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What is Seat Mover M2 and how it is different from other models?

Seat Mover M2 – is the simplest and most affordable model for a motion simulator experience.

It is the most cost-effective motion simulator made for customers who already have a PlaySeat EVO or Next Level GT Ultimate  or GT Omega ART frame, and want to experiment with motion simulation on a limited budget. Our Seat Mover is the same cost or in many cases a better and less expensive option than similar products on the market.
Unlike the other platforms we sell, the Seat Mover M2 moves only the seat while the wheel and pedals plates are stationary. It is less immersive in the game as H2, H3, P2 or P3 models and it is limited to 2 DOF (Pitch and Roll).

If you don’t have  any of the mentioned frames above, you will be happier purchasing the H2 model for the following reasons:

1) If you purchase a new frame and our Seat Mover M2, you will spend almost the same amount as for H2 model.
2)  The Seat Mover only moves seat , not the wheel and pedals plates, this less realistic than our other models
3) The H2 and P2 move the entire platform, wheel and pedals plates together with the seat, adding detailed immersion to your game play.

Here is how Seat Mover M2 looks:

https://www.youtube.com/watch?v=E6SHGWNBER8 and installed https://youtu.be/YQcIj958iIQ

In action https://www.youtube.com/watch?v=_3mw_pYNN9A

It is very compact (H 7.5″ x L 12.5″ x W 16.5″) H 19cm x L 32cm x W 42cm. Blueprint for MP2 and M2

It is easy to assemble, and easy to add to existing Sim chassis mentioned above. Plug and play software makes motion simulation quick and fun. It’s as easy as IKEA furniture.

What’s the difference between the H3 (consumer) and P3 (commercial) versions?

Our Commercial or Professional P series platforms (P2/P3/P6/MP2) have different industrial motors, that can work nonstop 10-12 hours a day every day. The main difference is the commercial version extends the longevity of the equipment for continuous use. The remainder of characteristics and parts are similar.

For home use 3-4 hours sessions, consumer versions M2/H2/H3/H6 will work great and the commercial platform (P2/P3/P6/MP2) not needed. However, we have many customers using them at home.

What’s included in DOF Reality platform?

DOF Reality ready to play includes:
— rigid metal rig for normal & F1 pose (except M2 models);
— mounts for wheel, pedals, shifter and (except M2 models);

— mounts for seat or sliding rails ;
— integrated power drive motors;
— 110/220v control unit with USB;
— SimRacingStudio license;
— quick assembly tools;
— 1 year full warranty.
We sell only the p’n’p motion platform,
Customers need to purchase their own seat, VR, and controllers (wheel, pedal etc).
Our platform supports all of them.

Will it Work With PayStation and XBOX?

Yes

Consoles are a closed controlled proprietary platform.
Now only few games, such as Grand Turismo 7 and Sport, PCARs, PCARs2, AC, F1, Forza Motorsport 7, Forza Horizon 4, 5 send motion data from consoles (UDP over network).
https://www.youtube.com/watch?v=psD5z6M9Cvs
We have a MagicBox solution for these games now it is $200.
For having motions in all other games we will have MagicWheel and MagicPEdals available in 2 month.
For supported PC and console games and latest consoles support, pls check list here https://dofreality.com/games/

Your Motion Simulator Platforms are amazing and affordable, but how I can convince my Wife to purchase one?

It is easy :

Unlike competitors, our Motion Simulator products have a very high Wife Acceptance Factor.
Just show her the costs of only one day on the real track even with your own real car + costs of tires + costs of brake pads etc.
And mention the risks of getting an injury and other
Same for the plane/helly flights. The cheapest Cessna 152 renal is $150 an hour (dry – without fuel) and you must have PPL license for it that is at least 10k$. And as a way better alternative, you can be at the safety of your home under the BOSS’s supervision you can drive and fly with or without a beer with NO risks at all, not even getting DUI…
Motion sims are huge budget and live savers all around!

