Right. Technically right–the most correct form of right my wife would remind me.
You will agree, I hope (or our friendly conversation is going to be beyond my skill) that a 30 degree tilt would give you–relative to the chair–.5 g sideways, and roughly .86 g through the chair’s down axis. If your eyes are open, and you’re aware of your surroundings, you’re not going to be fooled. The tilting is only part of the equation to get this to work right, and the other part is getting you to ignore your environs.
A VR headset works amazingly for this. A triple-bank of monitors (as is common for racing sims, with which I’m familiar) has been sufficient for me. It takes full concentration, after all.
If you’re now ignoring visual cues, the “downward” axis is essentially impalpable. You’re always aware of it. You’ll only really feel it in extreme circumstances, like bottoming out or cresting a hill at speed. It can be safely ignored. You will not notice the difference between 1g at 0 degrees or the ~.86 g at 30 degrees, unless your backside is more sensitive tha mine. That .5 g sideways, you will notice, and without visual cues to tell you that you’re leaning, instead of rotating, you can’t tell the difference. It feels the same.
I can’t address most of Richard Pearson’s points, as my experience lies strictly in racing cars, mostly simulated. The people who do iRacing have done an excrutatingly large amount of work in making the cars behave realistically, enough so that it’s best to call it a simulation, not a game.
I had actually gone at really tedious length about the mechanics of the car’s behaviour versus the magic chair’s leaning conveys a realistic experience, and then thought better of it and deleted it. I’ll retype it if there’s interest*, but what I really wanted to express is that capable drivers use their sense of balance to keep their cars as close to the limit of grip as they dare, and any simulator that can trigger your primal balance reflex will do an excellent job of feeling realistic.
Naturally, you won’t get the 5g of a formula one car, but you’d have to be masochistic or really young and in astonishingly amazing physical shape to endure this for more than a minute anyway. The cars I commonly raced produced well less than a g in hard cornering, and fractional g conveys this feeling well enough.
So to summarize, really, it’s not the magnitude of the force that matters, it’s the direction of it–so long as you can remove or suppress the visual cues that tell you you’re leaning instead of rotating.
- The executive summary: motion simulators were excellent at conveying the feeling of an incipient grip loss situation, or how “settled” the car was before a corner. All of this can be expressed through unexpected movements in the chair, and their promptness matters more than their magnitude.