DOF Reality H3 System
- Regular price
- $8,399.00
- Regular price
-
- Sale price
- $8,399.00
- Unit price
- per
Vendor : DOF Reality
Product Type : Motion Platform
DOF Reality H3 System with SFU Gearboxes
This full-motion platform provides three axes of movement Pitch, Roll and Yaw.
The HERO 3 model is designed to move not only the seat but also all your controls (steering wheel, joystick, pedals, throttle, etc.) mounted on the motion platform.
The ideal realistic motion platform with SFU for any simulation, the HERO 3 provides three axes of movement: pitch, roll, and yaw, along with traction loss. It delivers an unmatched experience. A unique advantage is its rear traction loss system, providing accurate understeer, oversteer, and drifting sensations
All Player1 Sim Gear DOF Reality Packages include the new SFU (Standard Flange Unit) ball-screw gearbox upgrades which reduce motor loads and eliminate play in the gearbox providing smoother, more responsive motion.
Our package includes three base configurations;
H3 DOF Reality® Components: (all included as standard)
- Rigid metal motion rig
- Mounts for seat or sliding rails
- Integrated power drive motors
- 100-240 control unit with USB + all required cables
- SimRacingStudio license
- Quick assembly tools
- 1 year full warranty
- Included DOF Option: Metal Cyber Cover for base
- Included DOF Option: Emergency Stop Button
Flight Package also includes;
- DOF Option: HOTAS Flight Controls Mount Kit
Hybrid Package also includes;
- DOF Option: HOTAS Flight Controls Mount Kit
- DOF Option: Pedal Quick Release Kit
Additional Player1 Sim Gear Package Elements; (optional add ons)
- High performance seat including seat slider and mounts
- 5 Point Seat Harness
- Sim Racing Controls
- Flight Controls (commercial or military style (HOTAS))
- VR
Shipping
DOF systems ship from Europe in ~3-4 weeks. When ordering from Player1 Sim Gear you don't have to worry about taxes, import duties or customs clearance, we take care of all of that for you, with no additional charges. Just place your order, sit back and wait for your motion system to arrive at your door.
Questions?
For more information and recommendations, please visit the FAQ tab.
The Player1 Sim Gear team is available to consult and help you choose the best components for your system via email, msg, live chat or phone.
Our Commercial or Professional P series platforms (P2/P3/P6/MP2) are equipped with industrial-grade motors designed to operate continuously for 10-12 hours every day. The primary distinction lies in the commercial version, which enhances the longevity of the equipment for extended and uninterrupted use. The remaining characteristics and components are similar.
For home use, especially in 3-4 hour sessions, consumer versions (M2/H2/H3/H6) perform exceptionally well, and there’s typically no need for the commercial platform (P2/P3/P6/MP2). Nevertheless, we have many customers who use commercial versions at home.
DOF Reality ready-to-play packages include the following:
- Rigid metal rig designed for normal and F1 poses (except M2 models).
- Mounts for wheel, pedals, shifter (except M2 models).
- Mounts for a seat or sliding rails.
- Integrated power drive motors.
- 110/220v control unit with USB.
- SimRacingStudio license.
- Quick assembly tools.
- 1-year full warranty.
Please note, customers are required to purchase their own seat, VR headset, and controllers (wheel, pedals, etc.). Our platform supports all of them.
Yes.
Consoles operate within a closed, controlled, and proprietary platform. Currently, only a select few games, such as Grand Turismo 7, Sport, PCARs, PCARs2, AC, F1, Forza Motorsport 7, and Forza Horizon 4 and 5, send motion data from consoles using UDP over the network (as demonstrated in this video).
For these games, we offer a MagicBox solution priced at $200. To enable motion in all other games, we are developing MagicWheel and MagicPedals, which will be available in two months.
For a list of supported PC and console games, including compatibility with the latest consoles, please refer to our games list.
Our mission is to provide gaming enthusiasts and businesses with affordable plug-and-play motion simulator platforms. We sell just above cost, resulting in an end total, even with shipping, that is 2 to 3 times cheaper than any competitors, making it accessible for everyone.
