Episode Transcript
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0:02
Welcome to Third Angle and we're
0:04
getting in the driving seat, but where we're going,
0:06
we don't need roads.
0:19
I'm your host, Paul Ames from industrial
0:21
software company PTC. In
0:24
this podcast, we share the moments where digital
0:26
transforms physical and meet the brilliant minds
0:28
behind some of the most innovative products around
0:31
the world, each powered by PTC
0:33
technology.
0:37
There was a time when you were most likely
0:40
to come across a driving simulator in an arcade
0:42
or at a theme park. But in recent
0:44
years, the world's top automotive manufacturers
0:46
and racing teams have
0:48
been increasingly relying on them to train
0:50
drivers as well as enhance ride
0:53
experience in the car design process.
0:56
The simulators that Dainisma have built
0:58
are so advanced and have pushed the boundaries
1:00
of driving simulations so much that
1:03
more traditional simulators just don't
1:05
cut it anymore.
1:07
It's all to do with an obsessive attention
1:09
to detail, engineering and experience
1:11
so that the human body and the human mind
1:13
find it very difficult to tell the difference from the real
1:15
thing.
1:17
For Formula One drivers, for instance, every
1:19
split second counts. And so by
1:21
reducing the latency of the simulator to
1:24
just a few milliseconds,
1:25
they can perfect their
1:27
reaction speeds and access the impact
1:29
of upgrades to keep one step ahead of
1:31
the competition. And this is just one
1:33
of the ways in which Dainisma are changing
1:36
the face of simulation and have no
1:38
doubt helped some of the biggest names in motor
1:40
racing onto the podium.
1:42
Now, as a huge motor racing fan, I couldn't
1:44
pass up the opportunity to try out one of
1:47
Dainisma's simulators myself. So
1:49
I went along to their HQ in Somerset
1:51
to meet Ash Warne, founder, CEO
1:54
and chief engineer, and of course, put
1:56
my driving skills to the test.
2:01
Well
2:01
I've just stepped into Dainismar just
2:03
outside Bristol and I'm here today now to
2:05
have a go in their 9 degree
2:08
of freedom motion simulator and
2:10
with me today is Ash Warren who
2:13
looks after the setup here so he's going to be my
2:15
tutor and my guide and hopefully keep me out
2:17
of the barriers.
2:23
Okay Paul so here
2:24
we are this is DMG1 this is our demonstrator
2:27
we're going to give you an experience of a
2:29
motorsport scenario today so we've got
2:32
an F1 car model and we're going to send you to Spa.
2:34
We've got Tom Canning here and he should be able to talk you
2:36
around the track the gears etc get
2:38
you up to speed quickly and what we're really looking
2:40
for here is for you to be able to feel some
2:43
of the unique capabilities of this system
2:46
in particular the bandwidth the latency
2:49
how you can really feel what the car is doing
2:51
and how quickly the simulator is able to provide
2:54
that
2:54
feedback to you such as for example if you get
2:56
the back end stepping out you're really able
2:58
to feel that immediately and respond to it and catch
3:00
the slide where it's in other simulators you might just
3:03
spin out. I don't suppose you haven't got a Formula
3:06
3 model here have you? A Formula 3 model? Yeah
3:08
I don't know I'm just asking it's just that I used to drive Delaras
3:12
years ago and so that's probably
3:14
closer but I mean not that it really makes any difference.
3:16
You'll get up to speed very quickly I'm sure just you
3:19
just break a bit later yeah go a bit faster.
3:21
Okay yeah the general ingredients of it.
