SimCraft

Last updated
SimCraft
Company type Private
Industry Vehicle Simulation, Flight Simulation, Racing Simulation
Founded1998
FounderWilliam MacDonald and Sean Patrick MacDonald
Headquarters,
Key people
Alana MacDonald, Matthew Thill, Matthew Nix
Products APEX1, APEX2, APEX3, APEX4, APEX5
Number of employees
25
Website www.SimCraft.com

SimCraft, a privately held company headquartered just outside Atlanta, Georgia, is the creator and manufacturer of a proprietary motion simulation technology. Focused primarily on racing driver development, SimCraft technology has also been applied to flight as well as promising and pioneering health research on neuroplasticity restoration in cancer patients. The motion simulator technology, in development since 1998, was designed to recreate the manner in which vehicles move in earth physics. SimCraft offers a range of motion simulation products that provide a true tactile motion experience for Motorsport Simulation (a.k.a. simracing) and flight simulation. The company's core innovation and technology is the simulation of movement through proprietary physics based software interfaces and a patent pending hardware architecture based on Center of Mass principles of motion. The company's product applications range principally by variation in chassis design and material and are found in usage from military training/research, [1] medical research, neuroplasticity rehabilitation, professional training, [2] entertainment, gaming enthusiast, [3] and esports.

Contents

History

William MacDonald

William MacDonald, SimCraft's co-founder William MacDonald.jpg
William MacDonald, SimCraft's co-founder

The history of SimCraft begins in 1997, with William MacDonald; a recently retired engineer from Eastman Kodak and flight simulation enthusiast who established a sole proprietorship and began a retirement project. Unable to find an affordable motion platform for flight simulation, Mr. MacDonald undertook the building of his own system using components available at almost any hardware store. The result of this effort, which took over half a year, was a 3DOF full motion simulator named "SimCraft" - with full roll, pitch, and yaw axes. This first complete system was a different approach to motion simulation with all three rotational axis.

First Prototype

The first working iteration of this $1000 motion chassis was made mainly from lumber and PVC but contained elements that still form the underlying concepts of the modern SimCraft motion system. [4]

Center of Mass (CoM) Architecture

The key component of the system is the concept of using a balanced, center of mass architecture in which the motion chassis rotates about its Center of Mass (CoM). This setup requires a much smaller amount of force to provide a large range of motion, and is different from the Stewart platform type designs, the standard approach in commercial applications over the past several decades, that require large forces for motion. This system of movement is also described by the physics of aircraft. [5] The CG architecture model is intended to mimic a real vehicle's rotational motions since the rotation axes (roll, pitch, and yaw) are mutually perpendicular, always fixed, rotating at or near the actual center of mass (of the sim), and intersecting at a single, static point - as they are in both land and air based vehicles. This approach also separates the degrees of freedom, making roll, pitch, and yaw independent, and independently controlled, from each other.

Pneumatic Actuation

PVC pneumatic actuator and digital valve Pneumatic actuation.jpg
PVC pneumatic actuator and digital valve

Although the company's technology has changed over a decade and is now based on electromechanical control, [5] that eliminate latency and safety concerns, the first prototype's motion was supplied by homemade PVC pneumatic actuators and powered by a 4 horsepower canister vacuum cleaner. The vacuum cleaner was capable of producing 2.0 PSI, this pressure coupled with a 3" bore linear actuator produced approximately 20 pounds-force or around 90 newtons. The systems positioning was controlled by a series of solenoid based digital valves custom designed by William MacDonald.

Joystick Controlled Motion & Output Controlled Revision

This first motion system developed in 1997/1998 used a "follow the joystick" approach which is based on the input to the system instead of considering the output result of a simulation. The first modification was to switch to an output, or vector physics, based motion system to represent the movement of the vehicle in a simulation. This approach is currently used in SimCraft's zero latency, [6] physics based, motion control software. [7]

Website and eCommerce

William MacDonald completed several versions of this motion simulation method in fully functional applications and launched www.SimCraft.com in 1998 [8] to sell his plans for $30 to the community of flight simulation enthusiasts. A "SimKit" was later offered, including some off-the-shelf control components for $350. These plans and kits were sold and distributed in over 20 countries from 1999 to 2001.

Second Prototype and passing of William MacDonald

William MacDonald was working on a next generation motion system when he died unexpectedly in January 2002. This second prototype was not completed or even fully understood as the plans were never documented, but it was determined from the completed work that the new design concept also called for the use of a pneumatic control medium.

