Vehicle simulation games are a genre of video games which attempt to provide the player with a realistic interpretation of operating various kinds of vehicles. This includes automobiles, aircraft, watercraft, spacecraft, military vehicles, and a variety of other vehicles. The main challenge is to master driving and steering the vehicle from the perspective of the pilot or driver, with most games adding another challenge such as racing or fighting rival vehicles. Games are often divided based on realism, with some games including more realistic physics and challenges such as fuel management.
97-479: Combat flight simulators are vehicle simulation games , amateur flight simulation computer programs used to simulate military aircraft and their operations. These are distinct from dedicated flight simulators used for professional pilot and military flight training which consist of realistic physical recreations of the actual aircraft cockpit, often with a full-motion platform. Combat flight simulation titles are more numerous than civilian flight simulators due to
194-409: A business simulation game . Motion simulator A motion simulator or motion platform is a mechanism that creates the feelings of being in a real motion environment. In a simulator, the movement is synchronised with a visual display of the outside world (OTW) scene. Motion platforms can provide movement in all of the six degrees of freedom (DOF) that can be experienced by an object that
291-429: A jet fighter using an eight-way joystick to aim and shoot at enemy aircraft. Sega's last EM combat flight simulator was Heli-Shooter (1977), which combines the use of a CPU processor with electro-mechanical components, screen projection and audio tape deck. The gameplay involves the player piloting a helicopter using a throttle joystick (to accelerate and decelerate) and pedals (to maneuver left and right) across
388-419: A simulator ride or motion theater. Motion platforms for aircraft simulators are at the high end, plus some of the more expensive amusement park rides that use a simulator-type motion base; arcade amusement devices are in the middle, and motion platforms for home use are low-cost but not as capable of the higher-level devices. Many motion platforms are used in flight simulators used to train pilots. One of
485-410: A tram . The first trucking simulator Juggernaut [ ru ] was released in 1985. It simulates the road train (as an articulated vehicle ) and focuses on cargo transportation and economical issues. The trucking simulator is a relatively new aspect of the vehicle simulation genre, focusing on cargo transportation and the expansion of the player's trucking business, combining elements of
582-553: A zoetrope to produce moving animations on a screen . This technology led to the rise of flight simulation arcade games , initially in the form of EM games. One such EM game was Jet Rocket , a flight simulator released by Sega in 1970 that featured cockpit controls that could move the player's aircraft around a landscape displayed on a screen and shoot missiles at targets that would explode when hit. The game displayed three-dimensional terrain with buildings, produced using special belt technology along with fluorescent paint to simulate
679-457: A "God's eye view." Many simulators also include "mission builders" which allow the player to create their own missions. Combat flight simulators are among the most computer and graphics demanding applications at any given time, as they are real-time applications with multiple processes happening at once. This leads many simulation fans to constantly upgrade their hardware, including the most advanced graphics cards. These sims have also given rise to
776-509: A broader artistic license on behalf of the game developers. Vehicular combat games (also known as just vehicular combat or car combat ) are typically video or computer games where the primary objectives of gameplay includes vehicles , armed with weapons fighting with other armed vehicles. This genre also includes simulations of driving trains . A train simulator is a computer program that simulates rail transport operations. This includes other kinds of railborne vehicles, such as
873-471: A constant speed or velocity is reached. At constant speed, visual cues give cues of motion until another acceleration takes place and the body's motion sensors once more send signals to the brain. In simulator motion platforms, after an initial acceleration is produced, the platform is re-set to a neutral position at a rate below human motion threshold so that the subject does not detect the so-called "wash out" phase of simulator motion cueing. The motion system
970-435: A course marked by buoys , with some tracks allowing the player to make jumps. Sailing simulations are rare, as the complexity of controlling a sailboat appeals to only a specialized market. However, there has been a growing market after Nadeo introduced their Virtual Skipper games. Other popular sailing games are Sail Simulator 2010 and Virtual Sailor . These games can both be played online against other sailors around
1067-478: A fluid called the endolymph. In each canal, there is a section where the diameter is larger than the rest of the canal. This section is called the ampulla and is sealed by a flap called the cupula. Angular accelerations are detected as follows: an angular acceleration causes the fluid in the canals to move, deflecting the cupula. The nerves in the cupula report the motion to both the brain and oculomotor muscles, stabilizing eye movements. A transfer function model between
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#17327987348021164-412: A human test subject. Values of 0.5 ∘ / sec 2 {\displaystyle 0.5^{\circ }/\sec ^{2}} have been reported for pitch and roll accelerations in a flight simulator. The above studies indicate that the pilot's vestibular system detects accelerations before the aircraft instruments displays them. This can be considered an inner control loop in which