What seat I should use with your platform?

Seat is a matter of personal preferences and comfort. Almost any bottom mount car or gaming seat can be used. We don’t sell them as you can use the seat of your preference or get it cheaper locally. We suggest a Bucket (so you don’t fall off during Gs) Racing Seat and a four-six point harness is optional. The lighter the seat weight, the better the platform performance. If your seat is not a tight fit (wide), you might be pushed and sway left and right during Gs and a harness might be useful with it. You can find seats on eBay Option 1, Option 2, Option 3, Amazon, or JEGS.

Real certified racing seats can be quite expensive, Ask for seat that is NOT certified for racing – they work the same way and are way cheaper than certified ones. In local classifieds, check for single racing seat. Finally, check the local racing community, they will be happy to help.

The best will be to use standard bottom mount car seat with sliders/rails (as in real car). It provides you the opportunity for quick adjustments as well.

Most of the bucket seats require side to bottom mounted brackets adapters and sliders

Our seat mounts: 280mm deep (front to back ) and 345mm (13″37/64), 375mm (14″49/64) or 405mm (15″15/16) wide

What is the difference between 2 , 3 and 6 DOF ? What is Pitch, Roll, Yaw, Heave , Surge and Sway? What is DOF?

2dof_seat3dof_seat

How motion cancellation / compensation works with your platforms?

The DOF motion platform can be used with any VR headset. There are some subtleties to be considered when combining VR with a motion platform. The motion platform will move the player’s head, which will move the VR headset, which will automatically affect the amount of movement you see in the VR image. Most of the time, the degree of motion is not enough to impact gameplay and can be ignored like in this example video https://youtu.be/oi8yvWzZXVw. If the additional motion of the VR image is too extreme, you might need to turn down the motion of the platform to a lower setting. This will minimize the “hopping/swimming” type of effects in the image and will give you a smoother experience with VR.

Software Solution for Motion Compensation
If the amount of movement in the VR image is too much and you do not want to turn down the motion, you can utilize motion compensation software which removes the platform movement from the VR image. OpenVR Motion Compensation is the current software to be utilized for motion compensation which can be downloaded here: https://ovrmc.dschadu.de/. OpenVR Motion Compensation will track the movement of a tracker mounted on the platform and remove the motion of the platform from the movement of the VR headset. OpenVR Motion Compensation can work with both types of VR headsets (base stations and inside-out tracking).

OpenVR Motion Compensation Tutorial Video: https://www.youtube.com/watch?v=1MqGO46xdtI&t
OpenVR Motion Compensation Install and Setup: https://ovrmc.dschadu.de/en/setup

There are primarily two types of VR headsets and they require the tracker to be mounted differently. Ones that utilize base stations (outside-in) for tracking of the VR headset movements such as the Valve Index, HTC Vive Cosmos, Pimax 5k/8k* and the original Oculus Rift (CV1). The other type utilizes cameras in the headsets that provide inside-out tracking which include the HP Reverb/G2, Oculus Quest/Quest 2/Rift S**, Samsung HMD Odyssey+ and other Windows Mix Reality (WMR) type headsets.

For VR headsets that utilize base stations, a tracker or controller (Valve Index Controller, HTC Vive Controller, HTC Vive Tracker) must be mounted on the motion platform and be in-line of sight by all the base stations. It does not matter where the tracker is mounted as long as its visible to all the base stations, though typically they are mounted near the head at the top of the chair.

For VR headsets that utilize inside-out tracking via the cameras on the headset, a controller (Oculus Touch Controller or WMR Controller) must be mounted on the front of the motion platform so it is in-line of sight of the cameras on the headset.

In either case, the tracker must be 1) firmly mounted to the platform and 2) must utilize some type of vibration mitigation. Vibration mitigation can be achieved by 1) adding additional mass/weight to the mount so it absorbs vibration energy and 2) using a vibration absorption material like soft rubber or Sorbothane.

