G-Force

532
Brazil
Vitoria - ES
GTBRASIL
So i started thinking on how to create a more realistic sim. and not have to empty out my bank account on a bunch of high tech stuff, and i got the idea from this:
merry-go-round.jpg


as kids, i am sure we all loved this. so i started thinking đź’ˇ "can i turn this centripetal force into g-force??... i am not sure of this, but if there are wiser people out there that could help me, then please do. đź‘Ť

Let's take a merry-go-round, take the top part of it, where the kids hold on to....ok place a already made sterdy cockpit (something like this) with the new G25 wheel.

sparco-racing-cockpit-pro-20050606043516078.jpg


and some how weld a tv or lcd tv to it...ok
weld something like a bicycle gear, but of course stronger, to the bottom cylinder that supports the merry-go-round .

From there have a chain that connects to a motor that has 6 different gears(g25 wheel), like the gears in a bicycle. ok... wire each gear on the g25 wheel to activate a different gear on the motor, each gear as in a car, has a certain limit of speed it can withstand to differ the g-forces. Wire the actual g25 wheel to the motor so it either turns clockwise (left) or counter clockwise (right). Wire the pedal to the motor to get different rpms depending on acceleration.

Ok, so as you are going to take a turn you will break and turn the wheel ( of course), but depending on what gear you are in, what direction the wheel is being turned and how far your foot is down on that pedal will determine the speed of how fast the merry-go-round will turn, turning that into g-forces. i think :dunce:

any comments or criticism are more that welcome. thanx đź‘Ť

hafa d.

967762948_l.gif
 
It sounds good thinking about it. But just think every little turn u make will move it,and I dont know about you but all the time my head is bobbing I don't think I would beable to race very good seeing the the monitor is always jumping around the place. It would work but take alot of time and in the end it might be what u wantI dont know though.
 
yeah i thought about that too, but i guess u never know until u try... will be a while though. thanks for the post Gamer_Kid.
 
remembering that it is the rotational acceleration that will supply the necessary 'cornering forces', for a constant radius corner taken at constant speed, the cockpit would have to spin faster and faster and faster! if the merry go round spins at a constant speed, there is no acceleration and hence no forces applied on the body to replicate the cornering forces. if done correctly though, the reaction force from the seat could simulate straight-line acceleration... at a high enough speed!

in short, i think this is a hopelessly impractical idea, but very imaginative! good for entertainment value but i think something like the gas damper setups you see here and there are more true to life.

kudos on the effort to produce the animated illustration!!!
 
ChompOnRice
remembering that it is the rotational acceleration that will supply the necessary 'cornering forces', for a constant radius corner taken at constant speed, the cockpit would have to spin faster and faster and faster! if the merry go round spins at a constant speed, there is no acceleration and hence no forces applied on the body to replicate the cornering forces. if done correctly though, the reaction force from the seat could simulate straight-line acceleration... at a high enough speed!

in short, i think this is a hopelessly impractical idea, but very imaginative! good for entertainment value but i think something like the gas damper setups you see here and there are more true to life.

kudos on the effort to produce the animated illustration!!!

what exactly are the "gas damper setups" u speak of? i am interested.

thanx

hafa d.
 
ChompOnRice
if the merry go round spins at a constant speed, there is no acceleration and hence no forces applied on the body to replicate the cornering forces.
Spinning at a constant speed does generate a force, to make sure that this is real hop in your car and get it circling around at a constant speed, my bet is that you will feel some force. The reason why this does not work is different.

The laws of physics state that when something is rotating around some center it is exposed to two accelerations, one along the radius and one along the direction of the motion (to make things simple). These accelerations are proportional to the distance from the center where the "something" is located (radius). They also state that the magnitude of a force is equal to the mass time the acceleration.

So we could use the first acceleration to simulate the cornering force and the second one to simulate the braking force that your mass would feel in a real car. If your seat is located on the center of the gear that rotates the cockpit, just like your drawing shows, then the radius is equal to 0 and thus you get no force. The only thing we need to do is to move the seat away from the center by some amount to generate some force.

This leads us to design #2 :
- The cockpit should be some kind of enclosure so that you don't see anything of the outside when playing, otherwise get some barf bags ready.
- The cockpit starts spinning up to some constant speed.
- The software moves the seat either left or right according to the cornering force it has to simulate.
- The software increases or decreases the rotational speed according to the braking / accelerating force it has to simulate.

The main problem with this design is that these two forces have one common variable : the radius. We get in trouble when comes the need to simulate some braking force at the end of a straight. Because we were on a straight our seat was resting on the center of the cockpit as no cornering force needed to be generated. Now we need to generate a braking force which means we have to move the seat away form the center in order for the decrease in rotational speed to generate this force, the problem is that as soon as we move away from the center we generate a cornering force as well, in three words we are scre.ed, this does not work.

This ends our "let's have fun with some physics" program, I hope you enjoyed it,

PhM
 
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