1261-425: A larger market of more generalized "craft-oriented" simulation, entertainment, and virtual reality systems. Motion platforms are commonly used in the field of engineering for analysis and verification of vehicle performance and design. The ability to link a computer-based dynamic model of a particular system to physical motion gives the user the ability to feel how the vehicle would respond to control inputs without
1358-423: A motion platform (if fitted) works in synchronization to the external visual scene. As discussed above, in the real world motion cues are processed by the brain before visual changes, and this must be followed in a simulator or dizziness and even nausea can occur in some people, so called "simulator sickness". For example, if the occupant commands the vehicle to roll to the left, the visual displays must also roll by
1455-690: A motion simulator cabinet was Space Tactics (1981), a space combat simulator that had a cockpit cabinet where the screen moved in sync with the on-screen action. The "taikan" trend later began when Yu Suzuki 's team at Sega (later known as Sega AM2 ) developed Hang-On (1985), a racing video game where the player sits on and moves a motorbike replica to control the in-game actions. Suzuki's team at Sega followed it with hydraulic motion simulator cockpit cabinets for rail shooters such as Space Harrier (1985), racing games such as Out Run (1986), and arcade combat flight simulators such as After Burner (1987) and G-LOC: Air Battle (1990). One of
1552-484: A neuron receives such a signal, it sends it on to an adjacent neuron through a bridge called a synapse. A synapse "sparks" the impulse between neurons through electrical and chemical means. These sensory signals are processed by the brain in response to signals that travel along motor nerves. Motor neurons, with their special fibres, carry these signals to muscles, which are instructed to either contract or relax. These are all sensors of acceleration, and do not respond when
1649-547: A night view. Upon its debut, the game was cloned by three Chicago arcade manufacturers, which led to the game under-performing in North America. Sega released several other similar EM flight combat games, including Dive Bomber (1971) and Air Attack (1972). Combat flight simulator video games began appearing from the late 1970s. In 1975, Taito released the arcade video game simulator Interceptor , an early first-person combat flight simulator that involved piloting
1746-556: A physically impossible amount of weapons compared to real-life aircraft loadouts. Examples of console or PC games include Ace Combat , H.A.W.X. , and Project Wingman . Many arcade combat flight simulators in amusement arcades are housed in cockpit arcade cabinets that use motion simulator technology, often incorporating hydraulics . Popular examples include the original arcade versions of After Burner , Thunder Blade and Air Combat . Sega's R360 motion simulator cabinet notably features full 360-degree rotation, used by
1843-591: A price range from $ 1,000 to US$ 9,000. Within the 2000s (decade), several individuals and business entities have developed these smaller, more affordable motion systems. Most of these systems were developed mainly by flight simulation enthusiasts, were sold as do it yourself projects, and could be assembled in the home from common components for around one thousand US dollars ($ 1,000). Recently, there has been increased market interest in motion platforms for more personal, in-home, use. The application of these motion systems extends beyond just flight training simulation into
1940-564: A price range from $ 10,000 to US$ 99,000. Typically the space requirements for such a platform are modest requiring only a portion of an arcade room and a smaller range of motion is provided via similar, less expensive, control systems than the high-end platforms. In the 1980s, it became a trend for arcade video games to use hydraulic motion simulator arcade cabinets . The trend was sparked by Sega 's "taikan" games, with "taikan" meaning "body sensation" in Japanese. Sega's first game to use
2037-624: A real flight control system in a laboratory, integrating the pilot with the electrical, mechanical, and hydraulic components that exist on the real aircraft, a complete system evaluation can be conducted prior to initial flight testing. This type of testing allows the simulation of "seeded faults" (i.e. an intentional hydraulic leak, software error, or computer shutdown) which serve to validate that an aircraft's redundant design features work as intended. A test pilot can also help identify system deficiencies such as inadequate or missing warning indicators, or even unintended control stick motion. This testing
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#17327987348022134-496: A realistic three-dimensional landscape and shooting at military targets across the landscape. In Japan, it was one of the top ten highest-grossing EM arcade games of 1977 , and it released in North America the same year. The 1980s experienced a wave of more advanced simulation video games, with companies such as Atari Inc. releasing their own game called Red Baron in 1980, which used QuadraScan graphics and sound effects to simulate first-person flight combat. Other games such as
2231-423: A simulation of flight or other motion. Some examples: Some driving and flying simulation games allow the use of specialized controllers such as steering wheels, foot pedals or joysticks. Certain game controllers designed in recent years have employed haptic technology to provide realtime, tactile feedback to the user in the form of vibration from the controller. A motion simulator takes the next step by providing
