GT7 and SimHub Tactile discussion

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Stumbled into this thread while trying to get my new Buttkicker set up and I'm hoping someone can tell me what I'm doing wrong.

I have my Buttkicker gamer plus attached to my rig and connected to the BK amp that it came with. The amp is connected to my PC and I can see it/select it inside SimHub. The SimHub packages Setup rule and SimHub Setup Rule are listed in the "Inbound Rules" of my firewall advanced security window and I added the correct port forwarding in my router as well (after putting both my pc and ps5 on static IP's).

I know the ps5 is giving off the telemetry data because I can see it on the Sim Dashboard app that I installed on my phone but it doesn't seem like my PC is receiving the data. Here's a pic of the port forwarding I did on my router and the settings I have inside SimHub.

View attachment 1282817
View attachment 1282818

Both the ps5 and the pc are on the same wifi network, same subnet mask, same default gateway... etc. I usually have a VPN running on my pc and I've tried with it both on and off with no difference.

I have no idea what to do or where to go from here. I'm sure there's something simple or obvious that I'm not doing or haven't done yet but hell if I know what that is. Any help or advice would be greatly appreciated.

Thanks!
I had issues when I first tried setting it up. Those numbers you have to open on your firewall or whatever it’s called the 33739 and 33740… make sure you seperate them with a comma but DO NOT but a space after the comma like we were taught in school.

Not sure that will fix it for you but that’s what happened to me, I thought wtf I have everything setup exactly how it should be and it’s just not working. I should note my PS5 and PC are both plugged directly into my router, I’m not on wifi. I hope you’ve just ran into the same thing I ran into. I just followed some YouTube video, had to go into some windows settings somewhere and open ports, but again, I put a space after the comma between the two numbers… won’t work, don’t hit space bar. Haha


Good luck.
 
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Thanks for the tip. I went back and fixed those then tried again with and without my VPN going and this time when I shut down the VPN it worked. The only problem with that is one of the main reasons I use a VPN is I get random internet outages that last sometimes a few minutes, but if I'm running a VPN they don't happen. So now I think that is affecting the buttkicker. It'll be working for one race but then the next race it doesn't come on, and sometimes it'll come on in the middle of a race. I assume the telemetry data is being f'd with by my annoying internet outages. I was really hoping it would work with the VPN going but I guess not. :(
 
Maybe it has a thermal overload and is protecting itself? Try turning it down by 30% and see if it works for more races.

You’d be able to tell if the buttkicker stops but SimHub still shows output being sent.

If it’s not that I’d contact your ISP about the random internet outages because that has to suck for you and for everybody you’re racing with! Lol

I read once running a VPN if you shut it off, sometimes it has troubles with obtaining DNS or whatever it’s called. They had to shut it off instead of automatic.

Anyway good luck the VPN, DNS stuff is over my head. If my internet doesn’t work I call my ISP and make them sort it out.
 
Try without the dashboard on the phone running. Gt7 will only send data to one device. If this works look into the forwarding built in to Sim hub. Or run a dash in Sim hub and access it on your phone
 
Thanks for your reply. I had checked that one out but it's a bit pricey for me right now. Also want to start slow for now with two BST-1 transducers and maybe upgrade in the future, limited in space and money right now.

But how would I hook it up so I am guranteed to be able to use Simhub from my laptop? I keep seeing connections to a PC etc and not for consoles (PS5) Sorry for being such a noob at this.
I got this same set up and IMO worth every penny if you can afford it. I had gone a cheap amp at first. Wasn't happy. I also found the Dayton's wasn't as good for low bass as the auras.
 
For those that are running ps5 and want a shaker or buttkicker for other games. Not near as good as simhub but it the best I've found. From what I've found this is the best one out there after the software updates. I just got this and so far works great for audio extraction. I have a shaker amp. It gives you analog and optical audio It support 120hz allm hdr vrr with the software update. Make sure you follow the instructions and update it first. Many problems were fixed for Ps5/xbox. There 3 little levers in the front the set the correct settings for your console and tv. I stress follow the instructions and it works great. Now I cant say time wise as I just got this but a few others claim it does great with ps5.
 
