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There is also SimHub which has a 'WindSim' which could add a lot to the experience(breeze/varying wind based on speed).
My understanding is this could be done either via a third party tool like SimTools (mostly used for but not limited to racing) or directly in the Yaw Game Engine Software they are developing as part of the Yaw2, which should not need Joystick input.
You may want to look at this YouTube Video from Yaw:
https://youtu.be/o4mWvCA0TW4
From Minutes 1 to 5 it shows the software and how it uses telemetry output from a game (DiRT Rally 2.0) to then control the Yaw 2 motion simulator.
PS looks like the Demo was recently updated to add (or increase) the water current (in race mode only?) and I was very impressed. Can't wait for the full release.
The movement in the game is so gentle, in terms of g-forces, that movement could almost be one-to-one with many motion platforms setups, with a gentle washout (return to zero).
Bobbing movement on the water would add tremendous immersion. So would some wind derived from the speed of the kayak.
I use FlyPTMover for the motion cueing on a DIY, 6DOF, rotary platform. Simply output the telemetry via UDP, as given in the link above, where FlyPTMover can easily pick it up. You will not be short of testers.
We're still interested in doing this but had to prioritise the rest of the game a bit before digging into this further so I'm afraid we won't be able to make it for launch I'm afraid.
Any news on the motion sim development?
Yes.
This was described in the news and in one of the last topics.
Yep, we've finally added telemetry output to the game that can be turned on from the general settings. Join our discord and chat in the telemetry channel or let me know here how it's working for you :)