2328-479: A study sim or a survey sim, Lock On: Modern Air Combat is an example of a game that attempts to bridge the study/survey gap with highly detailed models of several US and Russian aircraft. Before multiplayer games became popular, many simulators could only be played by a single player. This continued to be the standard until the late 1990s when most titles included some sort of multi-player/network capability. In single-player combat simulators, every entity other than
2425-461: A variety of hardware add-ons such as " HOTAS " (hands on throttle and stick) controllers that allow full control of most functions without touching the keyboard. Voice control and head-tracking view control systems are also available for home flight sim enthusiasts. The tables below define rough guidelines of what might classify as combat flight simulation games. Vehicle simulation game Vehicle simulation games allow players to drive or fly
2522-404: A vehicle. This vehicle can resemble a real one, or a vehicle from the game designer's imagination. This includes vehicles in the air, on the ground, over water, or even in space. Different vehicle simulations can involve a variety of goals, including racing, combat, or simply the experience of driving a vehicle. These games normally allow the player to experience action from the visual perspective of
2619-462: A wide audience. Thus, spacecraft simulation games are typically science fiction games, such as the Wing Commander series. Two notable counter-examples are Orbiter , and Kerbal Space Program , which have the explicit goal of physically accurate atmospheric- and spaceflight simulation. Vehicular combat simulators include tank simulations and mecha simulations. Aside from piloting
2716-465: Is "divided between the purists and the casual players". A variety of vehicle simulators have been created to serve both markets. Purists demand total accuracy, whereas casual players are less concerned with such details. This level of accuracy depends on how damage, physics, environment, weather, and controls are implemented. For example, accurate flight simulators will ensure that the vehicle responds slowly to their controls, while other games will treat
2813-444: Is a function of the way our brain interprets signals from our various sensory systems, such as sight, sound, balance and touch. Special sensory pick-up units (or sensory "pads") called receptors translate stimuli into sensory signals. External receptors (exteroceptors) respond to stimuli that arise outside the body, such as the light that stimulates the eyes, sound pressure that stimulates the ear, pressure and temperature that stimulates
2910-408: Is a genre of simulation games that focuses on modelling an aircraft's systems as accurately as possible. Advancing computer technology made this possible, with the development of highly detailed models that improved upon the fidelity of avionics, weapons systems, physics, flight models, graphics, etc. and allowed for fully interactive cockpits where virtually every control was mapped and functional. This
3007-406: Is free to move, such as an aircraft or spacecraft:. These are the three rotational degrees of freedom (roll, pitch, yaw) and three translational or linear degrees of freedom (surge, heave, sway). Motion simulators can be classified according to whether the occupant is controlling the vehicle(such as in a Flight Simulator for training pilots), or whether the occupant is a passive rider , such as in
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3104-454: Is lined with hairs connected to nerve endings and is partially filled with fluid. When the head experiences acceleration the fluid moves within the canals, causing the hair follicles to move from their initial orientation. In turn the nerve endings signal to the brain, which interprets them as acceleration in the three rotations pitch, roll, or yaw. The vestibular system generates reflexes to maintain perceptual and postural stability, compared to
3201-405: Is necessary to simulate extremely high risk events that cannot be conducted in flight but nonetheless must be demonstrated. While 6 degree-of-freedom motion is not necessary for this type of testing, the visual screen allows the pilot to "fly" the aircraft while the faults are simultaneously triggered. Motion simulators are sometimes used in theme parks or amusement parks to give the park guests
3298-501: Is the damping ratio, ω n {\displaystyle \omega _{n}} is the natural frequency of the cupula, and u ( t ) {\displaystyle u(t)} is the input angular acceleration. Values of ζ {\displaystyle \zeta } have been reported to be between 3.6 and 6.7 while values of ω n {\displaystyle \omega _{n}} have been reported to be between 0.75 and 1.9. Thus,
3395-514: Is then ready to make the next acceleration which will be detected by the subject, as in the real world. This so-called "acceleration onset cueing" is an important aspect in simulators with motion platforms and models the way humans feel motions in the real world. The vestibular system is the balance and equilibrium system of the body that includes the left and right vestibular organs of the "inner ear". It consists of three semicircular canals, or tubes, arranged at right angles to one another. Each canal
3492-1039: The Construction Simulator series put players in control of various vehicles on construction sites or in other scenarios allowing them to simulate the vehicles and the tasks they accomplish. Vehicles used in construction simulator games consist of a wide variety of vehicles such as cranes, dozers, excavators, front loaders and various trucks. Players can use these vehicles to build up construction projects, demolish buildings or deform terrain such as digging pits and trenches. Construction vehicle sims have become increasingly popular on mobile platforms with numerous games focused on individual vehicles such as Heavy Excavator Simulator PRO and Construction & Crane SIM. Farm simulators such as Farming Simulator series offer varying levels of farm care from agriculture production to animal husbandry and synthesis of bio-fuels. Vehicles used in farming simulator games consist mainly of tractors, combines, and tractor trailers. Because of
