Time in simulator is also used to condition drivers physically and mentally. Wearing of helmet is almost always done on long runs in simulator to mimic neck fatigue of actual track time.Cold Fussion wrote:Why is he wearing a helmet in a simulator?
Time in simulator is also used to condition drivers physically and mentally. Wearing of helmet is almost always done on long runs in simulator to mimic neck fatigue of actual track time.Cold Fussion wrote:Why is he wearing a helmet in a simulator?
Although this is one of Ferrari's simulators, they are dynamic. Honda has a similar one. Granted I'm nowhere near the shape these drivers are in, my neck was sore for a month after "driving" 4 laps in one. I don't know how many "g's" they can simulate but they have tremendous accelerations in all directions.Tim.Wright wrote:I don't think it would be very useful for that. Simulators can't acheive the sustained lateral accelerations which cause the neck fatigue.
If it is a dyamic simulator I'd agree that a helmet would be a good idea for safety reasons.
Quick note about tilting simulators. Ever year we have to go and do recurrent flight training/testing in level D aircraft specific simulators. I attached a video as just an example to show what a level D sim looks like and how it moves.Tim.Wright wrote:Dynamic simulators necessarily have to scale the accelerations down because they need to fit inside a room. If you want all the movements that the driver feels to be 100% accurate, you need to make the simulator room as big as the track so you can copy the movements 1:1.
Consider that a single corner at 3G for 3 seconds will need over 100m of lateral space to create this acceleration. If you want accurate longitudinal acceleration then you can add kilometers to this. There are very few simulators in existence big enough to do that. And the ones that are big enough to do it usually don't have the required power to maintain that level of acceleration. For example Toyota's simulator which is good for about 1G if I remember correctly:
http://www.zercustoms.com/news/images/T ... ator-5.jpg
If they are only using a hexapod I guess their max accelerations would be less than 1G. If they have an XY table as well (like the Toyota one) they might get up above 1G but only until they run out of space. Enough to make our necks sore but I doubt their drivers would feel anything. They use specific machines for that type of conditioning:
http://abload.de/img/f11jrx4s.jpg
Tilting the cockpit to simulate accelerations is also generally not an option for professional drivers either because they feel the pitch and roll movements and it stuffs up all their feedback.
What's more important in driving simulators is the phasing between the lateral and the yaw movement. This can (potentially) be captured even with lateral accerations and yawrates much less than reality.
This doesn't work so well in a car simulator because the lateral and longitudinal accelerations appear very quickly. If you tilt the cockpit at this speed the driver feels the tilt too much no matter what the screen shows. This is due to the accelerometers and gyros that you have in your ear which are sensitive to rotational velocities. In professional sims they usually cut out the tilting effect for this reason. Its more important that the driver feels the pitch and roll correctly.trinidefender wrote:
The tilting motion can be used to simulate some form of lateral acceleration or it can be used to simulate the aircraft pitching up and down, it all depends on what the human body inside sees on the screen. Your brain takes many cues when trying to balance the body and if your eyes are open tends to rely on your eyes the most.
I know how the human body uses the inner ear to balance itself and I can guarantee you that if it is done properly your brain will totally reject anything your inner ear is telling you. In fact your inner ear partially relies on fluid movement to provide a sense of balance, this can be easily tricked especially by positive and negative g forces.Tim.Wright wrote:This doesn't work so well in a car simulator because the lateral and longitudinal accelerations appear very quickly. If you tilt the cockpit at this speed the driver feels the tilt too much no matter what the screen shows. This is due to the accelerometers and gyros that you have in your ear which are sensitive to rotational velocities. In professional sims they usually cut out the tilting effect for this reason. Its more important that the driver feels the pitch and roll correctly.trinidefender wrote:
The tilting motion can be used to simulate some form of lateral acceleration or it can be used to simulate the aircraft pitching up and down, it all depends on what the human body inside sees on the screen. Your brain takes many cues when trying to balance the body and if your eyes are open tends to rely on your eyes the most.
I wouldn't agree with that at all. Like I said before, It works for aircraft simulators because of the super low frequency and amplitude of the lateral and longitudinal accelerations mean that you can't feel the pitch and roll velocity. I've had the experience of a session with a driver in a dynamic simulator and the first thing he felt was the excessive roll velocity coming from this effect - the solution was to turn it off. In addition to that all of the major simulator manufacturers that I've spoken to say that this effect needs to be turned off for professional drivers because they feel the rolling more than the lateral acceleration.trinidefender wrote:When your brain is faced with 2 conflicting sources of information between the inner ear and your eyesight it will pick what your eyes are telling you 99 times out of 100.
You could very well be right however many of the control inputs done hovering a helicopter or doing long line operations are quite quick, much higher than that achieved in a fixed wing simulator.Tim.Wright wrote:I wouldn't agree with that at all. Like I said before, It works for aircraft simulators because of the super low frequency and amplitude of the lateral and longitudinal accelerations mean that you can't feel the pitch and roll velocity. I've had the experience of a session with a driver in a dynamic simulator and the first thing he felt was the excessive roll velocity coming from this effect - the solution was to turn it off. In addition to that all of the major simulator manufacturers that I've spoken to say that this effect needs to be turned off for professional drivers because they feel the rolling more than the lateral acceleration.trinidefender wrote:When your brain is faced with 2 conflicting sources of information between the inner ear and your eyesight it will pick what your eyes are telling you 99 times out of 100.
You can put numbers on it too. If you consider the chicane Roggia in Monza - it's basically a sinusoidal steering input at about 0.5Hz. So in 2 seconds there is a positive and negative peak of lateral acceleration which could be at around 3.5g. Obviously you can't simulate 3.5g by tilting. You can "approximate" around 1g by tilting to 45deg so if you try that at 0.5Hz you will get a peak roll velocity of 140deg/s which is around 18 times higher than the roll velocity of the vehicle itself (which is around 8deg/sec assuming a roll gradient of 0.7deg/g). You can't expect that amount of movement to be filtered out by the visual information.
Other than that, adding additional roll and pitch movements which are in conflict with what the pilot sees is exactly what makes them throw up in your simulator...
I should have worded it better, everything has a delay obviously, what I meant is for a car you only have some tenths to roll the simulator, while on a heli that delay might be over a full second, so there´s a lot more time for the simulator to rollTim.Wright wrote:Cars also respond laterally with a delay of lateral acceleration, yaw rate and roll rate from the input of steering angle. These delays are typically in the order of a few tenths of a second and are responsible for a large amount of the handling "feeling". For this reason you need to be really careful when you are reproducing these movements because even if you don't get the magnitudes right, the phasing needs to be quite good otherwise the driver feels the wrong slip angle.