I made this setup for flying Aerofly FS2 in VR. It uses 3D printed gussets and 20x20 mm carbon fiber square tubes from Hobbyking.com. I used the electronics and grip from a Logitech Extreme 3D pro. The pedals I made many years ago for helicopter simulation. I think I will add a better seat to it using hte same technique wiht 3D printed gussets and carbon tubes.
I also have an old home made helicopter collective lever that I will attach to the chair.
My Aerofly simulator rig.
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Go for it ! With VR you just crave more immersion. I recommend adding some bass shakers under whatever seat you go for. You get a great engine rumble - it's fantastic in the Bucker. Two of these and a cheap 100W amp from China off eBay, then use Steam VR to mirror your audio from HMD to audio output and you're away. (This will help filter out the high frequencies if you need). Then you need to convert your seat to add G-Force ! On top of that cultivation looks great in VR, especially at dusk.
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I made a motion simulator a few years ago for racing. I could make a basic motion rig for Aerofly as well, though I'm not sure if there are plugins that can extract the telemetry.
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I made a motion simulator a few years ago for racing. I could make a basic motion rig for Aerofly as well, though I'm not sure if there are plugins that can extract the telemetry.
External Content youtu.beContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Go for it. I'm using a 3DOF platform. Beware that they haven't cracked motion compensation yet (well there is actually a SteamVR plugin, but I find it flaky on my Rift), so if your head is moved a lot by the platform the VR sensor thinks you're sticking your head out of the window !
https://www.xsimulator.net/simtools-motio…lator-software/ is the one to go for and yes, there's an FS2 plugin. Here's the FS2 thread:
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I plan to mount the Oculus sensors on the moving rig. Won't that take care of motion compensation?
X-sim was what I used back when I had the motion sim. -
I plan to mount the Oculus sensors on the moving rig. Won't that take care of motion compensation?
X-sim was what I used back when I had the motion sim.It used to.. until the update in about February this year. That upset a few people.
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Oh snap. That changes everything. I have a new racing motion rig on the drawing board.
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Seems like the problem is that Oculus started using the inertial sensor in the headset.
Big problem for me. Guess I'll have to move on to another VR platform. -
Seems like the problem is that Oculus started using the inertial sensor in the headset.
Big problem for me. Guess I'll have to move on to another VR platform.I don't think Oculus is interested in our use case. They want 1 billion people in social hangouts. Pimax/SteamVR is the one to back... but I wasn't confident enough to back the kickstarter.
While you're waiting I do recommend looking at building a G-Seat.
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Oculus has always used the Rift motion sensors. But I thought these were only used as a backup in case the sensor doesnt (clearly) see the HMD. I still assumed it works like that. Is there any evidence that the Rift now works differently? That would really be bad for people with motion rigs...
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Oculus has always used the Rift motion sensors. But I thought these were only used as a backup in case the sensor doesnt (clearly) see the HMD. I still assumed it works like that. Is there any evidence that the Rift now works differently? That would really be bad for people with motion rigs...
Without the sensors Oculus can't position you, it only knows through the gyroscopes whether you're turning or moving your head.
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Without the sensors Oculus can't position you, it only knows through the gyroscopes whether you're turning or moving your head.
Exactly. I did a quick search and it seems Oculus currently combines the information from the sensors and the IMUs (gyroscopes and accelerometers) to determine exact head tilting/rotation. The sensors are mainly used to provide a reference, so head tilting and rotation won't drift over time, as well as to do position tracking of course. For motion rig users, there should perhaps be a switch to disable the use of IMUs for determining head rotation, though I wonder if the sensors alone are accurate enough for registering both slow and fast head tilting/rotation. Small target group for Oculus to put that much effort in it I guess...
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It seems to have worked just fine for motion rigs before they changed it in february/march. I think the change happened in version 1.13.
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This thread is pretty useful on the subject and explains where the motion platform community is wrt a potential stop-gap solution, though personally I don't find it that good in Rift.
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I wonder what happens if I eliminate the signal pins of the usb connector from the goggles and only use the USB connector for power. That's where the inertia sensor and audio circuit communicates with the PC. I can try using a power supply on the USB.
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I wonder what happens if I eliminate the signal pins of the usb connector from the goggles and only use the USB connector for power. That's where the inertia sensor and audio circuit communicates with the PC. I can try using a power supply on the USB.
Try it - I've wondered the same. I presume you mean with rig mounted sensor. I suspect there will be quite a few areas of lost positioning.
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It doesn't work. The headset isn't recognized without USB connection.
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It doesn't work. The headset isn't recognized without USB connection.
Shame. Still there are quite a few people using platforms who say its ok without compensation as long as the angles aren't too large. No good for a high end 6DOF
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I also searched through the Windows registry to look for inertia switches, but couldn't find anything.
Looks like Oculus is releasing a whole new Oculus Rift core, V2, soon. Hopefully they give us more software options, maybe in the debugger. Not too hopeful though.https://www.oculus.com/blog/rift-core…app-experience/
I'm wondering if making my own headset and using it with TrackIR would be a good solution. I have designed FPV headsets for RC flying before.
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I finished my "007 G-Seat" this weekend. I'm happy to provide more info if anyone is inspired. Here are a couple of piccies and the full story is here. No issues of motion compensation with a G-Seat !
External View
Under the bonnet
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