For those that are running ps5 and want a shaker or buttkicker for other games. Not near as good as simhub but it the best I've found. From what I've found this is the best one out there after the software updates. I just got this and so far works great for audio extraction. I have a shaker amp. It gives you analog and optical audio It support 120hz allm hdr vrr with the software update. Make sure you follow the instructions and update it first. Many problems were fixed for Ps5/xbox. There 3 little levers in the front the set the correct settings for your console and tv. I stress follow the instructions and it works great. Now I cant say time wise as I just got this but a few others claim it does great with ps5.
How’s that work? You still can’t run a PS headset with it correct? The PS5 cuts off all audio as soon as you turn the headset on and connect. Sony really screwed everyone over by leaving out an optical port.
 
Try without the dashboard on the phone running. Gt7 will only send data to one device. If this works look into the forwarding built in to Sim hub. Or run a dash in Sim hub and access it on your phone
Is this true? I often use SimHub along with EzioDash on the cell phone I have mounted on one of my extra wheel attachments.
How’s that work? You still can’t run a PS headset with it correct? The PS5 cuts off all audio as soon as you turn the headset on and connect. Sony really screwed everyone over by leaving out an optical port.
True. If you just run with PS5 audio, you can’t use the headset and still have tactile. SimHub eliminates this issue.
 
How’s that work? You still can’t run a PS headset with it correct? The PS5 cuts off all audio as soon as you turn the headset on and connect. Sony really screwed everyone over by leaving out an optical port.
No sadly it cuts out the audio. I just tested it. You would need to use a headphone jack splitter and use the head set wired.
 
No sadly it cuts out the audio. I just tested it. You would need to use a headphone jack splitter and use the head set wired.
Yeah it’s really unfortunate. It would be awesome if some generic setting in SimHub worked like an hdmi splitter. I wonder if call of duty sends data telemetry like grenade explosions, your own gunfire and zombie slaps? Lol
 
Yeah it’s really unfortunate. It would be awesome if some generic setting in SimHub worked like an hdmi splitter. I wonder if call of duty sends data telemetry like grenade explosions, your own gunfire and zombie slaps? Lol
SimHub can work with any audio. I use SimHub for tactile when I use the wireless headset as well as when using normal audio. If you use SimHub, it’s getting the data from your network, not from audio. If you use the audio feed alone, without SimHub, it won’t work once you start the headphones.

With SimHub, you are good either way.
 
SimHub can work with any audio. I use SimHub for tactile when I use the wireless headset as well as when using normal audio. If you use SimHub, it’s getting the data from your network, not from audio. If you use the audio feed alone, without SimHub, it won’t work once you start the headphones.

With SimHub, you are good either way.
I know, we were taking about other games that aren’t listed in simhub. Are you saying you can boot up Call of Duty or Skyrim and get tactile from SimHub?!
 
Is this true? I often use SimHub along with EzioDash on the cell phone I have mounted on one of my extra wheel attachments.

True. If you just run with PS5 audio, you can’t use the headset and still have tactile. SimHub eliminates this issue.

Yes with simhub you can use the ps5 head set wireless. If your running a shaker amp or bk amp through a audio extractor no you can't use the
Is this true? I often use SimHub along with EzioDash on the cell phone I have mounted on one of my extra wheel attachments.

True. If you just run with PS5 audio, you can’t use the headset and still have tactile. SimHub eliminates this issue.
Yes with simhub you can use the ps5 head set wireless. If your running a shaker amp or bk amp through a audio extractor no you can't use the ps5 head set wireless. Need to use it wired with a hf jack splitter.
 