Another potential software solution is the older version of motion cancellation called OpenVR Input Emulator. Though it is no longer being developed, there is still limited support from the community via its download page here: https://github.com/matzman666/OpenVR-InputEmulator/releases.
HTC Vive/Vive Pro: https://dofreality.com/HTCMotionCancellation.pdf
Oculus Rift setup: https://dofreality.com/OpenVR.pdf

* For Pimax users, the PiTool can potentially be utilized for VR Motion Compensation: https://www.pimax.com/pages/pitool. In PiTool, turn on a Valve Index controller, select it as the sensor in PiTool “Motion Cancellation’ and open the game. However, support is not guaranteed and may not work properly.

** The Oculus driver for SteamVR is made by Valve and not by Oculus as they only support their own closed eco-system. This causes issues with 1) big motions on Oculus devices might see a black border on the edge of your view and 2) rotation is not always compensated correctly.

Hardware/Non-Software Based Solutions for Motion Compensation
1) For VR headsets with inside-out tracking, consider covering one of the cameras with tape. It will prevent the headset movements from being tracked in the environment and provide some VR motion compensation without significant side effects and the need to use motion compensation software: https://www.youtube.com/watch?v=ksy7AxjbcD0

2) For the Oculus Rift, attach the sensor the platform using the DOF Oculus mount and cover the cameras on the VR headset. This disables the 3D tracking, which prevents the camera from jumping around in the game. However, this method also disables the rotation tracking, so if the motion platform turns on its yaw axis, you will have to turn your head to look forward in game. It’s suggested to limit the Yaw movement in your motion platform software in order to make the rotation just enough for you to feel but you will not have to turn your head to look forward in the game. This of course is not ideal, but doesn’t require motion compensation software.

3) For original Oculus Rift (CV1) users, the Oculus Rift sensor could be mounted directly to your DOF Reality platform to provide simulated motion compensation without the need to use motion compensation software; however, due to recent Oculus update this solution may or may not work. DOF Reality includes a mount for the Oculus Rift sensor in your DOF hardware shipment which should be placed at the front of the platform looking back at the VR headset. Mount the bracket to the two holes at the back of the wheel deck plate so it extends up and out to the front of the platform.

Additional VR Motion Compensation Resources
OpenVR Motion Compensation Tested Devices: https://ovrmc.dschadu.de/en/testeddevices
XSimulator Motion Compensation Thread: https://www.xsimulator.net/community/threads/openvr-motioncompensation.14576/
XSimulator Motion Cancellation Thread: https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/
HTC Vive Tracker Mount Example: https://www.youtube.com/watch?v=BPmo5kmk5CY

Can I use your platfom for helicopter simulaton?

Yes, Sure
It is easy to mount to any P or H model

Here are some pictures of our frame with PUMA
https://dofreality.com/wp-content/uploads/2019/02/Chopper-sim1.jpg
https://dofreality.com/wp-content/uploads/2019/02/Choppersim2.jpg

Can I put my full rig on your moving platform?

Unfortunately the only option will be to move the seat itself to our rig. as it is properly balanced for COG while other heavy frames are made for a static mount.
All controls such as wheel , pedals and shifters have to be mounted to our frame. It would be technically unwise to overload it with unbalanced weight.

Static frames are good for static setups, but when it will be under rapid movements and G forces it will not stay stable.
Our frame is specially designed and has gone through extensive testing and many iterations until it reached the current configuration to ensure rigidity over all movements spectrum, under heavy pilot weight, and even direct drive wheels.
With all these benefits, our frame doesn’t contribute a lot to the total platform cost. Most of the price comes from motors and electronics. We don’t overprice our product as most competitors, marking their products up two to three times more expensive than ours. Our mission is to make plug and play motion simulator platform affordable for many gaming enthusiasts.
You can put your controllers and seat on our platform and enjoy unique sensations that beat most of the expensive simulation solutions.

Can I set it up for F1 position besides GT?

