Synopsis
This paper introduces a novel motion cueing approach for moving base driving simulators (MBDS) in early-phase vehicle development. The proposed method separates vehicle motion into terrain-induced (global) and vehicle-induced (local) components, enabling selective filtering. This preserves high-frequency, low-amplitude vehicle responses while attenuating low-frequency, high-amplitude terrain effects that exceed simulator workspace limits. Two partitioning strategies are explored: a velocity-based method for pitch motion and a ground-plane estimation using tyre contact points. Simulation results show improved accuracy in pitch and roll motion.