SimCraft LLC

Mr. MacDonald's son Sean Patrick formed an LLC in 2004 to continue development of the architecture and refine the product application for both simulated training and gaming entertainment. During the first year of the LLC's founding, market research conducted by Sean Patrick and long time friend and fellow technologist Michael Boardman determined there were various markets for a motion enhanced simulation experience, [9] but that a complete DIY project was not a viable business model. Thus, the build plans for the first SimCraft motion simulator were open sourced and released to the worldwide flight simulation community on SourceForge.net. [10]

CORE Architecture Development

SimCraft worked to refine the Center of Mass architecture and with the specific goal of producing a commercial level 2DOF and 3DOF motion simulator. Electromechanical actuation was adopted as the sole medium for motion control, to eliminate air pressure latency and performance issues, and proprietary rotary "knuckle" bearings were developed to form the CORE architecture and create the adaptability of various chassis designs.

Extruded Aluminum 2DOF Chassis and Tubular Aluminum 3DOF Chassis

The first application of the CORE architecture was a 2 degree of freedom (roll and pitch) extruded aluminum chassis. This prototype design provided proof of concept and a testing sled for incorporating software motion integrations including physics based racing and flight simulation. A tubular aluminum chassis was later fabricated allowing for the addition of the yaw axis of rotation. [3]

Advanced Technology Development Center

The company was admitted to Georgia Tech's business incubator program, the ATDC in the summer of 2006. [11]

The 8 Series

SimCraft's motion technology [5] develops the 8 Series, featuring the latest in the company's chassis engineering. [12] The APEX is the motorsport version of the sc830 for training professional and amateur race car drivers. [2] [13] This model is used by the Army Corps of Engineers' S.A.V.E. project to study, understand, and simulate the dynamics of a vehicle being driven at high speeds in a loose surface environment. [1]

S.A.V.E.

In November 2007, the U.S. Congress passed legislation funding the SAVE Program, Synthetic Automotive Virtual Environments. The President signed the legislation into law the same month. The SAVE Program is headed up by the Cold Regions Research and Engineering Laboratory (U.S. Army, Hanover, New Hampshire) and Vehicle Control Training, LLC (Franconia, New Hampshire). Congress has authorized funding for FY09 and FY10, FY11 is probable. The SAVE Program is supported in the United States House of Representatives by Democrat Paul Hodes and in the US Senate by Republican Judd Gregg. The SAVE Program enjoys bipartisan, bicameral support. The program includes partners of Ford Motor Company, the US Army, SimCraft, and individual researchers at Georgia Tech and MIT.

SimCraft has been selected as the motion simulator supplier for synthetic training development and is also the lead software development resource on the integration of other technologies used within the environment. [14]

SAVE came to existence because motor vehicle accidents are the leading cause of accidental death within the military. [15] This cost in lives lost, injury, and damage cuts across all aspects of the military machine and is a limiting factor in mission delivery. The solution proposed by SAVE is the development of three technologies: effective synthetic expert driver skills training, leap-ahead adaptive active safety systems, and autonomous vehicles. The research effort and focus represents an advancement in active safety systems such as ABS braking, dynamic vehicle stability control, and active steering.

The first and primary objective of the research is to develop, field, and validate synthetic fundamental driving skills training. At the end of the first year of research, the SAVE program has validated a synthetic environment that effectively trains the following skills: correct eye placement, straight line braking (ABS/non-ABS), accident avoidance, and rollover avoidance.

APEX sc830 Launched

In January, 2009 SimCraft launched the APEX Motion Racing Simulator at the Consumer Electronics Show in Las Vegas, Nevada. [16] [17] The APEX sc830 (later rebranded the APEX3) is a 3 DOF racing simulator with pitch, roll, and yaw motion; fabricated from tubular chromoly steel with powder coated finish. The sim is customized with various controls, visual, and audial technologies, adaptable to individual users.

Related Research Articles

<span class="mw-page-title-main">Simulation</span> Imitation of the operation of a real-world process or system over time

A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in which simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Another way to distinguish between the terms is to define simulation as experimentation with the help of a model. This definition includes time-independent simulations. Often, computers are used to execute the simulation.

