The sim cannot reproduce sustained turning G force sensations and it can't reproduce the long term turning effects on your inner ear because it can't rotate in a sustained way. The sim is also good at doing short lateral jerking motions that you would feel when touching down in a crosswind with a bit of crab in. The only vertical accelerations the sim can reproduce are short bump sensations and other brief vertical motions made possible by the ability to of the hydraulic jacks to jerk the machine up or down briefly a few feet. The only G forces the simulator can simulate are sustained lateral forces, which you feel when it tilts, and very limited short vertical and lateral accelerations.Ī tilt aft feels like acceleration/climbing, a tilt forward feels like deceleration/descending, and tilts to the side feel like you are skidding. G-seats like depicted above provide cues to our body skin sensors, as do G-suits. Military sims are a different kettle of fish, as mentioned in this answer. Level D simulators are for civil aviation training, which teaches how to limit load factor. So if we heave the sim rapidly and show the movement on the visual, we cannot detect very readily if we're not pressed down by g-forces anymore after some time. Our brain seems to rely on the inner ear for detecting the first onset of acceleration, then on our peripheral vision to read the motion velocity. Vertical sustained acceleration is a different matter altogether: the 1G is always already there and can only be reduced by tilting the sim, while in manoeuvres with increased load factor we're looking to increase beyond 1G.įortunately the inner ear sensors can be tricked to an extent: they are very good at detecting acceleration onsets but get flooded by sustained acceleration inputs. Of course, this tilting of the 1G gravity vector is limited to practical angles of about 45°, producing 0.7G of simulated sustained horizontal acceleration. They can produce sustained G-forces, by tilting the sim without the occupants noticing.
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