3589-623: The Atari 2600 that simulated flight combat, two examples being Mattel's Air Raiders (1982) and Milton Bradley's Spitfire Attack (1983). Later in the 1980s, it became a trend for arcade flight combat simulators to use hydraulic motion simulator arcade cabinets . The trend was sparked by Sega 's "taikan" games, with "taikan" meaning "body sensation" in Japanese. Yu Suzuki 's team at Sega (later known as Sega AM2 ) developed hydraulic motion simulator cockpit cabinets for flight combat games such as Space Harrier (1985), After Burner (1987) and
3686-461: The R360 games. In the early 1990s, arcade flight combat simulators began adopting 3D polygon graphics. Taito's Air Inferno (1990) was a 3D flight simulator utilizing a motion simulator cockpit cabinet. Atari Games followed with the 3D flight combat simulator the following year, Steel Talons (1991). Namco then followed with the 3D arcade combat flight simulator Air Combat (1993). During
3783-530: The massively multiplayer Fighter Ace , WarBirds , Aces High , World War II Online , Ace Online , War Thunder , Fighter Wing 2 and others). Many players of both video games and simulators seek games for their replay value . Simulators enhance the replay value by offering a variety of single missions consisting of short, randomly generated missions as well as longer campaigns consisting of several smaller mission or objectives. Most campaigns are "dynamic flowing," which means they change according to
3880-465: The "Link Trainer". This used the pilot's control stick and rudder controls to control organ-type bellows under the simulator cockpit. The bellows could inflate or deflate, giving movement in pitch, roll, and yaw. In 1958 a flight simulator for the Comet 4 aircraft used a three-degrees-of-freedom hydraulic system. Simulator motion platforms today use 6 jacks ("Hexapods") giving all six degrees-of-freedom,
3977-465: The 1990s to early 2000s, there was a transition from traditional video game platforms like arcades, to consoles such as the original PlayStation , for their ability to be played at home. PC games remained popular during this time, as many publishers continued to produce games primarily for the PC platform. Due to the limitations and the relative simplicity of the controllers available for gaming consoles at
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4074-536: The US or Russia. The sophistication and intricacy of these simulators continued to grow, and in 2008 the Digital Combat Simulator (DCS) released DCS: Black Shark , the first of a series of simulations that featured a complete and detailed cockpit with all the relevant switches accurately modelled and functional, and mapped over 500 key-commands. DCS also supported a variety of input devices aside from
4171-574: The USSR. The same studies suggest that the threshold is not a linear acceleration but rather a jerk motion (third time derivative of position), and the reported threshold value is on the order of 0.1 ft/s . These findings are supported by early studies showing that human movement kinematics is represented by characteristics of jerk profiles. Angular accelerations are detected by semicircular canals. The three semicircular canals are mutually orthogonal (similar to three-axis accelerometer) and are filled with
4268-466: The angle of the cupula θ {\displaystyle \theta } is given by θ ¨ + 2 ζ ω n θ ˙ + ω n θ = u ( t ) {\displaystyle {\ddot {\theta }}+2\zeta \omega _{n}{\dot {\theta }}+\omega _{n}\theta =u(t)} where ζ {\displaystyle \zeta }
4365-451: The arcade games G-LOC: Air Battle and Wing War . A survey simulation is a classification of simulator that includes a variety (or survey) of aircraft from the period in question. This type of classification applies to many historical combat simulators, and typically includes aircraft from all nations participating in the conflict. Early simulators suffered from flight models and instrument panels that differed little between aircraft. As
4462-730: The brain and oculomotor muscles. Studies indicate that the otoliths detect the tangential component of the applied forces. A transfer function model between the perceived force y ( s ) {\displaystyle y(s)} and the applied forces f ( s ) {\displaystyle f(s)} is given by: y ( s ) f ( s ) = 2.02 ( s + 0.1 ) s + 0.2 {\displaystyle {\frac {y(s)}{f(s)}}={\frac {2.02(s+0.1)}{s+0.2}}} Based on centrifuge experiments, threshold values of 0.0011 ft/s have been reported; values up to 0.4 ft/s have been reported based on airborne studies in
4559-407: The brain in proportion to accelerations to which the body is subject. An example of a "popular" proprioceptor mentioned by aircraft pilots, is the feeling in the "seat of the pants". Proprioceptors respond to stimuli generated by muscle movement and muscle tension. Signals generated by exteroceptors and proprioceptors are carried by sensory neurons or nerves and are called electrochemical signals. When
4656-440: The car are blindfolded. If the driver were to step on the gas, the car would accelerate forward thus pressing each passenger back into their seat. In this situation, each passenger would perceive the increase in speed by sensing the additional pressure from the seat cushion. Washout filters are an important aspect of the implementation of motion platforms as they allow motion systems, with their limited range of motion, to simulate
4753-408: The case of space or water vehicle simulations, the gameplay physics tend to follow those of flying and driving simulations. These games will add variety by having a variety of vehicles with different performance characteristics, such as sharper turning or faster speed. Many games make use of real life vehicles, including military vehicles or cars from major automobile manufacturers. In most games,
