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WHY INSECTA TECH?

THE HISTORY

INSECTA TECH started in 2017 from a personal journey, with the initial goal to build a simulator that feels more like a real car rather than machines that follow "obvious movements". This goal was achieved in July 2019. There will only be one goal going forward, to be the best.

THE DESIGN

Beautiful machine designs, when buying INSECTA TECH you buy more than simply a simple rattling simulator. Machines are built to exceptionally high standards, surfaces finished to standards suitable for any environment. Each section of the machine is carefully designed with a high degree of coherence.

THE ACTUATORS

There are 2 parts to the motion engine, on the mechanical side is the actuator. Over 2 years we've developed and tested and used 5 different designs, our final units have 4 steel rods that carries the sliding load, a belt drive low inertia gearbox and a final belt drive output for actuation. Just like in the real world, a degree of damping and compliance is required in a mechanical system. You can imagine driving a car with solid wheels and without any dampers would require a perfectly smooth surface or else be pretty useless. Simulators are the same, low compliance mechanics are uncomfortable and forced low speed to compensate as a result.
Our new CV2 belt drive units along with high gear ratios and large 1KW motors provide a combination of electrical damping and mechanical compliance, complimenting the new motion engine and allowing for simulators with incredible transitional speed, without uncomfortable unrealistic bucking and shaking.
CV2 actuators are easily rebuild-able with off the shelf internal wear components(belts, bearings), can tolerate a large lateral load without linear bearing binding and have a 2m/s speed rating without any maintenance or lubrication.

THE MOTION

July 2019 marked a game changing development coming to fruition, the Force Sense Motion Engine broke through, this revolutionary concept is a far departure from traditional thinking around how to handle simulation motion.
In simulation motion, forces are sent out by the software, which is interpreted by a 3rd party software and converted into a linear motion, this crude system simply tries to mimic positional movement to force output, which results in machines that are overly aggressive, slow and experience a large degree of latency. The result being a lifeless experience, with pitching when braking and accelerating, rolling around corners and a heave motion on some bumps.
We are well aware that certain companies claim 1ms response time, however these claims are simply false. Under certain conditions 1ms response time is of course possible, however under dynamic conditions servo motion systems inevitably lose motion tracking. Notice the example below, the speed was increased while at the same time a 10% smoothing filter was applied on the software, the machine nearly tracked the data output perfectly. With these settings it was too violent to use, there were both latency from the software filter along with dynamic latency from non-perfect tracking. The force motion doesn't coincide at all with the software output. This is an example of typical simulator motion.
In the graphs below we have 3 rows, the first 2 rows shows the force output on the machine, while the bottom shows the positional output. The red overlay is to show how the force of our motion system perfectly tracks the force output from the system. In this example the speed is higher than the graph above, there is no software filter and the machine is perfectly usable and feels exceptionally realistic. When driving a machine with this new motion engine it's possible to feel the tarmac as a result, extended forces are simulated by angular displacement and the system allows for high speed transitioning, meaning when going through a fast chicane accurate forces are experienced.
As is clear from the graphs this engine gives up positional accuracy in the case of purely simulating machine position (roll, pitch and yaw) in favor of force feedback accuracy. In the event of utilizing our simulators for tracking vehicle position, an alternative option is available for traditional motion which can accomplish this.