To achieve these unique low prices, we’ve structured our business model differently from the traditional one. We sell directly, avoiding a 40% distribution margin, which means no sales discounts. Instead, we prefer to pass this 40% directly to our customers, avoiding the need for promotional events and ensuring transparency in our product prices.
This approach is the key to providing you with high-quality products at such low prices. Currently, we have excellent promotional prices on the website and offer worldwide shipping.
We’re not afraid of competition because, simply put, we don’t have any!
Platform weight 130 – 220 lbs (60-100kg).
In order to deliver it to your door and ease of transportation all platforms are shipped in two boxes.
Our platforms require assembly. It will make your platform more valuable as well as custom-tailored build for your preferences.
It is a simple process that you will enjoy!
Seat choice is a matter of personal preference. Almost any bottom-mount car or gaming seat works. We don’t sell seats; you can use your preferred seat or find affordable options locally. We recommend a Bucket Racing Seat to prevent falling during G-forces, and a four-six point harness is optional. A lighter seat enhances platform performance. For options, check eBay (Option 1, Option 2, Option 3), Amazon, or JEGS.
Real certified racing seats can be quite expensive, Ask for seat that is NOT certified for racing – they work the same way and are way cheaper than certified ones. In local classifieds, check for single racing seat. Finally, check the local racing community, they will be happy to help.
We recommend you use standard bottom mount car seat with sliders/rails (as in real car). It provides you the opportunity for quick adjustments as well.
Most of the bucket seats require side to bottom mounted brackets adapters and sliders.
Our seat mounts: 280mm deep (front to back) and 345mm (13″37/64), 375mm (14″49/64) or 405mm (15″15/16) wide.
DOF stands for Degrees of Freedom. In the context of motion simulation, it refers to the number of independent ways a rigid body can move in three-dimensional space. More DOF generally result in a more immersive and realistic simulation experience.
The difference between 2, 3, and 6 DOF (Degrees of Freedom):
- 2 DOF (Pitch and Roll): In a 2 Degree of Freedom system, the platform can move along two axes—typically pitch (tilting forward and backward) and roll (tilting side to side).
- 3 DOF (Pitch, Roll, and Yaw): A 3 Degree of Freedom system adds the yaw axis, allowing the platform to rotate left and right.
- 6 DOF (Pitch, Roll, Yaw, Heave, Surge, and Sway): A 6 Degree of Freedom system includes all previous movements plus heave (vertical movement up and down), surge (forward and backward translation), and sway (side-to-side translation). This offers the most immersive and realistic simulation experience.
Definitions of Motion:
- Pitch: Tilting forward and backward.
- Roll: Tilting side to side.
- Yaw: Rotation left and right.
- Heave: Vertical movement (up and down).
- Surge: Forward and backward translation.
- Sway: Side-to-side translation.
It is easy :
Unlike competitors, our Motion Simulator products have a very high Wife Acceptance Factor.
Just show her the costs of only one day on the real track even with your own real car + costs of tires + costs of brake pads etc.
And mention the risks of getting an injury and other
Same for the plane/helly flights. The cheapest Cessna 152 renal is $150 an hour (dry – without fuel) and you must have PPL license for it that is at least 10k$. And as a way better alternative, you can be at the safety of your home under the BOSS’s supervision you can drive and fly with or without a beer with NO risks at all, not even getting DUI…
Motion sims are huge budget and live savers all around!
The DOF motion platform can be used with any VR headset. There are some subtleties to be considered when combining VR with a motion platform. The motion platform will move the player’s head, which will move the VR headset, which will automatically affect the amount of movement you see in the VR image. Most of the time, the degree of motion is not enough to impact gameplay and can be ignored like in this example video https://youtu.be/oi8yvWzZXVw. If the additional motion of the VR image is too extreme, you might need to turn down the motion of the platform to a lower setting. This will minimize the “hopping/swimming” type of effects in the image and will give you a smoother experience with VR.
IF needed we have many ways to do motion cancellation / compensation over software and hardware.
