Key features
are:
- Very low cost. Designed for home user.
- 2 Degree-Of-Freedom, Pitch and Roll – with emulated heave axis.
- Fully Electric – No messy, noise hydraulics.
- USB Plug-n-play – just connect it to a PC, turn the power on!
- All washout filters and Software to drive the Motion System are included.
- Fully compatible with Microsoft Flight Simulator X, X-Plane and MSFS
2004TM
- rFactorTM software for Car Racing & Driving Simulation.
- Carries up to 990 lb. payload, enough for a multi crew simulation.
- Small and Compact – Ideal for mobile applications on trailers or light
trucks. |
| Some Facts:
This Simulator can sweep through +/-18 degrees
in pitch and roll by design, and these numbers cannot be adjusted. An entire
design effort would be required to do this, so it is not economically
viable.
HOWEVER!... There is actually a very good reason as to why we chose to make
the sweep 18 degrees, as opposed to say 45 degrees (or more), and this is
related to the theory of simulation, which more than justifies the
selection, and demonstrates that in fact this angular sweep is more than
sufficient.
You will note that nearly all commercial simulators used in training
environments range in movement of pitch and roll of about +/- 15 to 28
degrees in motion. A common misconception of course, is that far more range
of movement than that is needed to simulate an aircraft.
The most common incorrect belief is that the simulator is trying to recreate
the aircraft's MOTION, and therefore must be able to move through similar
angles and displacements as the real aircraft. As we can imagine, this is
not practical, since the simulator is tied to the ground, and an aircraft is
able to move freely in space. If we wanted to recreate the sensation of
flying in this way, the simulator would have to be an aircraft.
So, the clever part of a simulator, is not in fact to reproduce the
aircraft's MOTION, but instead to reproduce the INERTIA FORCE felt at the
cockpit by the pilot of an aircraft. This means that a pilot in a simulator
will feel similar forces to what a pilot in an aircraft will feel, even if
the MOTION of the simulator looks nothing like the MOTION of the aircraft.
I will make a point in example. If you are in a balanced "steep turn" - say
50 degrees, then in the real aircraft, you actually feel NO lateral force
(balanced). It's true that you will feel more vertical force (up down), but
hardly any left right force. In actual fact, while in a balanced turn, the
simulator is very often perfectly straight (or slightly tilted back
depending on longitudinal acceleration), because there is no left right
force. The simulator "tricks" you into thinking you entered and exited the
turn by applying washout at the start and
finish to the angular velocities felt by the real pilot. The end result is
an incredibly believable
sensation, adding greatly to the simulation experience. |