3:28
Like just the left and go flat
3:30
out. Really
3:32
good so now remember it's flat out all the
3:35
way until the last you can. So
3:38
Donizmed develops driving simulators
3:40
for automotive and motorsport
3:43
markets so a driving simulator
3:45
is a tool that is used predominantly to develop
3:47
a car whether that's a road car or
3:49
a race car and ultimately what we're what
3:52
we're trying to do is to recreate
3:54
the experience of being in a real car as
3:56
accurately as possible but
3:58
critically a simulator
3:59
is able to adapt. So one minute
4:02
or in one incarnation it could be
4:04
an SUV, then it could be an EV,
4:07
then it could be a saloon and then it can be a race car. So
4:09
it's it's important in driving
4:12
simulation to be able to evaluate
4:14
different setups and this is ultimately
4:16
what their value is to be able to try
4:18
things out without having to go and build
4:21
the physical thing and build a prototype. You're
4:23
able to take an idea directly from
4:26
a piece of paper into a mathematical
4:28
model that encapsulates what's going
4:29
on and put it in the simulator and the driver
4:32
can drive it or in an autonomous
4:34
vehicle scenario perhaps just experience
4:36
it and provide feedback to the developer
4:39
whether they be an automotive
4:41
manufacturer or a motorsport company.
4:44
And of course as well the environment is all
4:46
simulated so you can quickly go from the glamorous
4:49
location of driving around Monaco to
4:51
being stuck in traffic on the M40. So
4:55
what really drove me to leave the world
4:57
of F1 and set up my own business was
5:00
really the desire to create something. I
5:03
had many ideas, I could visualize
5:05
what was possible but wasn't always able
5:08
to go and do that within the confines of
5:10
a large business of a team for example.
5:13
So I struck out in 2017
5:16
and founded Dynisma, had a vision
5:18
of what should be possible in
5:20
terms of the capabilities of the technology
5:23
that weren't there and weren't being offered
5:25
by competing products at the moment. So
5:27
yeah I set about modeling,
5:30
designing and within a year
5:33
had come up with a prototype that demonstrated
5:35
all of the unique capabilities
5:37
that we still see in
5:39
our products today. So
5:42
first it's going to be second gear.
5:50
Well held. I'm Tom
5:52
Canning, I'm a racing driver for Aston
5:54
Martin and I work with Dynisma on
5:56
the sim model, car model
5:59
development side. I was just working
6:01
with Paul then, talking around the lap
6:03
around Spa in the Formula One car.
6:05
Through my racing I drive on quite a lot
6:08
of simulators and there's nothing really
6:10
else out there that compares to this. You
6:12
just get so much feeling through your backside.
6:16
It's the closest to real life you can get without actually
6:19
going out and tracking a car. OK Paul,
6:21
how did that feel? It felt amazing,
6:23
it felt awesome. Ultra realistic and
6:25
then the actual way the back of the car starts to move
6:27
and step out and the loading on the curves.
6:30
Yeah, fantastic. Really, really,
6:32
really realistic stuff. So brilliant, thank
6:34
you. Yeah, I saw you
6:35
catch some oversteer, some slides,
6:38
you were really dialed in there.
6:42
So just to explain to our listeners what we're actually
6:44
looking at here at Dainisme with
6:46
the demonstrator. We've
6:49
got what is a regular
6:51
racing car monocoque that
6:53
is supported on six arms and
6:55
gives it the six degrees of freedom that
6:58
you require. But then that
7:00
is in turn mounted on a
7:03
table, a plinth, which is also
7:05
able to move in three degrees of freedom.
7:07
And that gives you the nine degrees of freedom
7:10
total there. And then wrapped around
7:13
that, we've got a huge screen
7:15
with five projectors projecting
7:18
then the full field of view for the driver
7:21
in fantastic sort of reality
7:24
in terms of the detail that you're
7:26
looking at. Not just of the scenery
7:28
and everything else, but the inside of the vehicle that we're
7:30
driving as well. So there is a huge amount
7:33
going on here. It's a very, very complex
7:35
environment, but all comes together
7:37
to provide an unbelievably realistic driving
7:39
experience. I think that's one of the really unique
7:42
things about driving
7:42
simulators that you just touched on there is
7:45
the fact that they are firstly very complex
7:47
systems. So there are tens of computers
7:49
and CPUs and graphics cards all working together
7:52
to produce this cohesive simulated
7:54
environment. But it's also the
7:56
sheer number of cues and stimuli
7:58
that we're providing.