Yes, sure you can set our platforms into F1 position reversing the main rail:
https://dofreality.com/wp-content/uploads/2017/10/F1.jpg
https://dofreality.com/wp-content/uploads/2017/01/slide1.jpg
https://www.youtube.com/watch?v=s-_JzoRDo_E
https://www.youtube.com/watch?v=H-c4orqKJIA

What are seat mounts and H/P models dimensions?

Overall with wheel and pedals stands: 120х90cm
Base:  85х80х8 cm
Pedal plate: 34cmх32cm
Height to the seat base: 40 cm
Height to the wheel mount plate: 80 cm (adjustable 65-85cm)

Seat mounts: 280mm deep front to back and 345,375,405 mm  wide (11″ deep and 13″37/64 or 14″49/64 or 15″15/16 wide)

What are the dimensions of the Mx2 seat mover?

All seat movers (MS2, M2 and MP2) have same frame and dimensionsblueprint for MP2 and M2 https://dofreality.com/M2blue.pdf  
Upper mounts: 430 mm wide(left to right) x 420 deep (front to back)
Bottom: 420mm wide x 420 deep
All measurements are between centres of mounting holes are 405mm
It is 205mm tall
If it doesn’t fit you can use metal bracket/slider or metal late or plywood panned on the floor to mount our mover to it and it to the rest of the frame.

There is some play in the motors black arms. Is this normal?

Unfortunately some play in the gearboxes and arms joints is unavoidable.
It is in the nature of the gearboxes to have play. otherwise, they won’t move
Some gearboxes have less at the beginning, but with time they all get to that level.
If it would be more than permitted (over 10% of the motion range) , we will replace it under warranty.
You can move the weight a bit to the front so the arms will be loaded and won’t bounce .
Also, you can use dampers option.
Motors can be warm after hours. don’t let them get over 70C.
If you have dampers, don’t tight them over 8 setting this will negatively affect motor lifespan.

Are your products compatible with consoles (XBOX One and PS4)?

Consoles are a closed controlled proprietary platform.

Now only few games, such as Assetto Corsa, PCARs, PCARs2, F1, Forza 4 and Motorsport 7, send motion data from consoles (UDP over network).
In order for any Motion Platform to work, console game needs to send motion data to it (external application). If game is not sending movement data then the platforms cannot move.
If game can send motion data then PC with SRS software is used as a proxy.
The process is simple:

1) Install SRS software that we provide for the PC. (any windows PC will work, no need for powerful gaming PC)

2) Connect our control box via USB cable to PC. PC should be in the same network as Console to get telemetry data from the game. That will be sufficient.
Other games work only on PC
For supported PC and console games and latest consoles support, pls check list here https://www.simracingstudio.com/console

https://www.youtube.com/watch?v=psD5z6M9Cvs

https://www.youtube.com/watch?v=6C8LF8kbnyw

https://www.youtube.com/watch?v=bYvcjQvLmbw

Do you have SDK available using Unity or other ?

We have SDK/API to send telemetry data or motion commands from Unity3D, Unreal or other software such as Python script to SimRacingStudio (software we use to operate motion platforms) https://gitlab.com/simracingstudio/srsapi
It should be easy and faster approach.

Customer References and demo systems ?

Our products have been available since 2015, with many independent reviews online and here: https://dofreality.com/reviews/

Here are some of our customers:

