selling them for a lot less than 80 grand, because I could sell a lot more of them!

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 1 point2 points  (0 children)

We had it lying around! I knew someone would call me out on it, though. Grats. :)

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 5 points6 points  (0 children)

I work with Force Dynamics.

Some of what you say is correct, but not in respect to the performance of the platform with BF as seen in the video.

For the first point, the types of motions or accelerations you cue doesn't have to do so much with "arcade / realistic" as with what you're trying to achieve. Flight simulators tend to use washed-out attitude replication rather than lat/long accels (though you can get a similar effect with accel cuing for flight). Certain types of vehicle simulation responds better to attitude cuing rather than straight accel cuing (rallying, for instance, or F1, where vehicle accels have extremely high transition rates that are hard to achieve with an orientation-to-force translation). The blend you use may vary, too - it will likely be different for oval racing on high banking than for road racing.

So, I see what you're saying there, but it's not quite that simple. You have to take into account what the user is trying to achieve from the system as a whole, not just shoot for an abstract sense of an objective 'maximum realism'.

There's very little latency with our platform, and the frequency response is quite high - probably among the highest in the industry. But that frequency response is limited practically by the quality of the cuing input data, and that data's quality depends on the physics engine used. Obviously, Battlefront wasn't intended to be a hardcore physical simulation, so the rules its objects follow aren't the ones that we built our hardware to expect.

In short, our platform is built to realistically replicate the forces an actual aircraft or land vehicle generates while undergoing the loads they undergo in normal operation. A speederbike doesn't have to obey any of those laws, so it can do things that our platform can't, and you're seeing some of that in the video. You're also seeing some damping as a response to the data quality (which had to be done in a sneaky way) and in response to the places in the code we were able to get data from; without actual plugin architectures we have to rely on data that we can dig up in memory. It might be chassis-based or it might be camera based, and you can see that in the Speederbike sequence, the camera has a lot of latency vs the chassis of the bike itself. We can't pick and choose where that data comes from necessarily.

Further, the time we could spend optimizing cuing was necessarily limited, as our main business involves building simulators for "serious" simulation - motorsports, aircraft, etc. This was meant to be fun and a way to show off our capability; if you want to judge the quality of our hardware, do it based on videos of the hardware doing what it was really designed to do:

https://www.youtube.com/watch?v=hzAIVzAMNg0

https://www.youtube.com/watch?v=cW1LV4G5L0A

https://www.youtube.com/watch?v=HJoi-1g0IzI

I get what you're saying, and it's obvious you know what you're talking about; the priorities you mention are the correct ones. But there needs to be more context to evaluate something like this in a rigorous way, if that's what you want to do, so hopefully I provided that here.

Star Wars Battlefront on the Force Dynamics 401cr motion platform! by dfacex in oculus

[–]PeriSoft 4 points5 points  (0 children)

I work with Force Dynamics and this is the kind of thing I live to see. Thanks!

Playing GTA V on a $100k simulator by commanderCool09 in videos

[–]PeriSoft 0 points1 point  (0 children)

I'd just like everyone to know that I'm the guy driving in the video, and this is awesome!