4850-404: The category of "flight simulation." Simulator realism can be classified as the following: Arcade-style combat flight simulators have various elements that are less realistic than other simulators, such as simplified controls and physics models, compressed or non-existent start up times, emphasis on close-range dogfighting over beyond-visual-range combat for modern jets, and the ability to carry
4947-475: The century saw advancements in technology that increased the capabilities of these simulators, simplifying and improving their weapon handling and flight models, as well as updated visuals. Titles featuring these improvements include Jane's Combat Simulations , a line of flight simulations originally developed by Electronic Arts and later continued by the company Third Wire , as well as the series Strike Fighters: Project 1 and Wings over Europe . The "study sim"
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#17327987348025044-406: The cues the brain receives by each of the body's sensory inputs must agree. It is physically impossible with most existing systems to correctly simulate large-scale motion in the limited space available in a simulator. The standard approach is to simulate cues of initial acceleration as closely as possible. In principle, velocity cannot be directly perceived by relative cues alone, like those from
5141-515: The design conventions of a vehicle simulation, despite often being marketed in the sports category. The core gameplay in a vehicle simulation is the physical and tactical challenge of driving a vehicle. Mastery of vehicle control is the element which encourages players to continue playing, even after the game's goals have been completed. Players learn to use appropriate speed and steering, and must avoid crashing by observing cues about how fast they are going. There are some vehicle simulations where
5238-479: The earliest version of Microsoft Flight Simulator (1982) had crude graphics, simple flight models, and a combat option with "dog fighting" in a World War I Sopwith Camel . Shortly after Microsoft Flight Simulator was released for the 8-bit computer, Microsoft released Jet in 1985. This simulator used simple filled wire frame graphics and a small generic battle space to allow players to fight MiGs in an F-18 or F-16 . There were also titles released for
5335-477: The feeling of driving or flying a vehicle, including the magic broomsticks in the Harry Potter games. More common examples include simulations of driving trains , spacecraft , boats , tanks , and other combat vehicles. Most watercraft simulations are of "powerboats or jet skis". Gameplay differs from driving a car because of the fluid medium, which affects turning. These games involve racing through
5432-404: The filter is split into translation and rotational signals. High-pass filters are used for simulating transient translational and rotational accelerations, while the low-pass filters are used to simulate sustaining accelerations. The adaptive washout filter uses the classical washout filter scheme, but utilizes a self-tuning mechanism that is not featured with the classical washout filter. Finally,
5529-560: The first motion platforms, the Sanders Teacher, was created in 1910. This was a model aircraft connected to the ground by a universal joint. When wind was present, the pilot in training was able to use the aircraft's control surfaces to move the model in the three rotational degrees of freedom pitch, roll and yaw. In 1929 a significant advance in motion platform technology was made with the patent by Edwin Link for what became known as
5626-424: The inputs are expressed in the vehicle-body-fixed frame. Since low-frequency force is dominant in driving the motion base, force is high-pass filtered, and yields the simulator translations. Much the same operation is done for angular rate. To identify the tilt of the motion platform, the tilt mechanism first supplies the low-frequency component of force for rotation calculation. Then, the high-frequency component 'f'
5723-432: The limited space of a laboratory. The standard approach to simulating motion (so called motion cueing) is to simulate the “relevant” cues as closely as possible which trigger motion perception . These cues can be visual, auditory, or somatosensory in nature. Visual and auditory cues enable humans to perceive their location in space on an absolute scale, whereas somatosensory cues (mainly proprioception and other signals from
5820-622: The most sophisticated helicopter simulation of the time. In 1996 it was exceeded by Jane's AH-64D Longbow , a game created by Origin Systems and released by Electronic Arts as part of the Jane's Combat Simulator series. The sequel, Jane's Longbow 2 (1997), was one of the earliest simulations to take advantage of hardware accelerated graphics, including advanced lighting. 1998 saw the release of Enemy Engaged: Apache vs Havoc by Empire Interactive , which allowed players to choose to fly for either
5917-452: The most sophisticated motion simulator cabinets in arcades was Sega's R360 (1990), which simulated the full 360-degree rotation of an aircraft. Sega have since continued to manufacture motion simulator cabinets for arcade games through to the 2010s. The lower-cost systems include home-based motion platforms, which have recently become a more common device used to enhance video games, simulation, and virtual reality. These systems fall into
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#17327987348026014-435: The nature of farming there are often many different components to add to the tractor to till, seed, water, and fertilize the land. Flight simulators "tend to fall into military or civilian categories". Racing video games "tend to fall into organized racing and imaginary racing categories". In general, game developers tend to avoid making realistic space flight simulators because they behave too slowly to interest