Thanks for the tip. I went back and fixed those then tried again with and without my VPN going and this time when I shut down the VPN it worked. The only problem with that is one of the main reasons I use a VPN is I get random internet outages that last sometimes a few minutes, but if I'm running a VPN they don't happen. So now I think that is affecting the buttkicker. It'll be working for one race but then the next race it doesn't come on, and sometimes it'll come on in the middle of a race. I assume the telemetry data is being f'd with by my annoying internet outages. I was really hoping it would work with the VPN going but I guess not. :(

When you establish your VPN connection all communication to and from your PC will go through the VPN-Tunnel so the PS5 broadcasted telemetry-data can’t be „heard“ from your PC’s network interface while the VPN-tunnel is active.

That is unless your VPN provider allows split-tunneling to work (meaning allowing local LAN-traffic in parallel to outgoing traffic through the VPN-Tunnel).
Please check if there’s a config option to allow split tunnel in your VPN-software.
 
To those that have both the Logitech G Pro Wheel and these tactile transducers via Simhub, how much does the Logitech TrueForce add to the overall experience?

The reason I'm asking is, like some of those here on the forum, there's concern about Logitech support for the ecosystem. For myself, if I can setup a nice tactile setup and TrueForce supplements but doesn't add too greatly to the overall experience, I may return my set and go Fanatec, primarily for the ecosystem AND it has a really nice H shifter. Adding a quality H Shifter adds so much to the driving experience for me. My old setup was the T300RS w/ Th8A shifter.

With that said, if the tactile transducers can't produce the same tactile experience as TrueForce at the wheel, then it makes the decision harder.
 
To those that have both the Logitech G Pro Wheel and these tactile transducers via Simhub, how much does the Logitech TrueForce add to the overall experience?

The reason I'm asking is, like some of those here on the forum, there's concern about Logitech support for the ecosystem. For myself, if I can setup a nice tactile setup and TrueForce supplements but doesn't add too greatly to the overall experience, I may return my set and go Fanatec, primarily for the ecosystem AND it has a really nice H shifter. Adding a quality H Shifter adds so much to the driving experience for me. My old setup was the T300RS w/ Th8A shifter.

With that said, if the tactile transducers can't produce the same tactile experience as TrueForce at the wheel, then it makes the decision harder.
Great question. I have asked if TF can be done, reasonably, through SimHub also.
 
Not the Logitech TruForce, but with the TGT2 and its transducer, it compliments well. Your wheel support should be somewhat isolated from the other transducers (on/under/behind your seat, on your accelerator and your brake), so there should be a somewhat symbiotic relationship. The wheel transducer is just giving you a small amount of tactile, so it’s complimentary in my mind.
 
To those that have both the Logitech G Pro Wheel and these tactile transducers via Simhub, how much does the Logitech TrueForce add to the overall experience?

The reason I'm asking is, like some of those here on the forum, there's concern about Logitech support for the ecosystem. For myself, if I can setup a nice tactile setup and TrueForce supplements but doesn't add too greatly to the overall experience, I may return my set and go Fanatec, primarily for the ecosystem AND it has a really nice H shifter. Adding a quality H Shifter adds so much to the driving experience for me. My old setup was the T300RS w/ Th8A shifter.

With that said, if the tactile transducers can't produce the same tactile experience as TrueForce at the wheel, then it makes the decision harder.
Hard to say. For myself, I used the Dayton pucks to round out the experience of the G Pro wheel. The G Pro wheel can shake my entire setup, but it doesn’t do that all the time. The reason I went with the pucks, is the the wheel felt so good, I wanted to try and get some of that closer to the seat and in my feet. In my opinion I’ve got a pretty damn good blend happening now. Nothing is too overly powerful and compliments each other well. I know LogiRich had said you want to be careful with going too nuts with shakers as to not mask the wheels feedback. I think I’ve managed that.

As for trueforce… I’d have to shut the vibration off completely to tell. But I found the stock recommended settings a bit low so I’ve since turned it up in GT7. I think I’m at 60 now instead of the 25 they recommend.

Now here’s the thing, I don’t think SimHub, in gt7 anyway portrays the vibrations all that accurately and some stuff really varies from car to car I find. I drive an E type Jaguar and my rig feels one way, I drive a P4 ferrari and it feels another way. That could be GT7 though not SimHub.