7:59
The idea here is to convince probably
8:02
the most complex thing in the universe, i.e. the human,
8:05
that they're engaged in some other activity
8:07
and they're doing that in a very serious fashion, giving
8:09
accurate feedback to steer the
8:11
development of road cars and race cars. So
8:14
it's important that we model what the
8:16
person sees, what they feel and what
8:18
they hear as well.
8:22
Our unique selling points really focus
8:25
on the high bandwidth and the low
8:27
latency and the smoothness of our simulators.
8:30
And these correspond basically
8:32
to, first of all, bandwidth. It's the amount
8:34
of information that you can get through the system.
8:36
So if the analogy was television, then
8:39
we're 8k, whereas other simulators
8:41
are standard definition. It's about putting
8:44
higher fidelity, higher frequencies through
8:46
the motion generator, as we call it, to
8:49
put some numbers on it. Many of our competitors
8:51
have a bandwidth of 20 hertz,
8:54
whereas we are 50 and even in excess
8:56
of 100 hertz on different systems.
8:59
And what this means is that vibrations,
9:02
movements that you feel in a real car
9:04
are able to be accurately transmitted through
9:07
our motion generator and therefore given to the
9:09
participant in the simulator study using
9:12
a Donissma simulator. Whereas in
9:14
other simulators, they tend to feel
9:17
muffled, filtered, you
9:19
miss some of the sort of harshness that you can get
9:21
in reality and the higher frequencies,
9:24
including vibration
9:26
and noise.
9:29
The second USP
9:31
is low latency. So we have a latency
9:33
of between three and five milliseconds. So
9:35
what this means is that within three to five milliseconds
9:38
of the vehicle model calculating that
9:40
some movement needs to be transmitted
9:42
to the driver, we can measure using an
9:44
accelerometer on our motion platform
9:47
that that movement has happened. So this
9:49
is, again, an order of magnitude better
9:51
than many of our competitors. And it's in
9:54
the motorsport example is really what sets us
9:56
apart because it allows the driver to drive
9:58
the car. on the limit as they're
10:01
able to in reality. Whereas in other simulators
10:03
you find that if you try to correlate
10:05
the balance of the car, i.e. how understeer
10:08
or oversteer it is, you end up
10:10
with a car that you know it's back
10:12
end slides out but you can't catch it because
10:15
the simulator doesn't respond quickly
10:17
enough and therefore the driver gets the
10:19
cue to correct too late they've already
10:21
spun out. So what you tend
10:23
to find in other simulators is that
10:26
you lose correlation because you have to dial understeer
10:28
into the balance of the car just to get it around the lap.
10:30
Whereas in our simulator we're able
10:33
to have a very unstable
10:35
oversteer car balance where the driver is
10:38
soaring at the wheel keeping it in a straight line
10:41
as they're breaking and turning and sliding
10:43
into the corner. This is something you can't
10:45
do in other simulators. The final
10:47
USP that I've mentioned
10:50
is just the smoothness of our motion systems. Drivers
10:52
have described it as feeling a lot
10:54
more like the real car and
10:56
that's you know it's no mistake really we took design
10:59
cues from how vehicle suspension worked
11:01
in developing motion simulators
11:03
whereas typically other technologies
11:06
are based on perhaps flight
11:08
simulators where high frequency really
11:10
isn't as important as it is in a ground-based
11:13
vehicle.
11:15
So Ash tell me a little bit about the head mounted
11:17
display and how that enables you to offer the
11:20
mixed reality environment for the simulator. Yeah
11:22
sure so obviously Paul what you've just
11:25
driven there is the projector based
11:27
visuals so this is very sort of typically
11:29
how it's been done in driving simulators for a long time.
11:32
What we've been able to do is implement
11:34
a vario head mounted display in
11:36
our simulator and this replaces
11:39
the projectors. This allows
11:41
you to feel a far greater sense of immersion. You
11:44
can see your hands in the mixed reality
11:46
context you can see the steering wheel in front of
11:48
you and yet that's augmented with the
11:51
with the graphical environment around you. I
11:53
think uniquely what we've been able to do is
11:55
to to get the system working in a motion
11:58
simulator so despite the fact that we're able to do that
11:59
that the chassis is moving and shaking around
12:02
to provide you all of those cues of
12:04
what the vehicle is doing. We're still able to keep
12:06
track of where the headset is and correctly
12:09
present to you both the graphical world
12:12
and the real world within the cockpit.
