View Full Version : Hi All, some motion cockpit info

09-04-2007, 04:27 PM
Hi All,

Have enjoyed visiting the forum over the past few months as I put together my motion platform.

I've posted a bunch of detailed stuff about it (software, control etc) on my site to add to the great mix of info already around for motion cockpit builders.

Hope it's of use.



PS the front page probably isn't much use to seasoned builders, but the links on the left will take you to the details.

Trevor Hale
09-04-2007, 04:53 PM
Fantastic Stuff. I Love your video. Great work.

09-05-2007, 12:40 PM
Indeed very well done.
Ian has proven that heave is very well possible with moderate power requirements, and as can be seen on the video's, heave is a very dynamic flight parameter.
I'm very curious how my heave function will perform, (not yet complete) but at least I have some good reference now.

Thanks for the clear documentation Ian!

09-06-2007, 03:37 AM
Ian! You have tempted me to attempt heave!
Very well done.

09-06-2007, 03:45 AM
Thanks for your comments guys, It's been an interesting project - and one that's difficult to leave alone! Hope the info proves useful.


09-06-2007, 10:05 AM

Nice work. I actually never though of heave being so active in a climb or simple pitch movements....but I guess it would be very active. Don't think I have seen heave have so much travel in a DIY platform before.

The thunderstorm example looked insane. There sure is some serious turbulence going on there :)

Regards Kyle

09-06-2007, 10:33 AM
Hi Kyle,

I was surprised at the amount of heave going on but if you get a flight going straight and level in a storm and then go to the spot plane view and look side-on at the aircraft you can see the amount of heave displacement there is.

Another thing I did was to look through several of the in-cockpit videos on YouTube - watch how steady the camera usually is - ie not very. I think light aircraft especially move about much more than you get a sense of in a sim.

Interesting to note that although the heave movement might look significant from an external view only the fastest accels are actually felt in the cockpit, low level heave movements are not felt - and the rig is simply not capable of simulating true rates of heave accel - so I think it should really be more active!


Matt Olieman
09-06-2007, 10:49 AM
Excellent videos. Fantastic work Ian!!!!! :)

09-06-2007, 03:33 PM
Just to say absoloutly brilliant info and quality workmanship i have bounced around several sites trying to get information for my 2DOF motion platform and have to say thanks for going to the trouble of actually publishing your work for everyone to see. at the moment im working along the lines of Jims Concept but am finding learning Simconnect and Visual C# and then interfacing all that with my Motor control PCB and K8055 Usb Kit is gonna be a long slog but i would love to be in the situation of being able to give back something to you guys so will keep at it. once again thanks fro showing us all that you dont need to spend 10K ona motion platform for the DIY crowd its Possible with a lot of hard work and thanks to Guys like Jim & Craig & Roland Thanos and Yourself i have a Bucket load of options with the answers staring me in the face so getting my finger out cos i too want to contibute to what you guys have done Big Up Thanks guys one and All Slowly but surely getting there LOL:-) will be Buying Your Plans when & if you make em available especeally the Mechanical interfacing Cheers

09-10-2007, 07:18 AM
Hi to all,

Its nice to see so many new motion simulator inplemetations available!

A new motion sim builder would benefit for sure by combining the best parts of all existing DIY motion simulator to create an even better.

Who knows, if one day, a stranger appears with the ultimate solution...!

Regards, Thanos

09-17-2007, 03:54 PM
Hi again all,

A quick note to say I've put up a new version of the motion driver software I've been working on. This version is for fs9 again but uses FSUIPC for all its data reads so the setup is simpler than before. The program runs on the same PC as fs9 and outputs 3 DOF position demands to a COM port (COM2 as default).

The source code is included and I've indicated in the three separate cue calculation function scripts how I've determined the cues. May be of interest to all you motion guys and to the opensource contributors.

I'm afraid to customise the cue generation the code would need to be modified - it doesn't have a fancy interface.

It's at http://buggies.builtforfun.co.uk/Sim/sim-downloads.html

The serial output format is explained on the page but if anyone is interested in trying it but with a different serial output format let me know - the COM port config and data order/format can be altered fairly easily.


09-18-2007, 02:45 PM
Very inspiring Ian! Thanks for releasing the source code for all of us to learn from.