From US/Canada

mit.edu
fb.com
harvard.edu
airbus.com
oculus.com
udel.edu
topgear.com
hondaresearch.com
htc.com
theledgevr.com
virtualgamerz.org
ideasthatfloat.com
usc.edu
oasisvrx.com
inthesim.com
deepspace.me
cosmo.org
urace.us
trio-tech.com
siemens.com
45studios.tv
threeriverskarting.com
hookedondriving.com
calhounisd.org
clownshoemotorsports.com
nixonmotorsports.com
westernu.edu
psu.edu
vcvr.co
voxelvrp.com
bigboyvr.com
sullivaninnovations.com
virtualreality-live.com
ucsb.edu
moreheadstate.edu
genesisvirtualreality.com
riddlemeout.com
vreventgroup.com
columbia.edu
arkavevr.com
vrgineers.com
utk.edu
idealvrlab.com
petersen.org
hm.edu
imperialsportbikes.com
mgmotorsports.com
amamax.com
minewise.com
abilitie.com
bcbstx.com
ohio.edu
mediakind.com
nextstepcomm.net
virtualwonders.com
escapevirtuality.com
virtualadventuresusa.com
microcenter.com
tooeleschools.org
akerbp.com
amazevr.com
toolsinaction.com
quantumstabilizers.com
coautocr.com
simracinggarage.com
torchtechnologies.com
MillerMotorsports.org
zombieprocess.org
finishingconsultants.com
chapman.edu
huapl.edu
ttu.edu
advanteconline.com
warpedimagination.com
simracingstudio.com
cequix.com
fasttoysclub.com
poweredbystl.com
gobovr.com
missouri.edu
blutechevents.com
calhounisd.org
m18performance.com
aciersregifab.com
dix30simulation.com
forces.ca
1access.ca
gamechangerzvr.ca
centrerecreatifzone15.ca
tubbys.ca
stjoes.ca
ryerson.ca

And International:
airbus.com
siemens.com
topgear.com
fb.com
airasia.com
audace.fr
aviasim.fr
vrcenter.nl
insanepower.es
360-performance.com
immersivevreducation.com
roadplaningsupplies.co.uk
stonycreekgokarts.com.au
destination-vr.fr
hs-ulm.de
vr-racing.dk
motosparkz.co.uk
motor.ee
sqcircle.com
fun-force.at
flamingo.gs
jujubee.pl
arcade-lounge.de
brommeland.no
hypevr.com
vrgineers.com
timeride.de
proyectil.mx
yariplus.com
cu-bx.com
avantgarde.net
clarivate.com
thesimhub.co.uk
qub.ac.uk
lse.ac.uk
exner.com.au
kreuzgarageag.ch
r3form.org
orb-audio.jp
ultimatevr.co.nz
xtra.co.nz
elettrikasrl.it
thevrroom.nl
br-ag.ch
hocplc.com
hs-kl.de
paradoxcat.com
destination-vr.fr
air-style.fr
iium.edu.my
heuvelmarketing.com
lzh.de
dat-con.si
emperium.pl
d2cdot.co.jp
atigroup.be
indoorclub.dk
hemutec.swiss
tgnza.co.za
automotiveextras.co.uk
simrgarage.com
buehler-group.de
publithings.com
sotax.com
e1racing.co.uk
zuehlke.com
uef.fi
kth.se
rita3d.se
lloydsbritishinternational.com
gamerzone.com.mx
gellybomb.com
play-max.pl
discovr.pl
rallypoland.pl
qumak.pl
t-i.com.pl
playseat.com.pl
Room2race uk
matarikimotorlodge.co.nz
deakin.edu.au
vreventrent.com
smaaash.in
formula-iq.com
logitech.com
woolacombefryer.com
kabelfoon.nl
mabrik.ee/virtuaalreaalsus/
datosmedia.es
tracto-technik.de
futuruum.ee
lasergame-berlin.de
virtual-evasion.fr
evolutionmining.com.au
mr8smartsolutions.com
black-molly.se
vrheaven.fi
takeoffmedia.net
nirvanatechnologies.com
neuroequilibrium.in
vrcity.lt
wiztech.no
uni-due.de
erredisistemi.com
www.db-electronic.it
exner.com.au
vr-bridge.com
joslyn.co
ed-209.com
virtual-reality-arena.de
virtual-evasion.fr
qatar.tamu.edu
dvp.net
smartvr-studio.com
www.reshiftstore.nl
maxart.com.au
wolff.ag
romerauto.es
uliege.be
danesp.dk
www.sercap.cl
voxdale.be
cetrez.com
spare-gmbh.ch
virtualrealms.co.za
kandh.com.tw
virtualrealityadelaide.com
acceleratedridertraining.co.nz
gtomegaracing.com
due-home.com
meitechinc.com
libero.it
enjoyvr.nl
usaneers.de
naver.com
unlimitedimport.fi
nablaware.fr
j-h.nl
dvmobile.fr

What I will get if I order?