Here is latest guides:
Generic
OpenXR
OpenXR
IntelliComp
Overview of Software Solution for Motion Compensation
If the amount of movement in the VR image is too much and you do not want to turn down the motion, you can utilize motion compensation software which removes the platform movement from the VR image. OpenVR Motion Compensation is the current software to be utilized for motion compensation which can be downloaded here: https://ovrmc.dschadu.de/. OpenVR Motion Compensation will track the movement of a tracker mounted on the platform and remove the motion of the platform from the movement of the VR headset. OpenVR Motion Compensation can work with both types of VR headsets (base stations and inside-out tracking).
- OpenVR Motion Compensation Tutorial Video: https://www.youtube.com/watch?v=1MqGO46xdtI&t
- OpenVR Motion Compensation Install and Setup: https://ovrmc.dschadu.de/en/setup
There are primarily two types of VR headsets and they require the tracker to be mounted differently. Ones that utilize base stations (outside-in) for tracking of the VR headset movements such as the Valve Index, HTC Vive Cosmos, Pimax 5k/8k* and the original Oculus Rift (CV1). The other type utilizes cameras in the headsets that provide inside-out tracking which include the HP Reverb/G2, Oculus Quest/Quest 2/Rift S**, Samsung HMD Odyssey+ and other Windows Mix Reality (WMR) type headsets.
For VR headsets that utilize base stations, a tracker or controller (Valve Index Controller, HTC Vive Controller, HTC Vive Tracker) must be mounted on the motion platform and be in-line of sight by all the base stations. It does not matter where the tracker is mounted as long as its visible to all the base stations, though typically they are mounted near the head at the top of the chair.
For VR headsets that utilize inside-out tracking via the cameras on the headset, a controller (Oculus Touch Controller or WMR Controller) must be mounted on the front of the motion platform so it is in-line of sight of the cameras on the headset.
In either case, the tracker must be 1) firmly mounted to the platform and 2) must utilize some type of vibration mitigation. Vibration mitigation can be achieved by 1) adding additional mass/weight to the mount so it absorbs vibration energy and 2) using a vibration absorption material like soft rubber or Sorbothane.
Another potential software solution is the older version of motion cancellation called OpenVR Input Emulator. Though it is no longer being developed, there is still limited support from the community via its download page here: https://github.com/matzman666/OpenVR-InputEmulator/releases.
- HTC Vive/Vive Pro: https://dofreality.com/HTCMotionCancellation.pdf
- Oculus Rift setup: https://dofreality.com/OpenVR.pdf
* For Pimax users, the PiTool can potentially be utilized for VR Motion Compensation: https://www.pimax.com/pages/pitool. In PiTool, turn on a Valve Index controller, select it as the sensor in PiTool “Motion Cancellation’ and open the game. However, support is not guaranteed and may not work properly.
** The Oculus driver for SteamVR is made by Valve and not by Oculus as they only support their own closed eco-system. This causes issues with 1) big motions on Oculus devices might see a black border on the edge of your view and 2) rotation is not always compensated correctly.
Hardware/Non-Software Based Solutions for Motion Compensation
- For VR headsets with inside-out tracking, consider covering one of the cameras with tape. It will prevent the headset movements from being tracked in the environment and provide some VR motion compensation without significant side effects and the need to use motion compensation software: https://www.youtube.com/watch?v=ksy7AxjbcD0
- For the Oculus Rift, attach the sensor the platform using the DOF Oculus mount and cover the cameras on the VR headset. This disables the 3D tracking, which prevents the camera from jumping around in the game. However, this method also disables the rotation tracking, so if the motion platform turns on its yaw axis, you will have to turn your head to look forward in game. It’s suggested to limit the Yaw movement in your motion platform software in order to make the rotation just enough for you to feel but you will not have to turn your head to look forward in the game. This of course is not ideal, but doesn’t require motion compensation software.
