What is a Motion Simulator

A motion simulator (or "sim" for short) is a stationary base that carries a moving platform and a passenger. It duplicates the same movements as a vehicle inside a video game or ride film (such as a race car, airplane, or roller coaster). The overall sensory experience is much more complete, realistic, and fun. Motion simulators do some or all of the following movements:

The purpose of a good simulation is to create an environment that allows the participant to become immersed in the experience of the event. For the most realistic simulation, the more identical the simulation is to the criterian event the better. Video games are providing increasingly realistic sound and visual cues. BlueTiger provides the motion and kinetics.

The key to a quality motion simulation is to convince the rider that they are in a moving vehicle (race car, airplane, etc.) looking out through the windshield (monitor). The BlueTiger design provides the strongest motion and visual cues because the seat, controls, and monitor all move with the rider. Sophisticated high-end commercial simulators all employ this configuration. It creates the perception that the rider is in a moving vehicle and not moving around inside the vehicle. Having the controls and monitor move with the rider is critical for pitch and roll movement and position to be convincingly perceived as acceleration, braking, and centrifugal force.

BlueTiger uses a combination of fast and slow frequency movements proportional to action in the game to convince the rider that they are experiencing both the dynamic forces of acceleration, braking, and centrifugal force, and physical position like driving up and down a hill. In addition to the primary dynamic and physical forces, a variety of special effects such as engine vibrations, road surface texture, bumping, etc. are created.

There are many other secondary components that can be added to the simulation to enhance the imersion environment. As a general rule of thumb, the more authentic the accessories, such as the seat, steering wheel, and joystick, the more realistic the simulation. Conversely, the simulation can also be perfected by eliminating distractions in the room. We encourage all sim fans to tailor the simulation environment to best fit their own preferences, requirements, and expectations. And, now that consumer motion simulators are here, we hope they will also benefit game developers who can take advantage of motion to generate new excitement about their products.