
 
raise exponentially. As we can see, Z excursion 
needs to be higher than X and Y. This is a 
consequence of the absence of sustained X and Y 
accelerations, and also a consequence of sea tide, 
which lifts the boat whenever a wave passes under 
it, creating a short but more sustained Z motion. 
The same can be done with peak-to-peak angles. 
In this case, pitch (X) and roll (Y) angles do not 
need to be larger than (approximately) 20° and the 
yaw angle (Z) is unbounded. This means that pitch 
and roll movements could be simulated directly 
without filtering provided that the motion platform 
withstands those limits (Nahon, 1990). Z turns have 
to be filtered because yaw motion is not constrained 
but the motion platform usually is. This is consistent 
with the measurements of Section 3 and with the 
nature of the motion. Following with the analysis, 
with a 3 Hz cut-off frequency, the excursion needed 
is (12.18, 10.9, 9.4)° (X, Y, Z). With a 5 Hz limit, 
the excursion needs to be (10.8, 9.7, 6.6)°, and with 
a 10 Hz limit, we need (8.52, 8.53, 3.87)°. Here, an 
increase in the cut-off frequency does not change as 
much as it did with the translational limits (with the 
exception of yaw) and the 3 Hz limit is totally 
feasible without losing much information.
 
4 CONCLUSIONS 
Some conclusions can be drawn from our study. On 
the qualitative side, we can affirm that the four 
major cues when sailing a speed-boat are pitch, wind 
speed, roll and heave. Pitch is the major cue because 
it is directly linked to the throttle and, at full speed, 
considerable pitch angles are reached. Wind speed is 
quite important because, unlike in a car, no 
windshield protects you from the air, and the feeling 
of the wind is fairly intense. Roll is less significant 
at high speeds but when the boat is turning or 
stopped, it is also quite noticeable. And heave is also 
important when the boat hits a wave. These 
qualitative conclusions are consistent with our data. 
On the quantitative side, the most important 
conclusion is that sustained accelerations (low 
frequencies) are rather small and that water, and not 
the propeller, is the main cause of inertial cues. This 
is a significant result because it means that it is more 
important to be able to produce fast but sharp 
movements than long accelerations. Therefore, the 
motion platform excursions do not have to be very 
long. However, the engines should be strong enough 
to move the platform as quickly as possible. Another 
conclusion that can be extracted is that motion along 
Z axis is the most important of the linear motions. 
As aforementioned, pitch and roll rotations also 
reveal very important, because they change sharply 
and they define the behaviour of the boat. On the 
contrary, yaw rotations tend to be less important 
compared to the former. Thus, if we were to choose 
a motion platform design, we would build a 3-DoF 
pitch-roll-heave motion platform. In our opinion, 
this is the minimum necessary to reproduce the 
major inertial cues of the boat. 
 
Figure 3: Cut-off peak-to-peak maximum linear 
displacements. 
Future work includes, of course, building a 
suitable motion platform and a real-time simulator to 
use it. Some of the future work is already published 
in (Casas et al., 2012). 
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Nahon, M.A. and Reid, L.D., 1990. Simulator Motion 
Drive Algorithms: A Designer’s Perspective.  In 
Journal of Guidance, Control, and Dynamics, Vol. 13, 
No. 2. , pp. 356-362. 
Nielsen Kellerman (Kestrel official site), 2009. Kestrel 
4000 Data Sheet. http://www.nkhome.com/ 
pdfs/Kestrel_specs.pdf. Visited: 07/2011. 
Ocean Server Technology Inc. ,2007. OS3000 Features. 
http://www.oceanserver.com/download/Release_OSI_
060107.pdf. Visited 07/2012. 
Reid, L.D. and Nahon, M.A., 1985. Flight Simulation 
Motion-Base Drive Algorithms: Part 1 – Developing 
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Reymond, G. and Kemeny, A., 2000. Motion cueing in the 
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Casas S. et al., 2012. On the Real-time Physics Simulation 
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