- For original Oculus Rift (CV1) users, the Oculus Rift sensor could be mounted directly to your DOF Reality platform to provide simulated motion compensation without the need to use motion compensation software; however, due to recent Oculus update this solution may or may not work. DOF Reality includes a mount for the Oculus Rift sensor in your DOF hardware shipment which should be placed at the front of the platform looking back at the VR headset. Mount the bracket to the two holes at the back of the wheel deck plate so it extends up and out to the front of the platform.
Additional VR Motion Compensation Resources
- OpenVR Motion Compensation Tested Devices: https://ovrmc.dschadu.de/en/testeddevices
- XSimulator Motion Compensation Thread: https://www.xsimulator.net/community/threads/openvr-motioncompensation.14576/
- XSimulator Motion Cancellation Thread: https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/
- HTC Vive Tracker Mount Example: https://www.youtube.com/watch?v=BPmo5kmk5CY
Yes, sure. It is easy to mount to any P or H model. Here are some pictures of our frame with PUMA:
Unfortunately, the only option will be to move the seat itself to our rig, as it is properly balanced for COG, while other heavy frames are made for a static mount. All controls, such as the wheel, pedals, and shifters, have to be mounted to our frame. It would be technically unwise to overload it with unbalanced weight.
Static frames are suitable for static setups, but under rapid movements and G-forces, they will not stay stable. Our frame is specially designed and has gone through extensive testing and many iterations until it reached the current configuration to ensure rigidity across all movements, even under heavy pilot weight and with direct drive wheels.
With all these benefits, our frame doesn’t contribute significantly to the total platform cost. Most of the price comes from motors and electronics. We don’t overprice our product like most competitors, marking their products up two to three times more expensive than ours. Our mission is to make plug-and-play motion simulator platforms affordable for many gaming enthusiasts.
You can place your controllers and seat on our platform and enjoy unique sensations that surpass most of the expensive simulation solutions.
Yes, sure you can set our platforms into F1 position reversing the main rail:
Overall with wheel and pedals stands: 120х90cm
Base: 85х80х8 cm
Pedal plate: 34cmх32cm
Height to the seat base: 40 cm
Height to the wheel mount plate: 80 cm (adjustable 65-85cm)
Seat mounts: 280mm deep front to back and 345,375,405 mm wide (11″ deep and 13″37/64 or 14″49/64 or 15″15/16 wide)
All seat movers (MS2, M2 and MP2) have same frame and dimensions blueprint for MP2 and M2
https://dofreality.com/M2blue.pdf
All measurements are between centers of mounting holes are 405mm
If it doesn’t fit you can use metal bracket/slider or metal late or plywood panned on the floor to mount our mover to it and it to the rest of the frame.
Unfortunately, some play in the gearboxes and arms joints is unavoidable. It is in the nature of the gearboxes to have play; otherwise, they won’t move. Some gearboxes have less play at the beginning, but with time, they all reach that level. If it exceeds the permitted amount (over 10% of the motion range), we will replace it under warranty.
You can shift the weight a bit forward to load the arms and prevent bouncing. Additionally, you can opt for the dampers option. Motors may become warm after extended use; ensure they don’t surpass 70°C. If you have dampers, avoid tightening them beyond the 8 setting, as this can adversely affect motor lifespan.
Consoles are a closed controlled proprietary platform.
Now only few games, such as Assetto Corsa, PCARs, PCARs2, F1, Forza 4 and Motorsport 7, send motion data from consoles (UDP over network).
In order for any Motion Platform to work, console game needs to send motion data to it (external application). If game is not sending movement data then the platforms cannot move.
If game can send motion data then PC with SRS software is used as a proxy.
The process is simple:
- Install SRS software that we provide for the PC. (any windows PC will work, no need for powerful gaming PC)
- Connect our control box via USB cable to PC. PC should be in the same network as Console to get telemetry data from the game. That will be sufficient.
Other games work only on PC
For supported PC and console games and latest consoles support, pls check list here https://www.simracingstudio.com/console
We have SDK/API to send telemetry data or motion commands from Unity3D, Unreal, or other software, such as Python script, to SimRacingStudio (software we use to operate motion platforms). You can find more information at Unreal Plugin and SimRacingStudio API. It should be an easy and faster approach.
