Started designing a fully 3d flight sim, with Occulus Rift as vision. 23 June 2014

Challenges include:

Flight Sim
-> Motor Control (Motor selection, Motor controllers, software interface, Emergency stop + reset)
-> Sim Software (Needs to work with Occulus + head tracking + motors)
-> USB joystick (+ rudders)
-> Hardware (bearings/shaft electrical connections/frame design + construction)

technical stuff:
having the graphics computer rotating with the seat or outside the apparatus:

inside (most likely):
-HDMI direct to occulus.
-Only motor data and power connections from computer through rotating electrical contacts.
-possibly requires SSD for computer due to motion.
-Motor Control hardware either inside or outside frame connected to computer via (x-sim?!) USB industrial motor controller? + Secondary motor backup control outside frame.

-requires running HDMI and USB through rotating electrical contacts
-only require 1 computer for all controls

Having motor controllers outside Vs 1 in for roll and 1 out for pitch
1 inside (with computer inside):
-mains voltage coming in to pitch motor.
-Roll motor controller connects direct to computer, pitch control signal goes outside.

Both outside (computer inside with motor control signal going through inter connects):
-Roll motor current cables going through interconnects.
-Motor control data going out through slip-ring.
-Also requires power for computer coming in through slip ring.

Initial drawings:


Note to self: Roll (not yaw...)

25-6-14, Rolling...


29-6-14, Bought a racing seat yesterday.

Roll Frame design rough drawing:


7-7-14, Seat bracket design and construction (link)

Not a lot to see here, basically just attached a seat to an electric seat mount

21-9-14, Researching options (link)

looking into other designs and various sim technologies.


Delving into the communication path between FSX (Microsoft Flight Sim X) and a motor system. At this time DK2 (Oculus Rift DK2) support is really at a point of being impressive.

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