12:22
So Ash,
12:24
we're now here at Dynismus manufacturing
12:27
site so we're just stepping into what
12:29
is one of the larger units here where
12:32
all the engineering takes place and so forth.
12:35
So if we just step inside and then we can
12:37
get started having a look around. So
12:39
the guys are just building up the ground system
12:42
here. This is really important part of
12:44
the load transfer to ground so our
12:46
systems are very responsive,
12:49
high bandwidth as I've mentioned and this requires a great deal
12:51
of stiffness so
12:52
hence you can see some really solid
12:55
structures here. To sort of
12:57
strengthen the size and the weight of this chassis
12:59
I guess is all part of making sure that nothing
13:02
moves that shouldn't move. That's what we say.
13:04
Yeah and in simulator parlance that nothing
13:07
moves that shouldn't move would be eliminating
13:09
miscues. So you know we're in the business
13:11
of creating cues, feelings
13:14
for the driver or for the passenger that
13:16
correspond to the situation that you're trying to simulate
13:18
and what we're doing and I think what we specialize in and
13:20
I think we do better than our competitors
13:22
is eliminating those miscues, the
13:25
bangs, cracks, whistles and grinds
13:27
that often appear on other simulators.
13:34
We
13:34
should also touch on sustainability and
13:37
the fact that what we're doing with simulation
13:39
means less models are being used, less materials
13:42
are being used, less manufacturing
13:44
time, less greenhouse gas. You
13:46
know this is all part of a more sustainable
13:48
future for manufacturers in all industries.
13:51
Absolutely yeah so more simulation means
13:53
fewer prototypes, it means fewer prototype
13:56
miles. The more that can be done virtually
13:58
the fewer emissions are being generated.
13:59
One of the big contributors
14:02
is having to take prototypes
14:05
all over the world in order to assess them in different environments
14:07
and the more that can be virtualized and
14:09
simulated offline that the fewer
14:13
prototypes, mule cars there are shipping around
14:15
the world to all of these extreme environments
14:16
for example.
14:23
That was Ash Warne, founder, CEO
14:26
and chief engineer at Dynisma. Now
14:29
the team there use technology, physics
14:31
and engineering and fine tune it to work
14:33
in harmony with the human body so
14:35
that the motion cues are perfectly aligned
14:37
to the vision, the sound and the feeling
14:40
from the simulator. One
14:42
of the tools that help them to do this is
14:44
PTC's cloud native design and
14:46
PLM solutions on shape and
14:48
arena connected.
14:50
Time to meet our expert PTC's EVP
14:52
John Hirschstich who can tell us more.
14:56
Now John I was fortunate to spend time at
14:58
Dynisma and the first thing that struck me
15:00
was the sheer size of the simulators
15:03
on offer.
15:04
Now I've seen a number of simulators offering
15:06
the 9 degrees of freedom movement
15:08
which is typical today
15:10
but never one that was capable of carrying
15:13
such a high payload, anything up to
15:16
750kg and this means that they can
15:18
simulate the whole vehicle cabin
15:20
with multiple participants not
15:22
just the single driver monocoque
15:25
that we often see with the racing simulators.
15:28
Now because of that the Dynisma offering
15:31
is in high demand not just from the world of
15:33
motorsport but also some of the world's biggest
15:35
car makers who are now keen to use the
15:37
simulators to test drive concept
15:40
cars before they enter production. Now
15:43
they needed a design and a PLM solution
15:45
that could scale up quickly and were compelled
15:47
to switch to PTC's cloud native
15:50
on shape and arena connected.
15:52
Now John are you able to give an overview of what
15:54
that means from a solution perspective
15:57
and how Dynisma can capitalise on
15:59
it?