6111-439: The need to construct expensive prototypes. For example, an engineer designing an external fuel tank for an aircraft could have a pilot determine the effect on flying qualities or a mechanical engineer could feel the effects of a new brake system without building any hardware, saving time and money. Flight simulators are also used by aircraft manufacturers to test new hardware. By connecting a simulated cockpit with visual screen to
6208-445: The next acceleration to be produced by the motion platform and sensed by the subject of the simulator. The human eye is an important source of information in motion simulation where a high resolution picture is available such as by day in good visibility. The eye relays information to the brain about the craft's position, velocity, and attitude relative to the ground. As a result, it is essential for realistic simulation that cues from
6305-429: The next and will only be rebuilt in view of limited resources, realistic time and strategic priorities, etc.). A notable pioneer in this area was Andy Hollis , producer of the Jane's Longbow series ( Jane's AH-64D Longbow and Jane's Longbow 2 ). Digital Image Design , with their release of F-22 Total Air War in 1998, allowed for a transparency into the larger strategic battlefield by use of multiple screens and
6402-403: The optimal washout filter takes into account models for vestibular system. The classical washout filter is simply a combination of high-pass and low-pass filters ; thus, the implementation of the filter is compatibly easy. However, the parameters of these filters have to be empirically determined. The inputs to the classical washout filter are vehicle-specific forces and angular rate. Both of
6499-479: The order of 10 – 20 seconds, the hair follicles return to the “zero” or vertical position and the brain interprets this as the acceleration ceasing. Additionally, there is a lower acceleration threshold of about 2 degrees per second that the brain cannot perceive. In other words, slow motion below the threshold will not generate vestibular cues. As discussed in the preceding “Proprioceptors” section, this allows simulator motion to be "washed out" below threshold, ready for
6596-432: The other senses of vision, touch and sound, the vestibular input is registered quickly by the brain, whereas visual changes such as perspective and horizon movement, follow shortly after. Therefore, in a simulator it is essential that visual cues are not perceived before motion cues, the reverse of the real-world situation, or so-called "simulator sickness" can occur. Second, if the head experiences sustained accelerations on
6693-543: The perceived angular displacement y ( s ) {\displaystyle y(s)} and the actual angular displacement p h i ( s ) {\displaystyle phi(s)} is: y ( s ) p h i ( s ) = 0.07 s 3 ( s + 50 ) ( s + 0.05 ) ( s + 0.03 ) {\displaystyle {\frac {y(s)}{phi(s)}}={\frac {0.07s^{3}(s+50)}{(s+0.05)(s+0.03)}}} A second-order model of
6790-413: The pilot or driver. This definition includes a wide range of vehicles, including aircraft, spacecraft, boats, cars, trucks, motorcycles, and so on. This definition includes many kinds of driving simulators, including both real and imaginary racing systems. It also includes a range of flight simulators, including civilian, military, and fantastical vehicles. Rolling and Adams note that racing games follow
6887-405: The pilots responds to accelerations that occur in full-motion simulators and aircraft, but not in fixed simulators. This effect shows that there is a potential negative training transfer when transitioning from a fixed-based simulator to an aircraft and indicates the need for motion systems for full-fidelity pilot training. It is physically impossible to precisely simulate large scale real motion in
6984-409: The plane more like a car in order to simplify the game. In both driving games and flight simulators, players have come to expect a high degree of verisimilitude where vehicles are scaled to realistic sizes. These types of games usually utilize a highly accurate time scale, although several flight simulators allow players to fast forward through periods where there is nothing interesting happening. In
7081-549: The platform under the simulator cab. A typical high-end motion system is the Stewart platform , which provides full 6 degrees of freedom (3 translation and 3 rotation) and employs sophisticated algorithms to provide high-fidelity motions and accelerations. These are used in a number of applications, including flight simulators for training pilots. The middle of the spectrum includes motion platforms in arcade amusement games , rides, and other arrangements. These systems fall into
7178-425: The player can adjust performance of their vehicle by configuring or replacing parts of it, while some games like SimplePlanes allow players to build entirely custom vehicles from a set of blocks and presets. These may sacrifice realism in favor of broader customization possibilities. Although vehicle simulations focus on driving a vehicle, many games involve non-driving roles. For more detailed racing simulations,
7275-404: The player full-body tactile feedback. Motion gaming chairs can roll to the left and right and pitch forward and backward to simulate turning corners, accelerations and decelerations. Motion platforms permit a more stimulative and potentially realistic gaming experience, and allow for even greater physical correlation to sight and sound in game play. The way we perceive our body and our surroundings