Our products have been available since 2015, with many independent reviews online and here: https://dofreality.com/reviews/
We are selling the complete platform. Each individual system is assembled, tested, and tuned. They’re disassembled before shipping, so all you need to do is put it together, install provided motion software on your PC, and connect our controller via USB! All parts and tools needed for quick assembly of the platform are included.
To check the balance, disconnect both front motors arms – you’ll need one or two strong friends to help you! Ask them to hold the seat from the back left and right while you get in. Once you’re in, sit with your usual pilot posture. The platform should be almost perfectly balanced (not diving to the front and not to the left). It should be easy for your friends to hold it and it should be level with minimal effort.
The goal is for you to move the seat and other parts to the COG balance point described above. The better you balance it, the better and longer it will perform. You might find advice online to balance it with counterweight; we strongly advise against this as you add unnecessary weight for the motors to lift and momentum to fight against while changing directions. The best counterbalance is your own body weight. When you’re done, you can put motor arms back and check the performance.
Yes, but you need to do it properly.
Our platform is lightweight and simple due to its perfect weight balance. This allows us to use affordable motors and gearboxes. If you want to add something besides the standard wheel, pedals, yoke, gear shifter, throttle, and HOTAS, you will need to plan and implement it properly.
Each additional piece of equipment (even a lightweight element) on the moving platform should be well positioned and counterbalanced (same weight and same arm length).
With our monitor mount you can put a TV screen or monitor up to 33lbs on our simulator. The lighter it is, the better. It’s always better to consult us before installing any extra equipment on the platform.
Don’t put ANY controllers on the platform before it is completely tested working as desired. After assembly, only attach the seat. Nothing extra. Once the platform and the seat are working, you can start adding controllers one by one, doing movement tests with a person seating at the pilot seat after implementing each new add-on to the platform weight.
The best place is under the seat, attaching it to our seat with mounting brackets or hard parts of the seat itself. The closer you can place them to your body – the better the effect. You’ll need to experiment a bit if you aren’t sure that you will benefit from four of them. For more advanced and precise tactile feedback, check the SRS shake kit.
SimRacingStudio enables proper signal output from the games for Buttkickers. It’s the equivalent of SimVibe, and you get it for free with our platform!
Check with your local retailer.
No, at the moment, our motion software is not compatible with Linux. But you can configure your setup on Linux with our platform control SDK.
DOF Reality systems are designed with almost entirely “commercial off the shelf” (COTS) components, which are provided by large-scale multinational manufacturers. This means that sourcing spare parts for our systems long into the future will be trivial, since the use of commercial technology ensures long life spans and support for spares.
Yes! We always accommodate customer requests. However, some platform customization can increase the cost of the unit.
Simulators are designed to trick our brains into experiencing certain sensations, and our brains are not precise in measuring bank angles. They rely more on acceleration for orientation, and the sensation of movement is more important than the exact positioning. Therefore, achieving pitch, roll, and yaw with sufficient speed is crucial, and the specific stopping point at 10°, 15°, or 20° doesn’t significantly impact our sense of movement.
The distance from the back to the wheel stand is 730 mm, extendable to 805 mm. The distance from the back to the beginning of the pedal plate is 905 mm, with an extension of 75 mm, totaling 980 mm.
Our platforms are fully compatible with virtually any controllers. Our stand has been proven to hold even 19kg direct drive wheels without issues.
Fanatec products are a good balance between cost and performance.
Motors or actuators can’t reproduce rumble frequencies 15-200 Hz just due to physics. This simulation can add realism in flight simulation as well as for racing when you feel the engine RPMs and driving surface. If you are looking for this type of simulation, you definitely need Bodyshaker, Bass Shaker, or Buttkicker. There is a ton of advice on the subject on flight and race simulator forums and blogs.
For the racing sim experience, there are a few issues you need to address. Initially, some software will generate vibrations. It includes:
- Normal sounds coming from game audio, forked to amp and shakers can reproduce only low frequencies ignoring the rest.
