Comments for Feel Three http://feelthree.com Virtual Reality Motion Simulation Thu, 08 Oct 2020 13:29:57 +0000 hourly 1 https://wordpress.org/?v=6.9.4 Comment on Game Support by Runar http://feelthree.com/game-support_old/#comment-348 Thu, 19 Jul 2018 09:22:58 +0000 http://www.feelthree.com/?page_id=833#comment-348 In reply to Benjamin Lee.

Full 360 movement in this sim wont be what you will feel in space – due to no gravity. Only gravity in space is under acceleration, and you own interia in turns, tilts and breaking.

Flying upside down iwill feel exactly the same as flying normal in space. I would assume the current +/-85 degree movement is perfect for space sims, and should cover what is needed of motion.

Speed up – sim should tilt back and push you into the seat at 1G. Slowing down, it should tilt forward and have you hanging in the straps. Turns and tilts – your own intertia is what you will feel – just as in space would.

Flightsimulators – then 360 movement upside down works as you will the earth trying to pull you out of the chair. 🙂

Any thoughts? FellThree – how will you make this work the best. Different movement for flightsims and spacesims?

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Comment on Game Support by runar http://feelthree.com/game-support_old/#comment-347 Thu, 19 Jul 2018 09:14:15 +0000 http://www.feelthree.com/?page_id=833#comment-347 In reply to Anjin San.

Space games is a must! Will ne the reason I buy FellThree – and I will buy it asap. 😀

ED sucks when it comes to telemetry data – the do not share this, and simtools plugin have to manually be mapped each time they update the game. Please go on frontier forum and add your voice in the threads about making API for telemtry available.

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Comment on Game Support by Axa http://feelthree.com/game-support_old/#comment-346 Fri, 15 Dec 2017 09:03:43 +0000 http://www.feelthree.com/?page_id=833#comment-346 On the games to support, I would have the following wish list:
Elite Dangerous (though the above-linked XSimulation website lists Elite already as supported ?)
DCS
Aerofly FS2
Project Cars 2
(Star Citizen once VR support is added)

While I am posting, how about:

1. horizontal movement restrictions to protect the VR goggles cables from eventually snapping if e.g. racing in an oval. I suppose each bend will see the according movement of the rig, but while on the straight the rig will slowly move back into default position, so when the next bend appears we again would only see movement from the same orientation we had before the bend before, and before, and before?
2. now I won the lottery and bought TPCast, or its end of 2018 and the new CV2’s are supporting wireless – in that case I would not mind to be turned around endlessly, no VR google cable issues expected. But I guess this is where your vision goals give us a hint, that at current the cabling required to power the tactile transducers actually limits that sort of fun, right ? (motors would be on the outside so not be moved, so their power supply should not be the issue). But okay, most of us do not have wireless goggles for at least another year, and you are looking into the induction option, so perhaps we will see everything come together neatly somewhere late 2018 or 2019…

3. I have to say I am quite excited – is there any chance to experience a demo of the rig, say as a supportive Patreon ? It’d take me 8 hours one way to come over but I would seriously consider it…

4. I am sure you have already planned for it, and I am about to state painfully obvious stuff, but: when you enter Kickstarter make sure to demo it to some Youtubers out there, guys/gals like SweViver but also racing sim video bloggers have a huge impact on your target market. Just conside rthe success the Pimax team had with their 8K campaign – they frankly promise ridiculous stuff you cannot possibly take serious and that would normally have buried them, but the core experience with the 8K was actually impressive enough to get people hyped up that they may truly deliver on that part. I would not have believed it were it not for some video bloggers I believed to give their honest opinion. Then I travelled to a demo and was rather impressed too (though the demo was pretty limited so some question marks still remain). As a result I backed a Kickstarter campaign I did not even bother at carefully looking at in the beginning due to their unrealistic addition to the stretch goals of pretty much everything we wish for in terms of VR goggles. Longwinded story here, but the take-away is: people view such guys’ channels and would likely not hear of FeelThree otherwise – and even if they did, they might not believe you if you say its awesome, but if such guys confirm that, completely different story !

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Comment on Game Support by Martin http://feelthree.com/game-support_old/#comment-315 Thu, 02 Mar 2017 09:21:17 +0000 http://www.feelthree.com/?page_id=833#comment-315 Want to have this simulator mainly for Elite Dangerous and also for WRC Rallye, Project Cars.
Hope to see “Kickstarter” in the near future.

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Comment on Game Support by Antonio http://feelthree.com/game-support_old/#comment-310 Tue, 06 Dec 2016 16:49:59 +0000 http://www.feelthree.com/?page_id=833#comment-310 with x-plane support you open up the whole sim market.

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Comment on Game Support by RedIronLabs http://feelthree.com/game-support_old/#comment-308 Fri, 30 Sep 2016 20:48:29 +0000 http://www.feelthree.com/?page_id=833#comment-308 We are a development game house for VR, watching this project carefully. 🙂

We have a few games coming that could benefit, watching for an SDK and interested to see where it goes.