We are selling the complete platform. Each individual system is assembled, tested, and tuned. They’re  disassembled before shipping, so all you need to do is put it together, install provided  motion software on your PC, and connect our controller via USB! All parts and tools needed for quick assembly of the platform are included.

How to balance your motion simulator platform?

To check the balance, disconnect both front motors arms – you’ll need one or two strong friends to help you!
Ask them to hold the seat from the back left and right while you get in.
Once you’re in, sit with your usual pilot posture. The platform should be almost perfectly balanced (not diving to the front and not to the left). It should be easy for your friends to hold it and it should be level with minimal effort. The goal is for you to move the seat and other parts to the COG balance point described above.
The better you balance it, the better and longer it will perform.
You might find advice online to balance it with counterweight, we strongly against this as you add unnecessary weight for the motors to lift and momentum to fight against with while changing directions. The best counter balance is your own body weight.

When you’re done you can put motor arms back and check the performance.

Can I put additional equipment on your platform?

Yes, but you need to do it properly.

Our platform is lightweight and simple due to its perfect weight balance. This allows us to use affordable motors and gearboxes. If you want to add something besides the standard wheel, pedals, yoke, gear shifter, throttle, and HOTAS, you will need to plan and implement it properly.

Each additional piece of equipment (even a lightweight element) on the moving platform should be well positioned and counterbalanced (same weight and same arm length). You can’t put TV screen or computer monitor on our simulator, no matter how light it is. It’s always better to consult us before installing any extra equipment on the platform.

Don’t put ANY controllers on the platform before it is completely tested working as desired. After assembly, only attach the seat. Nothing extra. Once the platform and the seat are working, you can start adding controllers one by one, doing movement tests with a person seating at the pilot seat after implementing each new add-on to the platform weight.

Where I put some Buttkicker or shakers on your platform?

The best place is under the seat attaching it to our seat with mounting brackets or hard parts of the seat itself. The closer you can place them to your body – the better the effect. You’ll need to experiment a bit if you aren’t sure that you will benefit from four of them. For more advanced and precise tactile feedback check SRS shake kit.

SimRacingStudio  enable proper signal output from the games for Buttkickers. It’s the equivalent of SimVibe and you get it for free with our platform!

What methods of payment do you accept?

You can pay with most credit cards and PayPal as well as SWIFT, SEPA, ACH Bank transfers .

Compatible with Linux?

No, At the moment our motion software is not compatible with Linux. But you can configure your setup on Linux with our platform control SDK.

What about space and replacement parts?

DOF Reality systems are designed with almost entirely “commercial off the shelf” (COTS) components, which are provided by large scale multinational manufacturers. This means that sourcing spare parts for our systems long into the future will be trivial, since the use of commercial technology ensures long life spans and support for spares.

How much does shipping costs?

Please follow this page to determine shipping costs.

Can you do platform customization?

Yes! We always accommodate customer requests. However, some platform customization can increase the cost of the unit.

What max bank angle do I need from motion platform?

Simulators are made to trick our brains in getting some sensations and our brains are very inaccurate as a bank angle meter, however it is a good accelerometer . That is why the relaxed body put in high salted water in the dark got completely confused of its orientation and position like weightlessness. So we getting sensations from acceleration, but not absolute positioning and here pitch/roll/yaw should be done just with enough speed and  where it got stopped 10°, 15° or 20° degree doesn’t really matter for our sense of movement.

I am tall and not sure that will fit your 6 DOF platfrom ?