- Special sounds additionally generated by the game or add-on such as SimVibe or SRS dedicated for shakers. It can be done based on information the game provides to these add-ons such as RPM, gears shifting, and road bumps that the car is hitting. Based on this input, sophisticated software such as SimVibe can generate dedicated audio signals to up to 8 (7.1) mono channels to an additional dedicated sound card that sends them further to the audio amp and to shakers that are positioned in special spots of the simulated cockpit.
Option A is easy to introduce but might not be as realistic as players want. For option B, you will need to check what is supported by SimVibe for your game. SimVibe itself costs $89. SRS should have the same features. As for the amp and shakers, the sky is the limit in pricing and marketing promises. I suggest trying something simple with option A, such as forking the analog audio output of your sound card to this AMP (don’t forget the 24v power supply for it – Amazon, ebay) + two basic shakers.
Yes, in Unity3D and others, there is a library to send data directly to Arduino (that our controller is based on) over serial. Alternatively, SimRacingStudio SDK can be used. There shouldn’t be a problem sending your telemetry data from Unity3D to SRS, so it can set the platform position accordingly.
DOF Reality is NOT a DIY (Do It Yourself) kit where you have to invest a lot of time and money to make it work. It comes as a ready-to-go, tested, and tuned package with only minimal easy assembly required. You will get a complete working plug-and-play platform.
Seats and game controllers are not included.
Our platform is proven to support any controller, even heavy direct drive wheels. It all depends on your budget. We suggest you start with the Logitech DFGT set. In our opinion, the rest of Logitech (G25-29, 920) doesn’t offer much improvement compared to DFGT but is priced higher.
If you feel that you need more, go for the Thrustmaster TX/T300 wheel. For pedals, if the stock Logitech or Thrustmaster won’t be enough, check Fanatec CS Elite, ClubSport v1, or v2. CSP v3 doesn’t have much improvement compared to v2, and you can find great deals for v1 or v2 on eBay. Fanatec products are a good balance between cost and performance.
We build and ship directly from our production plant in Europe, but not inside the EU.
We ship with TNT. Our prices don’t include VAT/customs duty.
Tax is usually the standard import tax for your country. It will be taken care of by Player1 Sim Gear for you.
No, we will provide you with the needed software and access to updates for upcoming games.
DOF Reality ready-to-play includes:
- Rigid metal rig for normal & F1 pose (except M2 models)
- Mounts for wheel, pedals, shifter, and (except M2 models)
- Mounts for seat or sliding rails
- Integrated power drive motors
- 110/220v control unit with USB
- SimRacingStudio license
- Quick assembly tools
- 1 year full warranty.
We sell only the plug-and-play motion platform. Customers need to purchase their seat, VR, and controllers (wheel, pedals, etc.). Our platform supports all of them. We provide all needed cables and motion software (not the games). Please read the FAQ for more information and recommendations.
Additionally, there is a great community group at Facebook Group.
We have pre-drilled holes for mounting all Logitech and Thrustmaster wheels. If you have another wheel, just let us know the mounting points, and we will be happy to do it for you complementary.
Yes, you can use any VR headset. We offer different methods for motion cancellation. You can use any VR set with or without an external reference tracking camera like the Rift or Vive. It is recommended not to mount the camera(s) on the motion platform. Many users report better results when the camera(s) are mounted in front of the platform, ensuring visibility from any helmet location.
We include mounts for Oculus, as Vive is easy to mount on the top of the seat video. Some customers prefer it on the platform, some off.
For Oculus VR Motion Cancellation and HTC Vive – Vive Pro VR Motion Cancellation Setup Guide, please refer to the following links:
- Oculus VR Motion Cancellation
- HTC Vive – Vive Pro VR Motion Cancellation Setup Guide
- VR Motion Cancellation (link-1, link-2, link-3)
Depending on where your camera is placed, on the rig or off the rig, you may encounter the picture inside the HMD (Head Mounted Display) “jumping around.” This is due to the camera and headset working against each other, as VR hardware is not designed for use in motion platforms. There are a few methods to resolve this problem, though none are ideal or official.
