Show HN: I made a flight simulator, except you're just a passenger
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Show HN: I made a flight simulator, except you're just a passenger
Unofficial Hacker News client; not affiliated with Y Combinator.
phugoid · · focus · HN ↗
Simulating the passenger cabin is important for crew evacuation trainers. Those are large, lifelike fuselage sections that you put on a hydraulic motion platform and run flight/crash/evac training scenarios.
To get a realistic out-the-window view, the trainers I worked on had a PC monitor behind each window opening. We used FlightGear in a master-slave setup: the master node simulates physics and feeds accelerations to the hydraulic platform, and the slave nodes generate out-the-window visuals for each window.
RobRivera · · focus · HN ↗
So if I wanted to create something that could reliably jostle and move in response to a master physics node, like a racetrack simulator, cabin simulator etc. What kind of distributed controller scheme we looking at? Master node with strong compute, hydraulics with microcontrollers type set up?
phugoid · · focus · HN ↗
You have a layer that translates the desired accelerations from a physics model (say at 60 Hz) into filtered motion jack length commands (say 400 Hz or more). You don't need massive compute, just keep the latency down and ensure a steady stream of commands to the jacks.
The experience you get from the simulator comes from multiple systems hitting your senses at the same time. You yank a joystick and expect to feel a motion cue and see something in the visual system. For flight sims used in pilot training, you need a response within 150 msec and you want the motion and visual to be in sync to avoid motion sickness.
A car simulator would be a lot more twitchy than passenger aircraft, 150 msec may be too slow.
DANmode · · focus · HN ↗
Not to keep you from making a DIY version, but