15:59
to, you know, Onshape
16:02
and Arena together provide
16:04
unique value to Dainisma and many
16:07
other companies around the world because
16:10
we are the only cloud-native
16:13
CAD, PDM, and PLM
16:15
solution in the world. And what
16:17
this means is we help companies
16:20
deploy Agile process to
16:23
design, test, produce,
16:26
manufacture products on
16:28
a faster, more
16:31
agile basis than they could ever do before,
16:33
before Onshape and Arena. And
16:35
it comes from several key aspects
16:38
of the unique cloud-native Onshape
16:40
and Arena CAD, PDM, PLM
16:42
solution. First, they're connected
16:44
in the cloud. This means that our connection
16:47
will synchronize the CAD, PDM, and
16:49
PLM across engineers, manufacturers,
16:52
suppliers,
16:53
instantaneous sharing of product design
16:56
information so that there's essentially a global
16:58
real-time single source of truth. All your
17:01
internal teams, your manufacturing partners,
17:03
perfectly in sync. And when it comes
17:05
time to add a new partner,
17:08
that happens instantly. You know,
17:10
much like the response of this to the Dainisma
17:12
simulator, which I understand is amazing
17:15
because it's down to milliseconds.
17:17
When you're adding a new supplier or a new team
17:19
member with Arena PLM, you
17:22
don't have to wait hours or days for
17:24
them to be onboarded and installed.
17:26
And what hardware do you have? You click a few
17:28
buttons, instant access through the cloud.
17:31
We see collaboration being
17:33
vital. It's the name of the game in today's
17:36
world of modern product development. It's
17:38
vital to Dainisma.
17:40
They're designers and engineers. They
17:42
need to be able to see
17:44
what each other are doing to run through different
17:46
ideas, tweak them in real time so
17:49
they can see in moments what the other
17:52
team members are working on.
17:53
Being in a cloud, not
17:55
just in the cloud or using cloud, but
17:58
cloud-native means that
17:59
everyone involved can get the information
18:02
they need
18:03
anywhere in the world, extremely
18:05
efficient way of logging in changes.
18:08
Dynisma, they're pushing the boundaries
18:11
of innovation in terms of simulators
18:14
and to achieve their level of performance.
18:17
You know, the level of state of the art down
18:19
in the millisecond Formula One,
18:22
we feel they need the state
18:24
of the art, high performance
18:27
CAD, PDM, and PLM, that arena and on-shape
18:29
offer. We're a SAS cloud native
18:32
design, development, manufacturing, supply
18:34
chain platform.
18:36
We're robust, we're usable out
18:38
of the box, but you can tailor us to
18:40
meet specific requirements very easily. And
18:42
when you make modifications, everyone in the
18:44
world, as you customize your system, you're
18:47
not worried about upgrading and admins
18:49
and all that happens instantly for everyone
18:51
around the globe.
18:52
So we're super excited
18:55
to
18:55
be part of the Dynisma story and
18:57
the stage of growth.
18:59
I'm jealous that you got a chance to try
19:01
out the simulator. I'm hoping I get to do it myself.
19:04
And I think that I really see
19:06
an exciting analog between Dynisma
19:09
simulating the twists and turns of modern
19:11
racing at the highest possible speed
19:14
and arena and
19:16
on-shape, giving them the PLM,
19:19
CAD, and PDM tools
19:21
so their team can work at the highest
19:24
possible speed and take the turns
19:27
fast, you know, and come up in product
19:29
development. So delighted
19:31
to have Dynisma as a
19:34
customer of cloud native arena and
19:36
on-shape from PTC.
19:43
Huge thanks to Ash for showing us around
19:45
their facility and helping make my
19:47
dream of driving the Spa circuit in
19:49
an F1 car virtually come true.
19:52
And to John for helping us to understand the deployment
19:54
of on-shape and arena connected. Please
19:57
rate, review and subscribe to our bi-weekly
19:59
third angle episodes wherever you listen to
20:02
your podcasts and follow PTC
20:04
on LinkedIn and Twitter for future episodes.
20:12
This is an 1860 production for PTC.
20:14
Executive producer is Jackie Cook, sound
20:17
design and editing by Oli Giyu, recording
20:19
by Clarissa Maycock and music by
20:22
Rowan Bishop.
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