Method 1
Attach the camera to the rig and blind the camera (cover it with something) to disable 3D tracking, preventing the camera from jumping around in-game. This method also disables rotation tracking, meaning if the simulator turns 90 degrees in real life, you will have to turn your head 90 degrees to look forward in-game. It is recommended to limit Yaw from 5% to 10% to make the rotation enough for you to feel but not notice the need to turn your head to look forward in-game.
Method 2
Place the camera off the rig. This yields the same results as above, but you are able to get off the rig and move around, also in-game. You might move slightly around in-game depending on the simulator settings.
Method 3
Place the camera on the rig. If you wish to place the camera on the rig without blinding it for the full experience, you might need to turn down the movement on the simulator to a low setting. This will minimize the “hopping” and give you a smoother experience with the HMD.
For home use, you don’t need the Commercial platform. Industrial versions P2 and P3 of our platform are for commercial use only. They are based on industrial motors that can work for hours each day. The only difference is in motors, gearboxes, and the power supply.
If the pilot’s weight is close to the platform limit of 330 lbs (150 kg), we recommend getting the Commercial P2 or P3 platform.
Certainly, we can accommodate that as a mechanical customization. We would need to adjust the center of gravity (COG). Please contact us for specific details at support@dofreality.com.
Because of its lightweight design (19-58kg), our simulator can be shipped in two boxes. We recommend air shipping for a shorter lead time and better service. Prices do not include import taxes, duties, customs, and brokerage charges. Please email us when you need to adjust the customs declaration form. We can use the courier of your choice if it is available in our area.
A person get motion sickness when his eyes see movments, but body don’t feel it. There are a number of studies as well as our custoemr base confirming that motion platforms sugnificantly reduce VR motion sickness.
Flight controllers: honeycomb alpha+ Bravo or Logitech Flight Throttle Quadrant + Logitech Flight Rudder Pedals
optional Thrustmaster HOTAS WARTHOG
As for PC you need powerful enough to run MSFS2020-4 on the monitor/VR you use at that resolution and FPS.
Our platfroms is compatable with ANY controllers as we provide only motion.
Shipping
We want you to get your new gear as fast as possible, so we always aim to ship on the same day we receive your order, using the fastest and most reliable couriers in Australia. Of course, it may not always be possible to process your order on the same day, so please allow 1-2 business days for processing. If we encounter any delays we will let you know via email.
To maximize efficiency, Player1 Sim Gear ships all products in their original packaging straight from our warehouses or directly from our suppliers and manufacturers. Orders may be shipped in part or in full, and different courier companies may be used for different parts of your order. Please allow 2-8 business days for delivery. Please advise your phone number at checkout so we can get in touch with you if there is any problem. If you should receive a product that has been damaged while in transit please contact us immediately.
Please make sure someone will be available to receive your order, otherwise, your package may be diverted to your local post office or to your local shipping depot. We recommend all deliveries are sent to a business address to avoid any re-delivery charges. Note: Player1 Sim Gear will only ship to confirmed addresses, we cannot ship to PO Boxes sorry.
There may be times when the product you have ordered turns out to be out-of-stock with us or our suppliers. We will contact you to arrange a refund or alternate product if an item you have ordered is out-of-stock or unavailable for immediate shipment. You may cancel your order at any time prior to shipping.
International Orders: Apologies at the moment we don't ship internationally as standard. However if you outside Australia and there is something you'd like to purchase please do message us at sales@p1simgear.com.au, we will be happy to see what we can do.
Note re Larger cockpits and remote locations: We do our very best to ensure accurate shipping rates, however for larger cockpits and heavier items, rarely our shipping pricing may not be correct. In the event that the actual shipping costs for a large item should be exceed those quoted in your order, we will call you to discuss before we dispatch. You will have the option then to amend or cancel your order at no cost.
Returns
We hope we can provide as much information and guidance as possible about each item so that you will love whatever you buy. We do understand though that the unforeseen happens. So in the unlikely event you wish to raise a return, please contact us and we shall discuss options and how we will proceed with the return request.