<span class="mw-page-title-main">Flight simulator</span> Technology used for training aircrew

A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they react to applications of flight controls, the effects of other aircraft systems, and how the aircraft reacts to external factors such as air density, turbulence, wind shear, cloud, precipitation, etc. Flight simulation is used for a variety of reasons, including flight training, the design and development of the aircraft itself, and research into aircraft characteristics and control handling qualities.

<i>FlightGear</i> Flight simulator

FlightGear Flight Simulator is a free, open source multi-platform flight simulator developed by the FlightGear project since 1997.

Vehicle dynamics is the study of vehicle motion, e.g., how a vehicle's forward movement changes in response to driver inputs, propulsion system outputs, ambient conditions, air/surface/water conditions, etc. Vehicle dynamics is a part of engineering primarily based on classical mechanics. It may be applied for motorized vehicles, bicycles and motorcycles, aircraft, and watercraft.

Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published.

<span class="mw-page-title-main">Train simulator</span> Computer-based simulation of rail transport operations

A train simulator is a computer based simulation of rail transport operations. They are generally large complicated software packages modeling a 3D virtual reality world implemented both as commercial trainers, and consumer computer game software with 'play modes' which lets the user interact by stepping inside the virtual world. Because of the near view modeling, often at speed, train simulator software is generally far more complicated software to write and implement than flight simulator programs.

<span class="mw-page-title-main">Sim racing</span> Video game genre

Simulated racing or racing simulation, commonly known as simply sim racing, are the collective terms for racing game software that attempts to accurately simulate auto racing, complete with real-world variables such as fuel usage, damage, tire wear and grip, and suspension settings. To be competitive in sim racing, a driver must understand all aspects of car handling that make real-world racing so difficult, such as threshold braking, how to maintain control of a car as the tires lose traction, and how properly to enter and exit a turn without sacrificing speed. It is this level of difficulty that distinguishes sim racing from arcade racing-style driving games where real-world variables are taken out of the equation and the principal objective is to create a sense of speed as opposed to a sense of realism.

<span class="mw-page-title-main">Lunar Landing Research Vehicle</span> Apollo human lunar landing training vehicle

The Bell Aerosystems Lunar Landing Research Vehicle was a Project Apollo era program to build a simulator for the Moon landings. The LLRVs were used by the FRC, now known as the NASA Armstrong Flight Research Center, at Edwards Air Force Base, California, to study and analyze piloting techniques needed to fly and land the Apollo Lunar Module in the Moon's low gravity environment.

<span class="mw-page-title-main">Driving simulator</span> Professional simulator designed for beginner drivers

Driving simulators are used for entertainment as well as in training of driver's education courses taught in educational institutions and private businesses. They are also used for research purposes in the area of human factors and medical research, to monitor driver behavior, performance, and attention and in the car industry to design and evaluate new vehicles or new advanced driver assistance systems.

Combat flight simulators are vehicle simulation games, amateur flight simulation computer programs used to simulate military aircraft and their operations. These are distinct from dedicated flight simulators used for professional pilot and military flight training which consist of realistic physical recreations of the actual aircraft cockpit, often with a full-motion platform.

<span class="mw-page-title-main">Motion simulator</span> Type of mechanism

A motion simulator or motion platform is a mechanism that creates the feelings of being in a real motion environment. In a simulator, the movement is synchronised with a visual display of the outside world (OTW) scene. Motion platforms can provide movement in all of the six degrees of freedom (DOF) that can be experienced by an object that is free to move, such as an aircraft or spacecraft:. These are the three rotational degrees of freedom and three translational or linear degrees of freedom.

Thales Training & Simulation Ltd. is a multinational company which manufactures simulators, including full flight simulators and military simulators, and provides related training and support services. It is a wholly owned subsidiary of the Thales Group.

Vehicle simulation games are a genre of video games which attempt to provide the player with a realistic interpretation of operating various kinds of vehicles. This includes automobiles, aircraft, watercraft, spacecraft, military vehicles, and a variety of other vehicles. The main challenge is to master driving and steering the vehicle from the perspective of the pilot or driver, with most games adding another challenge such as racing or fighting rival vehicles. Games are often divided based on realism, with some games including more realistic physics and challenges such as fuel management.

<span class="mw-page-title-main">D-Box Technologies</span> Motion effects company

D-BOX Technologies Inc. is a publicly traded haptic motion technology company based in Longueuil, Quebec. The company designs and manufactures motion and haptic systems for entertainment, simulation, and training industries. Combining haptic technology with actuators provides physical sensations in a virtual setting. As of July 2019, D-BOX seats were located at over 700 movie screens in 40 countries.