I don’t think I could race without SimHub and the transducers anymore and I’m not sure if I like the wheel because of its force feedback or it’s force feedback AND trueforce. Might have to get LogiRich to explain exactly what trueforce is and how it works. I used a G29, and had gotten myself a G923, I will say the 923 felt better with trueforce off, and even better with trueforce on. Some say it’s a gimmick but I think it adds another element.

For me it’s like the controller for PS4, vibrates… cool. Adds to the gaming experience. The PS5 controller vibrates but also has haptic triggers which brings it to a whole new level. Fire a gun and it feels like youve pulled the trigger on a real gun. Funny how something so simple like a bit of resistance on a trigger and then giving out can bring a game more to life than playing with a controller that just vibrates.


Good luck.
 
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Just read through this whole thread and learned quite a bit, thanks to all the contributers.
Are all the complex and detailed configurations by @Mr Latte still only exclusively available to members of a private group chat?
If so, I'm wondering the reason behind it - not trying to be ungrateful, but if there are no plans to make something profitable out of it, why not share those settings with the GTPlanet community?

As Mr Latte's configuration utilizes multi-layer configurations, it seems to be a lot more advanced approach than what most of the users currently have, so I believe having it shared to the public would help more people to further understand the Simhub's possibilites and possibly come up with something really awesome that everybody with tactile setups could use to take GT7's tactile immersion to the next level.
 
Just read through this whole thread and learned quite a bit, thanks to all the contributers.
Are all the complex and detailed configurations by @Mr Latte still only exclusively available to members of a private group chat?
If so, I'm wondering the reason behind it - not trying to be ungrateful, but if there are no plans to make something profitable out of it, why not share those settings with the GTPlanet community?

As Mr Latte's configuration utilizes multi-layer configurations, it seems to be a lot more advanced approach than what most of the users currently have, so I believe having it shared to the public would help more people to further understand the Simhub's possibilites and possibly come up with something really awesome that everybody with tactile setups could use to take GT7's tactile immersion to the next level.
I was invited into it. I think he’s since changed the things he’s using. I may be wrong, but I think if you were to buy what is listed “in here“, is now different “in there”, somebody had gotten a bit upset because they had purchased and setup what was given for recommended hardware in here only to find he’s since moved on from that or experimenting with other stuff now.

I recommended figuring out what stuff you may want to run, placement of each shaker or puck, get it setup and dial it in how you personally like it. Apply one effect at a time and build it up, then start muting things and double checking and blending effects until you’re satisfied. Takes a bit of time but it’s kind of a fun process.

Unless you’re using EXACTLY the same setup including seat and all, you’re kind of on your own anyway. I think aim for getting a good left and right representation in the seat, and then front and back. Maybe a couple other spots for Knick knacks and paddywhacks. Haha

It’s kind of the more the better. I have six pucks, two in the seat, two lower back… these are left and right. One center mid back and one on my pedal board. That’s my front and back and I also use it for gear shifts and engine rpm etc. theyre not always active so I apply a bit of some other effects to them. The more the merrier really, so you can fine tune. I may in the future get a larger shaker just for road vibration as when I tried that I thought it would be a nice subtle effect to have underneath my current stuff. Maybe in the future. All that being said, I’m running pretty cheap gear and I wouldn’t want to race with it shut off anymore.
 
Hard to say. For myself, I used the Dayton pucks to round out the experience of the G Pro wheel. The G Pro wheel can shake my entire setup, but it doesn’t do that all the time. The reason I went with the pucks, is the the wheel felt so good, I wanted to try and get some of that closer to the seat and in my feet. In my opinion I’ve got a pretty damn good blend happening now. Nothing is too overly powerful and compliments each other well. I know LogiRich had said you want to be careful with going too nuts with shakers as to not mask the wheels feedback. I think I’ve managed that.

As for trueforce… I’d have to shut the vibration off completely to tell. But I found the stock recommended settings a bit low so I’ve since turned it up in GT7. I think I’m at 60 now instead of the 25 they recommend.

