Pro & Business

Practice creates masters! That's probably true. However, practice in motor sports involves a lot of expenses and, in the worst case, injuries, up to and including the loss of the racing driver. What if you could increase the training sessions and eliminate costs, accidents and injuries almost 100%? Regardless of whether you want to purchase the professional simulator with your team or use it hourly at our site, you can decide for yourself after your demo ride. During our individual consultation, we not only adapt the motion presets or the race tracks to your wishes and requirements, but we also show you that the fully flexible simulators promise a real racing feeling. Efficient training at a high level! Have you already trained everything? Every situation already experienced? Would you like to do some fine-tuning now and perfect your driving behavior in critical situations? No problem! The choice of weather can be adjusted in the simulation, so that you can extensively train your own consistency even under bad conditions. By the way, you can also use the export of your virtual telemetry data to evaluate and compare the real data. Save yourself a lot of unnecessary costs in the future and train like the professionals of today. We don't drive fast, we just fly low! What are you waiting for?

PROLIMITS Full-Motion-Simulators
aren't just the best option —
they're the only option for true motion simulation.

Center of Rotation

The center of rotation is one of the most important factors when it comes to simulating G-forces. It concerns the so-called “parasitic forces”. To clarify this a little, a small example: If you virtually drive through a left turn, the simulator leans to the right. This means that the body is also pulled to the right by gravity. Since the image on the screen still tells the person inside the simulator that they are upright, this creates the impression in the brain that they are being pulled to the right by centrifugal forces and not by the inclination of the simulator.< /p>

The problem, however, lies in how the movement is carried out and how one gets to this point of inclination. Another example: When entering a curve, the car has neutral lateral acceleration. You turn and the acceleration increases. The simulator also moves. Now, when the car is actually thrown into a corner, the simulator actually has to move very quickly because the car can change acceleration much faster than its position - essentially instantaneous. But the simulator uses the position to simulate acceleration, which is why it tries to reach another position immediately. During this movement, various forces act on the body that it would not be exposed to during a purely sideways movement - the “parasitic forces”.

The goal is to minimize these forces - parasitic forces - because they tell the brain that something is wrong.

This is where the center of rotation comes into play, which makes the crucial difference in our simulator.

Imagine a simple motion platform that only moves back and forth, similar to those where only the seat moves back and forth. The center of rotation, i.e. the point around which the movements revolve, is very low in this case. The pivot point is a few cm below the seat. Your head is perhaps a meter away from this pivot point, the center of rotation. When moving quickly, the head is subjected to more lateral movement than the rest of the body, which is closer to the center of rotation. But what's worse is that if the center of rotation is underneath you, this movement will be the opposite of the intended force! Let's imagine you're driving through a right-hand bend. This means you need to simulate a lateral force pulling you to the left. To do this, the simulator must throw your entire body to the left at maximum speed. While in a real car your head would be pushed to the left, here it is initially pushed to the right! The result is that with a low center of rotation, any desired movement begins with a jerk in the opposite direction. Additionally, a lot of energy is wasted moving simulator mass back and forth unnecessarily. This discomfort often leads to you feeling sick. Imagine driving your car through a right-hand bend, but for the first tenth of a second you feel like you're being thrown to the left.

Racing simulators with rotation centers below the seat essentially provide the exact opposite of the intended acceleration at the start of each movement.

 

OUR center of rotation is therefore approximately at shoulder height and, depending on your sitting position, slightly in front of or behind the shoulders. This means that the head hardly moves but the rest of the body moves directly in the right direction. As a result, the vestibular system in the inner ear, which is responsible for controlling balance, moves very little, which leads to minimal parasitic forces at this point and correct parasitic forces on the buttocks (the “butt meter”).

Conclusion:

The geometry of our system allows us the flexibility to transmit forces to the rider that correspond to what they would feel in real life, without overlaying you with opposing forces at the beginning or end of each movement.

Why Continuous Rotation?

The 401cr has something other simulators don't have: a high quality one-to-one ratio between vehicle rotation and simulator rotation, with no washouts or opposing forces.

Yaw motion is one of the most critical forces a driver feels on the track. She helps him feel the car sliding. But there's more: it tells him where the car is in space and where it's going.

The 401cr gives riders exactly what and only what they expect! It gives them the freedom to drive instead of translating the signals from the simulation and the simulator.

From our animation you can see that the simulator with the limited rotation axis reaches its limits early in the right hairpin bend, causing the movement to pause before it suddenly starts moving again after the corner exit. The driver feels his car stop turning in the middle of the curve because the movement has reached its limit. In the second half of the curve it therefore feels as if he is already going straight and is no longer turning, and while the simulator is driving back to the center position, the driver feels as if he is turning to the left while this is happening But the car goes straight!

The lower the rotation range, the worse the problem of feeling something when you shouldn't feel anything. And that's the only thing worse than not feeling anything when you should be feeling something.