We have a 30-day return policy, which means you have 30 days after receiving your item to request a return. You may return your item(s) for an exchange/refund, so long as it is in the same condition that you received it, unopened, with tags and in its original packaging. You’ll also need the receipt or proof of purchase.
To request a return, you must first send an email to support@p1simgear.com.au with your Order number as the email subject and Reason for Return in the email body/message. We will reply to your email with your relevant return information. We will not accept any returned items if we have not had an email from you requesting a return, so you must request a return first, before sending anything back.
Damages and issues
Please inspect your order upon reception and contact us immediately if the item is defective, damaged or if you receive the wrong item, so that we can evaluate the issue and make it right.
Refunds
We will notify you once we’ve received and inspected your return, and let you know if the refund was approved or not. If approved, you’ll be automatically refunded on your original payment method. Please remember it can take some time for your bank or credit card company to process and post the refund too.
-
You, the buyer, are are fully responsible for paying all charges necessary to return the item to us. A restocking fee of up to 20% of the returned product's value may apply.
-
Items must be returned sealed and unused in their original packaging and in a fully resalable condition. All items are supplied to you, the customer, in brand new condition unless explicitly stated otherwise in the product title. For such items supplied in Brand New condition, if any seals have been broken, the item cannot subsequently be sold as new after the return, therefore the return will be declined or a restocking fee will be levied and partial refund given.
-
If the item is deemed DOA or faulty once opened, we shall troubleshoot and assess the nature of the fault and repair the item or replace like-for-like, should the fault be deemed a legitimate fault.
-
Items returned that are not in their original condition may not be accepted, and the refund request declined.
-
Returned items must be complete with all packaging in good condition, ready for immediate resale. All components and items within packaging (e.g. polystyrene/bubble wrap) must be returned also. We reserve the right to levy a charge to replace product packaging which is damaged / defaced / missing.
-
We cannot accept responsibility for returned parcels which are undelivered back to us (e.g. lost by the courier, delivered to incorrect address) or damaged in transit back to us. We strongly advise you send returned items using an insured & tracked service. Furthermore, we also strongly advise you to obtain and retain your proof of postage, as you may require it should you decide to make a claim against your carrier should they damage or lose your item whilst returning it to us.
For items which require assembly, we are not responsible for any charges (labour or otherwise) incurred during fitment/removal of allegedly faulty (or incorrectly supplied) parts.
Returns made outside of the 30-day return window, or with no valid reason, will be declined.
Pre-Order CancellationsIn the event a Pre-Order becomes unavailable or is cancelled by Player1 Sim Gear you, the buyer, are entitled to a full refund. In the event that you change your mind or choose to cancel your Pre-Order for any reason prior to shipment, cancellation fees may apply to offset any unrecoverable costs incurred by Player1 Sim Gear.
All DOF products include a full 12 Month Manufacturers Hardware Warranty. Player1 Sim Gear will support any warranty process for you with the manufacturer. Should you have a problem outside the 12 month period, we won't leave you stranded, just reach out and we'll work with you and DOF to get the issue sorted.
All our platforms require assembly, making your platform more valuable and custom-tailored to your preferences. It is a simple process that you will enjoy.
Instructions Manuals:
- All M2 Models
- H2 or P2
- H3 or P3
- H6 or P6
- MagicBox [Link]
- Flexible Cover [Link]
- HOTAS Kit [Link]
- Mats Kit [Link]
If you not sure what bolts to use print the following 1:1 template on corresponding paper size without extra borders or spacing:
If your motor(s) are locked, please follow 5.2 in your manual.
If you didn’t get your SRS license key, check your Spam/Junk folders. It was emailed with the tracking number.
If you have an issue with the software, contact SRS.
If you have an issue with the motion platform, contact us: sales@dofreality.com.
Other Platforms Versions (archive):
- H2 or P2
- H3 or P3
- H6 or P6
- 2-3 DOF SFU gearboxes upgrade
- 6 DOF SFU gearboxes upgrade
- 6 DOF SFU new platform
- SFU for rear motor