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Comment on Game Support by deHavilland http://feelthree.com/game-support_old/#comment-307 Sun, 17 Jul 2016 21:22:05 +0000 http://www.feelthree.com/?page_id=833#comment-307 combat flight simulations:
– DCSW: a must
– War Thunder: VR support slept for quite a while, but now it’s top notch. LOTS of aircraft, LOTS of sceneries!
– IL-2 BoS/BoM: not much to say, long-time reputation, VR support is slow, but will come and certainly shine in the end.

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Comment on Game Support by Hansang Bae http://feelthree.com/game-support_old/#comment-306 Fri, 15 Jul 2016 18:04:42 +0000 http://www.feelthree.com/?page_id=833#comment-306 Eagle Dynamics: DCS for sure!!! And P3D by Lockheed. It would be awesome. Thanks

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Comment on Game Support by Aginor http://feelthree.com/game-support_old/#comment-305 Fri, 15 Jul 2016 08:14:58 +0000 http://www.feelthree.com/?page_id=833#comment-305 If you can pull this project off, early integration into DCS World is a MUST.
P3D and X-Plane could also be interesting, but DCSW is a combat sim and already has some VR support.

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Comment on Game Support by Scott Bouchard http://feelthree.com/game-support_old/#comment-303 Fri, 24 Jun 2016 12:05:39 +0000 http://www.feelthree.com/?page_id=833#comment-303 Flightgear on Linux would be nice to see.

Have you made a real prototype yet?

It looks awesome, a really great idea, good work!

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Comment on Game Support by Nick http://feelthree.com/game-support_old/#comment-299 Mon, 01 Feb 2016 20:58:03 +0000 http://www.feelthree.com/?page_id=833#comment-299 iracing from iracing.co.

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Comment on Game Support by Martin http://feelthree.com/game-support_old/#comment-298 Sat, 26 Dec 2015 20:28:14 +0000 http://www.feelthree.com/?page_id=833#comment-298 If you follow through on the induction power supply thing, it would be awesome to optionally make the motion range a full 360 degrees around every axis. Every combat flight simulation enthusiast would cream his pants at that…

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Comment on Boom 20,000 followers on Twitter! :) by Jeff http://feelthree.com/2015/10/boom-20000-followers-on-twitter/#comment-295 Mon, 07 Dec 2015 03:26:08 +0000 http://www.feelthree.com/?p=2640#comment-295 Eagerly awaiting your Kickstarter, though impressed that you really want to have it all figure out before you pitch it.

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Comment on Boom 20,000 followers on Twitter! :) by Darren Smith http://feelthree.com/2015/10/boom-20000-followers-on-twitter/#comment-294 Tue, 03 Nov 2015 17:14:58 +0000 http://www.feelthree.com/?p=2640#comment-294 Congratulations FeelThree ?

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Comment on Cable Management Part 2 by news http://feelthree.com/2015/06/cable-management-part-2/#comment-293 Sat, 04 Jul 2015 21:02:34 +0000 http://www.feelthree.com/?p=2535#comment-293 In reply to Sir Pillowtail.

Well, most people will be strapped in with a 5 point harness, but we’re not going to offer inverted movement. It means you have to have a computer inside the sphere, a way of safely closing the sphere and is just too expensive at the start. That’s not to say that this won’t change… 🙂

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Comment on how many parts??? by marcus http://feelthree.com/2015/06/how-many-parts/#comment-291 Thu, 25 Jun 2015 01:29:05 +0000 http://www.feelthree.com/?p=2567#comment-291 are making this for oculus? Ie designing direction without screens

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Comment on Simplification pt 2 by James Sutterlin http://feelthree.com/2015/06/simplification-pt-2/#comment-290 Tue, 23 Jun 2015 18:17:57 +0000 http://www.feelthree.com/?p=2557#comment-290 You say cheap for connecting rods. What do you think the survival rate is on them?

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Comment on Designing a better omniwheel by dane http://feelthree.com/2015/06/designing-a-better-omniwheel/#comment-285 Mon, 15 Jun 2015 04:31:43 +0000 http://www.feelthree.com/?p=2541#comment-285 I am very interested in this. Can I help you make a video about it?

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Comment on Cable Management Part 2 by Sir Pillowtail http://feelthree.com/2015/06/cable-management-part-2/#comment-283 Thu, 11 Jun 2015 07:59:52 +0000 http://www.feelthree.com/?p=2535#comment-283 Just curious, what’s the plan to hold the player in place when the thing turned 180° upside down? So that the player don’t fall.

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Comment on Exposing the ‘obvious’ by news http://feelthree.com/2015/06/exposing-the-obvious/#comment-280 Tue, 02 Jun 2015 01:16:42 +0000 http://www.feelthree.com/?p=2528#comment-280 In reply to Vince.

Cheers Vince, we’ll see if that helps….

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