The yaw behavior of alternative simulators is almost always below the +/- 30 degrees shown here as an example. In the best case, the driver will experience reduced rotation. In the worst case scenario, they turn in one direction while the car is going in another direction.

The rotation perfects the natural sensation of the simulated G-forces

For example, when driving through an oval, the car rotates 360 degrees. The 401cr makes exactly the same rotation as the car, a continuous turn. While from halfway through the lap at the latest, a limited yaw simulator (due to the seat being moved back to the center axis) gives the feeling that you are turning right while the car continues to turn left or drive straight ahead. And there are no tricks that can compensate for that.

Some argue that simulator yaw applies to slip angle (sometimes simulator manufacturers try to rename yaw as the “loss of traction” axis). But 1:1 yaw feedback significantly helps you position the car even at zero slip angle. You can feel the apex instead of seeing it.

In addition, a 1:1 ratio is required when there are many small steering corrections in addition to a large, rapid turn.

This is something that a limited yaw simulator cannot handle. But it is absolutely important to be able to understand cars at the limit.

Only continuous rotation can do that.

Realism

Our 401CR motion system provides large motion range that truly simulates forces, delivers high-impact acceleration, and has best-in-class frequency response that helps eliminate motion sickness. And we support an industry-leading and ever-growing list of simulations and games.

We compared raw simulation output from iRacing with real-world accelerometer readings taken at head level in our motion system. A seat pusher will just show some random-looking wiggles, since there isn’t any consistent representation of g-force loading, but with the 401cr you can actually see a solid correlation between the traces:

The top trace is accelerometer readings from the 401cr. The bottom trace is the simulation output.

The 301 and 401cr are as close as you can get to replicating the real feel of a car.

Want to see for yourself? The raw data we captured is available on request.

401CR Demonstration Videos

Porsche 992 GT3 @ Road Atlanta

Porsche 963 LMDH @ Road America

Porsche 992 GT3 @ Sebring

Porsche 991 GT3 @ Kyalami

Cadillac LMDH @ Daytona

F1 @ Suzuka

Ferrari 488 GT3 @ Watkins Glen

Porsche 919 @ LeMans

Mercedes AMG GT3 @ Olton Park

Audi R8 LMS @ Spa

Information

Basics

Specification

  • Roll: 50 Grad (±25 Grad)
  • Tilt: 50 Grad (±25 Grad)
  • Lift: 40cm (±20 cm)
  • Yaw: > 360 degrees, Continuous rotation
  • Servo Power: Constant (1348W), Peak (2696W)

Dynamic performance

  • Roll Slew Rate: 60 degrees / sec
  • Pitch Slew Rate: 60 degrees / sec
  • Heave Slew Rate: 48 cm / sec
  • Yaw Slew Rate: 105 degrees / sec
  • Roll Acceleration: 572 degrees /s²
  • Pitch Acceleration: 286 degrees /s²
  • Heave Acceleration: 2.4g
  • Heave Acceleration: 343 degrees /s²
Servo System

Connected 3 or 4-axis digital servo drive that controls the actuators. Each actuator delivers up to 3hp and 250kg peak load. The actuators are ball screws with 46cm travel. The maximum person weight is 125kg.

Software Support

The simulator is not dependent on any software. The API makes it easy to add motion to a simulation. The simulator control is constantly updated, which supports new game titles. You are not tied to old software.

Racing simulations

  • iRacing
  • Assetto Corsa
  • rFactor
  • rFactor2
  • Project Cars
  • Project Cars 2

Flight simulations

  • Microsoft Flight Simulator
Audio

5.1 surround sound with a 12-inch 300-watt RMS subwoofer and 500-watt RMS Boston Acoustics Surround satellite speakers.

Screen options

Available displays include:

  • 1x 50 inch 1080p projection display
  • 3x 24 inch IPS or LCD monitors
  • 3x 27 inch IPS or LCD monitors
  • 1x 50 inch 3D LCD
  • Custom display setups are available - just ask.

Alternatively, VR glasses can of course also be used.

Controls
  • Force feedback steering with different steering wheels.
  • Paddle shifters and two additional control buttons (six button version optional).
  • Three pedal set including clutch. Long travel accelerator, clutch and progressive brake with high resistance.
Ergonomics

Seat and pedals adjustable. Steering wheel tilt adjustable up to 30 degrees. A left and right staircase for easy entry/exit.

Safety

Electronically locked seat belt and door. on-board emergency stop; external emergency stop connection. Lexan security system. Motor automatically slows down the system in the event of a power failure, emergency stop or interlock activation. The motor amplifiers remain de-energized as long as the safety loops are not fully active.

Power consumption
  • Operating voltage: 200 - 240V
  • Current consumption: 15A
Quality

The simulator is mostly metal; All metal parts are either made of stainless steel, anodized aluminum or powder-coated steel. All connections, cabling and mechanical components are of high industrial standard.

Certification

CE and TUV certified