7372-648: The player is given no specific goal, and is simply able to explore and experience using the vehicle. In the absence of any competition, "some vehicle simulations aren't games at all " But most vehicle simulations involve some form of competition or race, with a clear winner and loser. Some games add special challenges such as combat and slaloms . Many types of driving games, including both military flight simulators and racing simulators, make use of careers and campaigns. Players must complete different tracks or missions, and collect victories and other achievements based on their performance. The market for vehicle simulators
7469-410: The player may sometimes play the role of a mechanic who repairs or augments their vehicle. Some flight simulators involve various air traffic controller roles, especially in multiplayer mode. In games with a combat element, this might involve manning a separate combat station on a larger vehicle. Some games such as Their Finest Hour allow players to alternate between piloting the vehicle or manning
7566-511: The players' own aircraft are controlled by the program's "AI" ( artificial intelligence ), and modern video games create very sophisticated and intelligent AI with independent behavior for adversaries and allies. Multiplayer games, which usually also contain AI, allow players to oppose one or many human players. After the growth of the internet, many simulators were created that exist only or primarily as internet multiplayer versions (e.g., Air Warrior ,
7663-566: The popular Falcon 4.0 , a detailed simulation of the USAF F-16 Fighting Falcon . Other development of these simulators includes a collaborative and specialized effort between Electronic Arts and Jane's in the 1990s, with titles such as Jane's Longbow , Jane's Longbow 2 , Jane's F-15 and Jane's F/A-18 . Helicopter simulations began in 1986 with the title Gunship by MicroProse . Nine years later, in 1995, Digital Integration Ltd. released Apache Longbow ,
7760-451: The range of vehicle dynamics being simulated. Since the human vestibular system automatically re-centers itself during steady motions, washout filters are used to suppress unnecessary low-frequency signals while returning the simulator back to a neutral position at accelerations below the threshold of human perception. For example, a pilot in a motion simulator may execute a steady, level turn for an extended period of time which would require
7857-414: The results of each successive mission (e.g. if the player destroys a "target of opportunity" which turns out to be a truck carrying an enemy leader, then the campaign starts to take a different path). Some campaign models have been developed which are fully dynamic, and where successive missions take place in an environment which is persistent (if a building is destroyed in one mission, it remains destroyed in
7954-404: The same magnitude and at the same rate. Simultaneously, the cab tilts the occupant to imitate the motion. The occupant's proprioceptors and vestibular system sense this motion. The motion and change in the visual inputs must align well enough such that any discrepancy is below the occupant's threshold to detect the differences in motion. In order to be an effective training or entertainment device,
8051-481: The skin and chemical substances that stimulate the nose and mouth. Internal receptors (enteroceptors) respond to stimuli that arise from within blood vessels. Postural stability is maintained through the vestibular reflexes acting on the neck and limbs. These reflexes, which are key to successful motion synchronization, are under the control of three classes of sensory input: Proprioceptors are receptors located in muscles, tendons, joints and gut, which send signals to
8148-610: The subject backwards and use the gravity vector as a replacement for correct resulting force from gravity and forward acceleration. In this case, leaning a simulator backwards and rotating the visual picture by the same angle gives the subject a force on the back that is perceived as forward acceleration. Linear accelerations are detected by otoliths. The otolith structure is simpler than the three-axis semicircular canals that detect angular accelerations. The otoliths contain calcium carbonate particles that lag behind head movement, deflecting hair cells. These cells transmit motion information to
8245-406: The system is overdamped with distinct, real roots. The shorter time constant is 0.1 seconds, while the longer time constant depends on the axis about which the test subject is accelerating (roll, pitch, or yaw). These time constants are one to two orders of magnitude greater than the shorter time constant. Experiments have shown that angular accelerations below a certain level cannot be detected by
8342-549: The system stay at the associated bank angle, but a washout filter allows the system to slowly move back to an equilibrium position at a rate below the threshold which the pilot can detect. This allows the higher level dynamics of the computed vehicle to provide realistic cues for human perception, while remaining within the limitations of the simulator. Three common types of washout filters include classical, adaptive and optimal washout filters. The classical washout filter comprises linear low-pass and high-pass filters. The signal into
8439-758: The technology got better, so did the diversity of aircraft, which forced the virtual pilot to learn the carefully modelled strengths and weaknesses of the various types of aircraft (e.g. the different fighting and flying styles of a Spitfire versus a Messerschmitt 109 in IL-2 Sturmovik or a Mitsubishi Zero versus a US Navy F4F Wildcat in Combat Flight Simulator 2 ). Modern jet survey simulators have been developed as well, such as US Navy Fighters (USNF) and Jane's USAF by Jane's/Electronic Arts, typically with simplified and generic modelling of radar, navigation, and weapons. The turn of
