Version 2 is Up and Running!

Last night we mounted the chair and modified our simulation software to control the version 2 frame.

This frame is significantly more rigid than the first-revision frame, and it makes a big difference.

It’s interesting – when you try this new simulator and compare it to the first version, it is immediately obvious how much better it is.  The motion is smooth, the system responsive.  It feels so much more immersive.

But without being able to try both, the first-revision didn’t feel terrible on its own.  It still felt pretty neat.  It isn’t until you try something really good that you notice how bad the other experiences are, in comparison.

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Revision 2 Prototype Progress

Hey, it’s been a while since we last updated!  We ran into a few issues.  First, I underestimated the amount of flex in a chain drive system.  We were going to use a chain final stage to direct drive the axes, but it is way to bouncy.  Second, I seriously underestimated the amount of torque required to direct-drive the axes.  By a factor of 10.  Unit conversion error.

So it was back to the drawing board.    We took the linear actuators from the V1 frame and had some 3/8″ brackets cut to hold them on the frame:

V2 Frame with Brackets

The arms mount together with a custom shaft and bearing pack assembly:

V2 Drive Shaft

And then came assembly!  Here’s the yaw arm, mounted in the basement:

Yaw Arm Mounted

And the full assembly, all put together:

Version 2 VR Motion Simulator

How rigid is it, exactly?  *Almost as good as we want it.  The bearing assemblies have a little too much deflection.  We’ll fix that in the next revision.

And finally, here it is moving (it’s controlled by a joystick in this video):

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