From the back to the wheel stand it is 730 mm that can be extended to  805 mm
From the back to the beginning of the pedal plate 905 mm that can be also extended but 75 mm giving 980 mm

What controllers (wheel, pedals, shifters, joysticks) seats your platform compatible with?

Our platforms are fully compatible with virtually any controllers. Our stand was proven to hold even 19kg direct drive wheels without issues.

Fanatec products are a good balance between cost and performance

How I can get vibration Bass body Shakers Transducers simulation with your platform?

Motors or actuators can’t reproduce rumble frequencies 15-200 Hz just due to physics. This simulation can add realism in flight simulation as well as for racing when you feel the engine RPMs and driving surface. If you are looking for this type of simulation, you definitely need Bodyshaker, Bass Shaker, or Buttkicker. There is a ton of advice on the subject on the flight and race simulator forums and blogs.

For the racing sim experience, There are few issues you need address. Initially some software will generate vibrations. It includes:

  1. Normal sounds coming from game audio, forked to amp and shakers can reproduce only low frequencies ignoring the rest.
  2. Special sounds additionally generated by the game or add-on such as SimVibe or SRS dedicated for shakers. It can be done based on information the game provides to this add-ons such as RPM, gears shifting, and road bumps that car is heating. Based on this input sophisticated software such as SimVibe can generate dedicated audio signals to up to 8(7.1) mono channels to additional dedicated sound card that sends them feather to audio amp and to shakers that are positioned in special spots of simulated cockpit.

Option A is easy to introduce, but might not be as realistic as players want. For option B, you will need to check what is supported by SimVibe for your game. SimVibe itself costs $89. SRS should have the same features. As for the amp and shakers, the sky is the limit in pricing and marketing promises. I suggests trying something simple with option A such as the forking analog audio output of your sound card to this AMP (don’t forget 24v power supply for it)  + two basic shakers.

Does you your platform work with Game Engines and SDK development tools such as Unity3D?

Yes, in Unity3D and others there is a library to send data directly to Arduino (that our controller is based on) over serial. Alternately, SimRacingStudio SDK can be used. There shouldn’t be a problem sending your telemetry data from Unity3D to SRS, so it can set the platform position accordingly. https://gitlab.com/simracingstudio/srsapi

Do I need to purchase something else to be able to use your motion simulation platform?

DOF Reality  is NOT a DIY (Do It yourself) kit where you have to invest a lot of time and money in order to make it at least somehow work. It comes as a ready-to-go, tested and tuned package with only minimal easy assembly required. You will get a complete working plug and play platform.
Seat and game controllers are not included.

I’m starting from scratch, is there a wheel and pedal/ shifter that you feel would work the easiest with your setup?

Our platform is proven to support any controller, even heavy direct drive wheels. It all depends on your budget. We suggest you start with Logitech DFGT set. IMHO the rest of Logitech (G25-29, 920) have not much improvement compare to DFGT, but priced higher. If you will feel that you need more, go for the Thrustmaster TX/T300 wheel. For pedals, if stock Logitech or Thrustmaster won’t be enough check Fanatec CS Elite, ClubSport v1 or v2. CSP v3 have not much improvement compared to v2 and you can get great deals for v1 or v2 on eBay.

Fanatec products are a good balance between cost and performance

Where are your production facilities located?

We build and ship directly from our production plant in Europe, but not inside the EU.

We ship with TNT. Our prices don’t include VAT/customs duty.
Tax is usually the standard import tax for your country.
We use HS code 9504 50 00 00 for the declaration. You can check your import taxes based on it.

 

Will I need any additional Software?

No, we will provide you the needed software and updates access for the upcoming games.

Does your products packages include seat, wheel, pedal, gear shift other game controllers ?