8536-660: The three rotations pitch, roll and yaw, plus the three translational movements heave (up and down), sway (sideways) and surge (longitudinal). 6 Dof motions are powerful cues when combined with outside-world (OTW) imagery. Motion platforms together with OTW imagery are used in : flight simulation, driving simulation, amusement rides, and small home-based simulators. The motion platform is used in military and commercial flight instruction training applications. Also in entertainment devices in theme parks, with users from single people to many, seated in rows in front of screens in which pictures are projected, synchronised with motions from
8633-1441: The time, flight simulators remained largely absent from consoles for years to come. Several rival publishers rose during this period such as NovaLogic with titles like the Comanche Series that simulated helicopter combat, and Electronic Arts with Jane's WWII Fighters which improved upon features such as detailed visible damage. Newer software in the genre include Digital Combat Simulator (released in 2008 and mostly simulating modern aircraft), Rise of Flight (released in 2009 and set in World War I ) and IL-2 Sturmovik: Cliffs of Dover (released in 2011 and set in World War II ). These three are examples of accurate simulation PC games , as opposed to arcade-style air combat games such as Bandai Namco Entertainment 's highly-successful Ace Combat series. Combat flight simulators are classified according to their historical period, type of aircraft, and level of detail. This method of classifying means that many simulators belong to more than one category, which leads to arguments about what can be considered actual simulations instead of games. Generally, simulations are expected to be imitations of real-world technology, while games are not; therefore, every game with flying in them does not fit into
8730-724: The traditional joystick, throttle, and pedals, featuring built-in support for TrackIR and virtual reality with 6 degrees of freedom which, in conjunction with the interactive 3D -cockpit, created a very realistic experience. Modern jet simulators are usually classified by their historical context or level of details ( study versus survey ). There have been many modern jet sims that concentrate on existing fighters (several AV-8 Harrier II sims, and others such as Fleet Defender by MicroProse, and F-22 Lightning 3 and F-22 Raptor by NovaLogic) , whereas others concentrate on future fighters (e.g., F-22 Total Air War by Digital Image Design in 1998). While many simulators either classify as
8827-461: The variety of subject matter available and market demand. Many free flight simulators , such as the open source Linux Air Combat , Falcon 4.0 , Digital Combat Simulator and Rise of Flight , can be downloaded for free off the Internet. Prior to the rise of modern-day video games, electro-mechanical games (EM games) were produced that used rear image projection in a manner similar to
8924-527: The vehicle, a key element of gameplay is controlling a rotating turret. These games are seldom fully accurate, as realistic tanks are slow and have limited visibility (as World War II Online simulation game), which would limit their appeal to casual gamers . Many games have made use of mechs in order to appeal to a wider audience, as they can add weapons and capabilities that are not necessarily restricted by weapons platforms and technologies that bear resemblance to such systems that currently exist, which grants
9021-440: The vestibular system) provide only feedback of accelerations. For example, consider riding in a car traveling at some arbitrary constant speed. In this situation, our sense of sight and sound provide the only cues (excluding engine vibration) that the car is moving; no other forces act on the passengers of the car except for gravity. Next, consider the same example of a car moving at constant speed except this time, all passengers of
9118-407: The vestibular system. For such a system, flying in space with some constant velocity is not different from sitting in a chair. However, changing the velocity is perceived as acceleration, or force acting on the human body. For the case of constant linear acceleration, a substitute for the real situation is simple. Since the amplitude of the acceleration is not very well perceived by humans, one can tilt
9215-716: The waist or tail guns. Megafortress allowed players to operate five separate stations for combat and managing the vehicle. Games that make use of combat have competition modes similar to first-person shooters , where player must defeat human or artificial intelligence opponents. Many games implement a driving system. For example, it has been increasingly popular in first-person shooters to have combat vehicles. These are rarely designed with accuracy in mind, focusing more on their tactical experience. Rollings and Adams note that "the vast majority of vehicle simulators are flight simulators and driving (usually car-racing ) simulators". However, this genre includes any game that creates
9312-404: The world. This category includes submarine simulations , which typically focus on old-fashioned submarine activities such as firing torpedoes at surface ships. Simulations of warships are more rare. Due to their slow speed, games such as Harpoon , Command: Modern Air Naval Operations and Dangerous Waters simulate naval warfare involving entire fleets. Construction simulators such as
9409-413: Was important as modern jet combat aircraft and helicopters have a variety of complex electronic and weapon systems that are specific to a particular aircraft. Early iterations of simulators in this genre include the release of EF2000 by Digital Image Design (DiD) which quickly garnered a dedicated following, including a user group that produced a detailed online manual of weapons and tactics, as well as
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