Three Degree-of-Freedom Simulator Motion Cueing Using Classical Washout Filters and Acceleration Feedback


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Virginia Tech


Good motion cueing in a flight simulator serves to enhance the overall simulation environment. However, poor motion cueing can greatly detract from the simulation and serve solely to distract the pilot. The latter was the case for Virginia Tech's three degree-of-freedom motion-base.

The most common method of motion cueing is to use washout filters to produce the best motion cues within the physical limitations of the motion system. This algorithm is named the classical washout algorithm and its filters were studied first in this research, but initially yielded undesirable results. In efforts to greatly improve the acceleration response in the pitch axis, the concept of an acceleration feedback controller in conjunction with washout filters was investigated.

In developing a mathematical model of the motion-base and its corresponding circuitry, corrections and modifications were made to the circuitry which served to improve the dynamic response of the motion-base and enhance motion sensations. Next, design and implementation of the acceleration feedback controller for the pitch axis was performed and tested using a pilot rating scale and time history responses. The parameters for the acceleration feedback algorithm and the classical washout algorithm were varied to find the most favorable algorithm and set of parameters.

Results of this paper have demonstrated the successful implementation of acceleration feedback and that the motion system at Virginia Tech now serves to greatly enhance the simulation environment.



feedback controller, system identification, washout filters, motion cueing