![]() Sounds crazy, I know, but you’d be surprised how intense a 20-minute, wheel-to-wheel virtual race can be with a big field of drivers and open communication between the whole lot. When the pandemic hit and lockdown ensued, racing enthusiasts and professional drivers alike turned to virtual racing to keep the spirit of competition alive and preserve muscle memory. The Ford Bronco Is Back After 25 Years to Kick Ass."We focused from day one on eliminating all of that stuff, and what we've got is a real pure motion generation device where, what the driver feels, is what we ask, and not a whole load of other peripheral noise. Things that you obviously don't expect in an accurate simulation. ![]() "When drivers test our simulator after trying others, one of the first things that we always hear is how mechanical everyone else's simulators feel: how they have clonks, bangs and rattles. Warne adds: "The signal-to-noise ratio, so the data that we put through our simulator, comes to the driver without a whole load of other miscues and noise that you get on other simulators. Nothing felt fake or unnecessarily exaggerated. ![]() Having driven laps of Barcelona and Spa (and yes, I managed to take Eau Rouge flat!), the immersion in the driving was complete by the fact that it felt so natural and real. One of these is the lack of clunkiness, either mechanically or in sound, as it moves around when in action. There are other elements too that Dynisma says make the DMG-1 stand out. "Every other simulator has got this filter on it, which dumbs everything down so it becomes this numb system." All of this plethora of information is coming through from very low to very high frequencies. "But there is also data that's coming from the vehicle model that tells you what the car is doing whether it's tyre vibrations, whether it's the contact patch dynamics and drivetrain vibrations. "So when you go outside, and you drive over a rumble strip, these frequencies can easily be 100Hz, and you're feeling it straight through the vehicle. You can still have much higher frequencies reach the driver, even on your road car. "In actual fact, all that suspension does is attenuate the frequencies that are coming through the car. So the thought was, why do you need a lot higher than that? "The reason for that was that if you go up to a car and you kick it, the body modes of the vehicle were somewhere between five and 15 Hz. Warne adds: "In the past, people talked about having a bandwidth of about 20Hz being enough. "You have a very accurate vehicle model, which captures all the physics, but then you need a really high-end motion system like our technology, which provides that information to the driver as quickly as possible. But ultimately, what you're trying to do in a racing simulator, especially in high-performance racing simulators like F1, is get the driver to respond in the same way as they would in the real car. "A simulator is a very holistic system, bombarding all of the senses of the driver. He previously led the simulator team at McLaren and worked with Ferrari's previous generation model when he was there as a senior vehicle dynamics engineer before he set up Dynisma in 2017. "It's a really critical parameter," says Warne. ![]() In years gone by, it was felt that a latency of 20-50 milliseconds was deemed acceptable.īut the DMG-1 has taken things to the next level, getting latency down to under five milliseconds – which is ten times better than some other current simulators available on the market. This information feedback is something that needs computing and getting processed to the driver, not in tenths of a second, but milliseconds.
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