I designed the DIY Kinetic Motion Flight Sim as a direct-control moving platform. As a result, it works with all flight simulation software. It is the only inexpensive motion flight simulator for Aerofly FS2.
Inexpensive Motion Flight Sims for Everyone
My dream is to create a DIY tutorial that shows how to build a motion flight sim. The most inexpensive way to build a one is to use materials from a home improvement store. As a result, you can build a motion flight sim for just a few hundred dollars instead of a few thousand.
Would the flight sim community embrace such an idea? I posted several demonstration videos to gauge people’s reaction. Unfortunately, when I posted a video to the Aerofly FS2 fan group, I only received negative comments. This makes no sense when you consider how a motion flight simulator for Aerofly FS2 improves the flying experience exponentially.
Motion Flight Simulator for Aerofly FS2
Aerofly FS2 is one of the lesser-known flight sim titles, but it has two things that are essential for virtual reality. Namely, high frame rates with dense, quality scenery. Take a look at the embedded video. I’m flying over New York City over hundreds of buildings, yet the frame rates remain smooth.
Next, imagine what it feels like to add a motion flight simulator for Aerofly FS2. The experience is totally immersive. I thought the Aerofly FS2 user base would recognize how this inexpensive DIY project could enhance their flight experience. I guess I was wrong.
Obviously I won’t be posting any more demonstration videos for Aerofly FS2. However, I’ll gladly continue to use Aerofly FS2 with my motion flight simulator because it’s so enjoyable.
I give extra time and effort to set up the lights, camera, OBS software, etc. when I make a video, and I only want to spend the effort for people that will appreciate my work. It didn’t work out for Aerofly FS2, consequently I will focus on other sim titles like X-Plane 11, DCS World, and IL-2 Battle of Stalingrad.
The Elite Dangerous fans are greatly supportive, so I will post more videos for them also.
I built my DIY Elite Dangerous Motion Flight Simulator with supplies from a home improvement store. It works with a variety of flight simulator titles, not just Elite:D. I call this motion rig the “Kinetic Flight Sim.”
How it Moves
I designed the movement system by examining the control linkages of actual Sport Aviation aircraft. Nearly all small airplanes have control systems consisting of cables, pulleys, bell cranks, and levers. The Kinetic Flight Sim uses similar technology.
The motion system is not software-specific. Not only is this an Elite Dangerous Motion Flight Simulator, it will work with any flight simulator software. I’ve already tested it with AeroflyFS2 (see video), War Thunder, and DCS World. I plan to test it with X-plane 11 and IL-2 Battle of Stalingrad once I upgrade the computer’s video card.
The Kinetic’s controls are HOTAS (Hands On Throttle And Stick). The joystick is a CH Products Combatstick. I used this type of joystick because I have experience modifying this type and simply because I had one available for use. The throttle is the Saitek/Logitech X52, and the pedals are Saitek Pro Flight rudder pedals. I plan to upgrade to Thrustmaster Warthog controls if I receive adequate funding.
The HOTAS controls are especially important because of virtual reality. When the pilot wears the Oculus Rift VR Headset, he can only see the virtual cockpit. The controls are not visible (and neither is my drink holder).
Elite Dangerous Motion Flight Simulator
Check out these demonstration videos. I’m using the Kinetic flight sim with Elite Dangerous and flying the new Krait MkII. Elite:D works particularly well with my gaming computer and VR headset. It’s an absolute joy to fly in space with a motion flight sim. I could produce longer videos but I’m not sure if people really want to see that.
Should I livestream longer flights? I hope to try that soon.
The following video is an exclusive! It’s only available to the readers of this blog article. I call it “Dodging Icebergs” Enjoy ! ! !
First of all, as I introduce the subject of motion flight sim theory, it helps to start with a foundational understanding of how our bodies sense movement and orientation. Movement is our sense of acceleration/deceleration and the notion that we are traveling through a space. Orientation is our attitude in space, our sense of pitch, roll, and yaw. The quality of a motion flight sim is in its ability to fool the human sensation of movement and orientation. For many normal flight attitudes in an airplane, there is a corresponding flight sim action that can emulate how it should look and feel from the cockpit. Consequently, this is the basis of motion flight sim theory.
Motion Flight Sim Theory: How do we know we’re moving?
The human body has three systems that inform the brain about movement and orientation:
Visual system – the eyes that sense position by what is seen
Vestibular system – the inner ear organs that senses balance and orientation
Somatosensory system – the nerves in your body that sense position and movement. For example, when you accelerate forward, you feel pressed back into your seat.
Valid motion flight sim theory states that a moving rig, like the Kinetic motion flight sim, does specific things to fool each of these systems.
A pilot recognizes his position in space by seeing the simulated environment produced by the flight sim software. It is vital that the pilot only sees the simulated environment, and nothing else. For example, imagine you’re looking at the flight sim displays, but you can also see the walls of the room in your peripheral vision. As a result, your brain will not be fooled.
One way to create an immersive visual experience is to seat the pilot in an enclosed cabin like the expensive flight sims used by airlines. Even when a pilot uses an inexpensive DIY rig like the DIY Flight Sim Pod he can feel immersion because all he sees is the simulated flight environment. The other option is to use a high-quality virtual reality headset. In either case, the pilot must not see the room beyond the flight sim.
Even with a static flight sim, an effective visual system can give you a feeling of movement… or even motion sickness if you are prone to it.
Vestibular System (the Inner Ear)
In our airplane, we control movement around the pitch axis, the roll axis, and the yaw axis. Coincidentally, the inner ear contains three semicircular canals that are aligned roughly the same way – pitch, roll, and yaw. How do we fool the inner ear? You already know at least one way to do it. We discover as little kids that if we spin around and around, we get dizzy and lose our balance. The effect is so profound that even when we stop spinning, we still stagger around for a bit before fully regaining our balance.
The semicircular canals contain tiny hairs and a special fluid. When the fluid is displaced by movement, the hairs are pushed around by the moving fluid. The brain interprets this signal as motion.
In a motion flight sim that moves in pitch, roll, and yaw, the inner ear will also detect that same movement. In real airplanes, there are certain scenarios that can confuse a pilot’s inner ear and cause spatial disorientation. Furthermore, some of these scenarios can be emulated in a simulator.
Imagine accelerating down a runway. You can feel yourself being pressed back into your seat. Now imagine you’re in a regular chair and you simply lean back in it. You can feel yourself being pressed into the back of that seat too. Your somatosensory system will give you a similar feeling for the two situations, to a certain extent. A motion flight sim can fool your somatosensory system for mild maneuvers and mile acceleration/deceleration.
When you’re in a real airplane, and you’re making a steep bank, your somatosensory system will tell you when you’re starting to pull G forces. In a 60 degree bank, you will feel two G’s as you are pressed down in your seat. If you fly inverted, you will feel one negative G as you hang upside-down from your seatbelt. Unfortunately, we can’t simulate G forces like that in a simulator. But certain motion flight sims can simulate heave, like turbulence, or like a hard landing.
Putting it All Together: Motion Flight Sim Theory
For example, imagine a pilot is in the Kinetic motion flight sim and he starts a climbing turn. He can see the simulated horizon and as he banks the wings, he can see the corresponding bank angle. Also, shadows inside the cockpit move as the airplane turns. This is a climbing turn, so the pilot also pulls back on the joystick. His inner ear detects that he is pitching nose up. The pilot also feels that he is being pressed back in his seat slightly, that’s his somatosensory system.
The pilot should feel like he’s flying. If the pilot is in a quality motion flight sim, then the machine is able to fool the pilot’s sense of motion and orientation.