Wirth Research is a group of engineering companies, founded by Nicholas Wirth in 2003, specialising in research, development, design and manufacture for the motor racing industry and other high technology sectors.

Vortex Studio is a simulation software platform that is developed by CM Labs Simulations. It features a real-time physics engine that simulates rigid body dynamics, collision detection, contact determination, and dynamic reactions. It also contains model import and preparation tools, an image generator, and networking tools for distributed simulation, accessed through a desktop editor via a GUI. Vortex adds accurate physical motion and interactions to objects in visual-simulation applications for operator training, mission planning, product concept validation, heavy machinery and robotics design and testing, haptics devices, immersive and virtual reality (VR) environments.

<span class="mw-page-title-main">Flight simulation video game</span> Video game genre

A flight simulation video game refers to the simulation of various aspects of flight or the flight environment for purposes other than flight training or aircraft development. A significant community of simulation enthusiasts is supported by several commercial software packages, as well as commercial and homebuilt hardware. Open-source software that is used by the aerospace industry like FlightGear, whose flight dynamics engine (JSBSim) is used in a 2015 NASA benchmark to judge new simulation code to space industry standards, is also available for private use. A popular type of flight simulators video games are combat flight simulators, which simulate combat air operations from the pilot and crew's point of view. Combat flight simulation titles are more numerous than civilian flight simulators due to variety of subject matter available and market demand.

Unmanned aircraft system simulation focuses on training pilots to control an unmanned aircraft or its payload from a control station. Flight simulation involves a device that artificially re-creates aircraft flight and the environment in which it flies for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they react to applications of flight controls, the effects of other aircraft systems, and how the aircraft reacts to external factors such as air density, turbulence, wind shear, cloud, precipitation, etc.

<span class="mw-page-title-main">Full motion racing simulator</span>

A full motion racing simulator, sometimes called a full motion sim rig, is a motion simulator that is purposed for racing, and must provide motion simulation in all six degrees of freedom, as defined by the aviation simulator industry many decades ago. The six degrees of freedom coincide with Earth physics, and are commonly referred to as:

References

  1. 1 2 Penney, Elizabeth (2008-11-21). "Simulated driving project targets deadly vehicle accidents". New Hampshire Business Review. Retrieved 2009-06-01.
  2. 1 2 "Sarah Fisher Signs Endorsement Contract with SimCraft". Indycar Racing League. 2009-01-06. Retrieved 2009-01-15.
  3. 1 2 Rubner, Justin (2007-04-20). "Startup set to sell high-end simulators". Atlanta Business Chronicle. Retrieved 2007-06-30.
  4. CES 09: Simulation Technology Interview. . 2009-01-15.{{cite AV media}}: External link in |publisher= (help)
  5. 1 2 3 "SimCraft Architecture". SimCraft. 2009-07-15.
  6. "APEX Racing Simulator has Three Degrees of Freedom, Zero Latency". TechEBlog.com. 2009-01-09.
  7. "SimCraft Control Panel". SimCraft. 2009-05-05.
  8. "Whois Record for SimCraft.com". whois.domaintools.com. Retrieved 2008-11-15.
  9. Becker, T.J. (2007-11-07). "Not Your Dad's Nintendo". Research Horizons . Retrieved 2008-02-25.{{cite web}}: External link in |publisher= (help)
  10. "SimCraft DIY". sourceforge.net. 2008-12-08.
  11. "Enhancing Video Games Through Motion". ATDC insider. 2007-04-02.
  12. Reimpell Stoll Betzler (2009-12-27). "The Automotive Chassis Engineering Principles". Archived from the original on 2012-11-02.
  13. "SimCraft Integrates with iRacing to Deliver the Ultimate Virtual Car Racing Experience". 2009-01-05.
  14. "U.S. Military Invests with SimCraft to Save Soldiers Lives". 2009-01-02. Archived from the original on February 4, 2009.
  15. "HOME OF THE BRAVE Discussion Page". 2009-05-20.
  16. "Best Products of CES 2009". PC World. 2009-01-10.
  17. Wallop, Harry (2009-01-11). "'Car simulator' takes racing games to new level". London Telegraph. Retrieved 2010-05-23.