DOF Reality ready to play includes:
— rigid metal rig for normal & F1 pose (except M2 models);
— mounts for wheel, pedals, shifter and (except M2 models);
— mounts for seat or sliding rails ;
— integrated power drive motors;
— 110/220v control unit with USB;
— SimRacingStudio license;
— quick assembly tools;
— 1 year full warranty.
We sell only the p’n’p motion platform,
Customers need to purchase their own seat, VR, and controllers (wheel, pedal etc).
Our platform supports all of them.
We provide all needed cables and motion software (not the games).
pls read this FAQ for more information and recommendations

also there is a great community group https://www.facebook.com/groups/1858593921047822

How I can mount Honeycomb Alpha and Bravo controllers?

you can get 3D print ( hubs.com)  and CNC set of mounts for the:
Honeycomb Alpha and Bravo.
Knobster Mount
Touch Screen Monitor Stand

Does your platform comes with predrilled holes for mounting wheels and other controllers?

We have pre drilled holes for mounting all Logitech and Thrustmaster wheels, if you have other wheel, just let us know the mounting points and we will be happy to do it for you complementary.

Can I use your platform with VR: Oculus Rift, HTC Vive and future products?

Yes, you can use any VR. We have different ways to provide motion cancellation. You can use any VR set with or without the external reference tracking camera like (Rift or Vive). It is better not to mount camera(s) on motion platform. We have many users reporting better results when camera(s) mounted in front or the platform making sure it is always visible from any helmet location.
We include mounts for Oculus as Vive is easy to mount on the top of the seat video.
Some customers prefer it on the platform, some off.

Oculus VR Motion Cancellation
HTC Vive – Vive Pro VR Motion Cancellation Setup Guide

VR Motion Cancellation:
https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/page-22#post-160590
https://www.xsimulator.net/community/attachments/htc-vive-vive-pro-vr-motion-cancellation-setup-guide-pdf.53774/
https://www.xsimulator.net/community/faq/htc-vive-vive-pro-vr-motion-cancellation-setup-guide.311/

Depending on where your camera is placed, on rig or off rig, you can encounter the picture inside the HMD (Head Mounted Display) “jumping around.” This is due to the camera and headset working against each other as the VR hardware is not designed for use in motion platforms, there are a few ways to resolve the problem, however neither is ideal nor official.

Method 1.
Attach the camera on the rig and blind the camera (cover it with something). This disables the 3D tracking preventing the camera at jumping around in game. This method also disables the rotation tracking, meaning if the simulator turns 90degrees IRL, you will have to turn your head 90degrees to look forward in game. That is why we suggest limit Yaw from 5%–10% making the rotation just enough for you to feel, but not notice needing to turn your head to look forward in game.

Method 2.
Placing the camera off rig. This yields the same results as above; however, you are able to get off the rig and move around (also in game). You might move slightly around in-game depending on the settings of the simulator.

Method 3.
Placing the camera on rig. If you wish to place the camera on rig and do not wish to blind it to get the full experience, you might need to turn down movement on the simulator to a low setting. This will minimize the “hopping” and will give you a smoother experience with the HMD.

Here is are videos of one of our customers using VR.

Will DOF Reality Hx work for me or I need Commercial Px platform?

For the home use you don’t need Commercial platform. Industrial versions P2 and P3  of our  platform are for Commercial use only. It is based on industrial motors that can work hours each day. The only difference is in motors + gear boxes and power supply.

If the pilot weight is close to the platform limit 330 lbs (150 kg) we recommend to get Commercial P2 or P3 platform.

I have a custom built rig which already has wheel/pedals/shifter/ebrake which are attached to it. Is it possible to make a DOF Reality for seat only?

Sure, we can do it as mechanical customization. We have to shift COG. Please contact us for specifics sales@dofreality.com.

How you ship your platform to USA, Europe and other regions?

Due to the lightweight design (19-58kg), our simulator can be shipped in two boxes. We suggest air shipping for a shorter lead time and better service. Prices do not include import taxes, duties customs and brokerage charges. Please email us when you need to adjust customs declaration form. We can use the courier of your choice if it is available in our area.

How I can get CE and other certificates?

Any Question ?

If you have any questions or suggestions regarding our motion platform please contact us.

Ask us now