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What the pilot feels. What the driver feels.

The same platform hardware reproduces very different motion effects depending on the application. Aviation demands sustained low-frequency cues and onset fidelity. Ground vehicles demand high-frequency transients and traction feedback. Within a given platform, the motion cueing algorithm shapes what the operator experiences.

Six degrees of freedom

Every motion effect reduces to these six directions.

A motion platform reproduces reality by moving along three translational axes and rotating around three perpendicular axes. Every real-world effect, from turbulence to traction loss, is built from this basic set of six.

Translation

  • Z
    HeaveVertical translation
  • Y
    SwayLateral translation
  • X
    SurgeLongitudinal translation

Rotation

  • Rx
    RollRotation around longitudinal axis
  • Ry
    PitchRotation around lateral axis
  • Rz
    YawRotation around vertical axis
Hover any axis
HEAVESWAYSURGEROLLYAWPITCH
Latency · shown as distance on track

Lower latency means the bump reaches the driver sooner.

Latency is the delay between a bump on the real track and the moment the seat reproduces it. At 237 km/h the car keeps moving through that delay - our Qubic System feels it 0.53 m later, our Motion Systems platform 1.97 m later, and another generic system a full 9.22 m later.

237km/h
Cue hits screen
Qubic SystemMotion SystemsOOther systems*
SystemLatencyReaction distance
Qubic System<8 ms0.53 m
Motion Systems<30 ms1.97 m
OOther systems*140 ms9.22 m
Distance traveled per millisecond of latency · 6.6 cm* Other systems using generic software
Three premises

What separates a motion feed from a motion experience.

ACE processes motion independently

The ACE (Acceleration Control Engine) runs its own motion cueing loop at 250 Hz, independent of the simulation frame rate.

Impact

When the visual system drops frames during complex scenarios, the motion feed continues uninterrupted. The operator feels continuous motion even when the screen stutters.

Without it

Generic motion middleware processes at the visual frame rate. A dropped frame creates a motion gap. Turbulence becomes individual bumps rather than continuous disturbance.

Low onset latency keeps body and vision in sync

Motion onset cues arrive before the rendered frame catches up - landing in single-digit milliseconds on Qubic System and low double digits on Professional Series, measured from telemetry input to displacement.

Impact

The vestibular reflex fires within 7-15 milliseconds. When motion onset lands below the conflict threshold, the body and eyes deliver consistent signals. Traction loss is felt and seen as one event, not two.

Without it

Above the ~60ms visual-vestibular window, the visual system leads the motion system by a margin the brain cannot reconcile. The eyes say "turning" but the body says "still straight". That conflict is what the operator perceives as motion sickness.

Vibration shares the motion actuators

Each platform carries vibration through the same actuators that produce large-amplitude motion, reaching up to roughly 100 Hz on capable models and a lower band on others.

Impact

Road surface texture, engine harmonics, rotor blade vibration, runway rumble: all reproduced through the platform structure, not a second hardware path to integrate. The vibration source is physically correct.

Without it

A vibration source out of sync with the motion creates two disconnected feedback channels. The body processes them as separate sensations rather than a unified experience.

Two applications · one platform

Same hardware. Two very different effect sets.

Automotive & Driving

Driving Motion Effects

Ground-vehicle simulation prioritizes high-frequency transient reproduction - whether that is an oversteer slide on a race track, an ESP intervention in a driver-training exercise, or an ADAS validation run. The driver needs to feel the exact moment the tires lose grip, not a smoothed approximation 50 milliseconds later. The platform reproduces motion cues across the band, up to roughly 100 Hz on capable models: sub-0.5 Hz drives attitude change, 1-30 Hz shapes ride character, and the top of the band is surface texture and rumble-strip ridges.

  • Curb Strikes
    HeaveRoll

    High-frequency transient impacts at track edges

  • Traction Loss Onset
    YawSway

    Sudden reduction in front grip (understeer push)

  • Braking G-Force
    Surge (Pitch)

    Sustained forward pitch under heavy braking

  • Acceleration G-Force
    Surge (Pitch)

    Backward pitch under throttle application

  • Road Surface Texture
    HeaveRollPitch

    Continuous vibration varying with surface type and speed

  • Oversteer Onset
    Yaw

    Rear-end rotation when grip limit is exceeded

  • Lateral Weight Transfer
    Roll

    Body roll during turn-in, proportional to lateral G

  • Gear Shift Impact
    Surge

    Longitudinal transient during upshift/downshift

  • Collision Forces
    All 6

    Impact forces from vehicle contact

  • Wind Buffeting
    SwayYaw

    Lateral displacement at high speed

Aviation

Aviation Motion Effects

The ACE washout algorithm prioritizes onset fidelity over sustained cue reproduction. The initial acceleration impulse, the cue that tells the pilot "something changed", is reproduced at full scale, then washed out inside the motion envelope. The Sikorsky S-64 Skycrane EASA Level 2 FTD (Entrol) and the F/A-18C trainer (Dogfight Boss) both run on ACE cueing tuned per type.

  • Turbulence
    All 6

    Continuous random displacement across all axes

  • Wind Shear
    SurgeSwayHeave

    Sudden lateral or vertical acceleration onset

  • Buffet
    PitchHeave

    High-frequency vibration during stall approach

  • Ground Effect
    Heave

    Float/cushion during flare before touchdown

  • Autorotation Sink Rate
    Heave

    Sustained downward heave during descent (helicopter)

  • Coordinated Turn Loading
    RollSway

    Sustained lateral G in banked turns

  • Hover Vibration
    All 6

    High-frequency rotor harmonics during helicopter hover

  • Runway Texture
    HeaveRollPitch

    Surface irregularities during taxi, takeoff, landing

  • Engine Vibration
    All 6

    Harmonic vibration pattern per engine type

  • Touchdown Impact
    Heave

    Transient vertical deceleration

Compatibility

Which effects on which platform?

Not all effects are available on all platforms. The number of motion axes determines which effects can be physically reproduced.

Add-onSustained G
Any motion platformStandalone

Braking, cornering and flight G, held by harness tension

Add-on
2DOFAxes
RollPitch

Road texture, cornering G, basic turbulence

Example platforms
3DOFAxes
RollPitchHeave

Add vertical impacts, curbs, landing, altitude changes

4DOFAxes
RollPitchHeaveYaw

Add oversteer, traction loss, coordinated turns

Example platforms
5DOFAxes
RollPitchHeaveYawSurge

Add braking G and acceleration G

Example platforms
6DOFAxes
All 6 axes

Every effect, full envelope

Describe the project being built.

Quick question or a full simulator project - the team reads everything.

What happens next?

< 1 business day

Confirmation & initial review

A dedicated account manager reads the message directly.

2-3 business days

Technical assessment

The team analyzes feasibility and prepares questions or an initial concept.

5-10 business days

Proposal delivery

Detailed technical proposal with a platform recommendation, transparent pricing, lead time, and integration timeline.

Ongoing

Team support

Ongoing support from the team behind the recommended platform - for the life of the project.