Now here’s the thing, I don’t think SimHub, in gt7 anyway portrays the vibrations all that accurately and some stuff really varies from car to car I find. I drive an E type Jaguar and my rig feels one way, I drive a P4 ferrari and it feels another way. That could be GT7 though not SimHub.

I don’t think I could race without SimHub and the transducers anymore and I’m not sure if I like the wheel because of its force feedback or it’s force feedback AND trueforce. Might have to get LogiRich to explain exactly what trueforce is and how it works. I used a G29, and had gotten myself a G923, I will say the 923 felt better with trueforce off, and even better with trueforce on. Some say it’s a gimmick but I think it adds another element.

For me it’s like the controller for PS4, vibrates… cool. Adds to the gaming experience. The PS5 controller vibrates but also has haptic triggers which brings it to a whole new level. Fire a gun and it feels like youve pulled the trigger on a real gun. Funny how something so simple like a bit of resistance on a trigger and then giving out can bring a game more to life than playing with a controller that just vibrates.


Good luck.

I appreciate your feedback. I'll probably try to get some sort of set up soon and try it out to see how radically different it is before I make my final decision.

As for different cars having providing different tactile feedback, i certainly hope that's the case and as it should be. I track my car ('18 M3) and modified it for the track with a bunch of suspension work. I can tell even going from just summer tires to semi-slicks or even when I went to coilovers, it provides different feedback.
 
I was invited into it. I think he’s since changed the things he’s using. I may be wrong, but I think if you were to buy what is listed “in here“, is now different “in there”, somebody had gotten a bit upset because they had purchased and setup what was given for recommended hardware in here only to find he’s since moved on from that or experimenting with other stuff now.

I recommended figuring out what stuff you may want to run, placement of each shaker or puck, get it setup and dial it in how you personally like it. Apply one effect at a time and build it up, then start muting things and double checking and blending effects until you’re satisfied. Takes a bit of time but it’s kind of a fun process.

Unless you’re using EXACTLY the same setup including seat and all, you’re kind of on your own anyway. I think aim for getting a good left and right representation in the seat, and then front and back. Maybe a couple other spots for Knick knacks and paddywhacks. Haha

It’s kind of the more the better. I have six pucks, two in the seat, two lower back… these are left and right. One center mid back and one on my pedal board. That’s my front and back and I also use it for gear shifts and engine rpm etc. theyre not always active so I apply a bit of some other effects to them. The more the merrier really, so you can fine tune. I may in the future get a larger shaker just for road vibration as when I tried that I thought it would be a nice subtle effect to have underneath my current stuff. Maybe in the future. All that being said, I’m running pretty cheap gear and I wouldn’t want to race with it shut off anymore.
I completely agree with your comment. As I read through this entire thread, I was thinking "oh what do i buy exactly and what's the exact setup/placement of the pucks?" But the more and more I thought about it, the more I think I'll just have to experiment on my own, mostly due to the fact that I won't be changing my gaming cockpit seat so I won't be able have the same kind of placement as others.

Also, one think to keep in mind, tactile feedback and what "feels" good is pretty subjective. To one person it may feel perfect, to the next person, it may not be enough or maybe too much. It's very much the same how folks compare car suspension "oh this is too stiff..." while others feel "this is just right".

For ease of mounting/installation, I'll probably go for either a primary shaker on the bottom of my seat then have strategic transducers placed towards the front of the rig and under the pedals.
 
I completely agree with your comment. As I read through this entire thread, I was thinking "oh what do i buy exactly and what's the exact setup/placement of the pucks?" But the more and more I thought about it, the more I think I'll just have to experiment on my own, mostly due to the fact that I won't be changing my gaming cockpit seat so I won't be able have the same kind of placement as others.

Also, one think to keep in mind, tactile feedback and what "feels" good is pretty subjective. To one person it may feel perfect, to the next person, it may not be enough or maybe too much. It's very much the same how folks compare car suspension "oh this is too stiff..." while others feel "this is just right".

For ease of mounting/installation, I'll probably go for either a primary shaker on the bottom of my seat then have strategic transducers placed towards the front of the rig and under the pedals.
Mounting one on your accelerator and one on your brake is fantastic. It’s the biggest upgrade I’ve made to “feeling right” since initially adding tactile.
IMG_9627.jpeg

I completely agree with your comment. As I read through this entire thread, I was thinking "oh what do i buy exactly and what's the exact setup/placement of the pucks?" But the more and more I thought about it, the more I think I'll just have to experiment on my own, mostly due to the fact that I won't be changing my gaming cockpit seat so I won't be able have the same kind of placement as others.

Also, one think to keep in mind, tactile feedback and what "feels" good is pretty subjective. To one person it may feel perfect, to the next person, it may not be enough or maybe too much. It's very much the same how folks compare car suspension "oh this is too stiff..." while others feel "this is just right".

For ease of mounting/installation, I'll probably go for either a primary shaker on the bottom of my seat then have strategic transducers placed towards the front of the rig and under the pedals.
 
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I appreciate your feedback. I'll probably try to get some sort of set up soon and try it out to see how radically different it is before I make my final decision.

As for different cars having providing different tactile feedback, i certainly hope that's the case and as it should be. I track my car ('18 M3) and modified it for the track with a bunch of suspension work. I can tell even going from just summer tires to semi-slicks or even when I went to coilovers, it provides different feedback.
I should have gone into more detail, but something like an e-type jagaur when I brake the puck on my pedal board goes off a lot louder than many other cars. I thought it was an older car thing, but I ran the GT350 mustang and had hardly any feedback when braking hard. Some cars shift incredibly hard and other ones don’t. Could simply come down to a frequency thing. Maybe the gear shifts that hit harder, in game the frequency of the shifting sound or whatever is right in the range I set in SimHub. And the one that is almost not even there is out of range. That’s all I can think.

I agree cars should feel different and they do, there’s just a few stark contrasts I’ve noticed between some. I’ve got a Camaro tuned, love driving the thing, tuned a SuperBee to match, still like the Camaro more, but the tactile feedback on my SuperBee is actually more immersive.
 
I should have gone into more detail, but something like an e-type jagaur when I brake the puck on my pedal board goes off a lot louder than many other cars. I thought it was an older car thing, but I ran the GT350 mustang and had hardly any feedback when braking hard. Some cars shift incredibly hard and other ones don’t. Could simply come down to a frequency thing. Maybe the gear shifts that hit harder, in game the frequency of the shifting sound or whatever is right in the range I set in SimHub. And the one that is almost not even there is out of range. That’s all I can think.

I agree cars should feel different and they do, there’s just a few stark contrasts I’ve noticed between some. I’ve got a Camaro tuned, love driving the thing, tuned a SuperBee to match, still like the Camaro more, but the tactile feedback on my SuperBee is actually more immersive.
Ah gotcha. Could be more attention in refining the response of certain cars than others.
 
Ah gotcha. Could be more attention in refining the response of certain cars than others.
To correct some points mentioned and to inform people, one point to take note of here is that tactile can very much be an explorative and time-consuming d.i.y thing.

Due to family/personal matters from last/this year, I have stepped back from being involved with tactile across various communities. No longer getting involved. My own work with it, certainly still continues but with a focus now on my own rig and not others.

I've had pretty extensive workings, looking at ways to create better tactile sensations via Simhub over the last few years.
The closed discussion was free, with no paywalls whatsoever, and was primarily done to cover two things.

1) Help people with various budget tactile configurations to test/comment on and enjoy some examples of effects compared to the standard effects Simhub offers. One of the requests for people to enjoy these effects was to give me feedback or help to improve them.

2) Highlight to people interested, one solution I have experience with that offers the potential for a more immersive and extensive tactile for multiple body regions, capable of utilizing multilayer and multiple transducer/exciter unit installations and offering a much wider dynamic range with frequencies.

Here is what happens, people will ask for the effects, stating they will give feedback but the majority of people once they get what they want, or find that it does the job well enough for them. Are not interested in helping or further testing. In the group some could not even be bothered to communicate/discuss with others at all. So why should I continue to spend hours working on effects or monitoring the generated frequencies with combinations of effects that work better together?

One other aspect is, that even though budget hardware has certain restrictions, it does not stop people then trying to use effects developed "for a specific arrangement of hardware" that I worked on, but instead with their own hardware and installations.
Said people will not get the sensations from these effect as they are meant to be experienced and that then causes people to give false impressions.

The point in having a recommended configuration and effects developed for it, is so others could achieve from those specifically developed effects the sensations they were meant to generate and over the body via multiple body regions and channels. A solid type of race seat was the primary goal for such. My approach with effects, was unique, as certain sensations/operations may not have been limited to a single unit/channel like in a traditional approach. Instead, to feel the proper sensation relied on "different specific frequencies" being applied to certain channels.

Lots of things play their part in what a user will feel, the rig materials, the seat, the installation placement, if isolation is used, differences with the output levels based on users applying different soundcards, different amps, different settings. Its all quite a cocktail of variables and this was why an attempt to try to get people involved with helping to test/configure was attempted.

To properly determine how Simhub generates variations from the telemetry/games physics. It is possible to monitor the audio being generated via different cars or parameters within the sim. Monitoring the audio with pro audio tools, can help with understanding of this. It's then possible to make variations of effects to help better suit different people's tastes/hardware or even car-specific "effects profiles" for individual cars.

Sure, lots of people have done videos about Simhub too, but many of those people do not really know what/how some of the settings it has can be used to help control the operation of or know what the generated output is that certain effects deliver or indeed a combination of effects generate.

For me, at the moment a break is needed....
I need to put more of my spare time into finishing my own rig build and enjoy a new PC build I have started.
 
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To correct some points mentioned and to inform people, one point to take note of here is that tactile can very much be an explorative and time-consuming d.i.y thing.

Due to family/personal matters from last/this year, I have stepped back from being involved with tactile across various communities. No longer getting involved. My own work with it, certainly still continues but with a focus now on my own rig and not others.

I've had pretty extensive workings, looking at ways to create better tactile sensations via Simhub over the last few years.
The closed discussion was free, with no paywalls whatsoever, and was primarily done to cover two things.

1) Help people with various budget tactile configurations to test/comment on and enjoy some examples of effects compared to the standard effects Simhub offers. One of the requests for people to enjoy these effects was to give me feedback or help to improve them.

2) Highlight to people interested, one solution I have experience with that offers the potential for a more immersive and extensive tactile for multiple body regions, capable of utilizing multilayer and multiple transducer/exciter unit installations and offering a much wider dynamic range with frequencies.

Here is what happens, people will ask for the effects, stating they will give feedback but the majority of people once they get what they want, or find that it does the job well enough for them. Are not interested in helping or further testing. In the group some could not even be bothered to communicate/discuss with others at all. So why should I continue to spend hours working on effects or monitoring the generated frequencies with combinations of effects that work better together?

One other aspect is, that even though budget hardware has certain restrictions, it does not stop people then trying to use effects developed "for a specific arrangement of hardware" that I worked on, but instead with their own hardware and installations.
Said people will not get the sensations from these effect as they are meant to be experienced and that then causes people to give false impressions.

The point in having a recommended configuration and effects developed for it, is so others could achieve from those specifically developed effects the sensations they were meant to generate and over the body via multiple body regions and channels. A solid type of race seat was the primary goal for such. My approach with effects, was unique, as certain sensations/operations may not have been limited to a single unit/channel like in a traditional approach. Instead, to feel the proper sensation relied on "different specific frequencies" being applied to certain channels.

Lots of things play their part in what a user will feel, the rig materials, the seat, the installation placement, if isolation is used, differences with the output levels based on users applying different soundcards, different amps, different settings. Its all quite a cocktail of variables and this was why an attempt to try to get people involved with helping to test/configure was attempted.

To properly determine how Simhub generates variations from the telemetry/games physics. It is possible to monitor the audio being generated via different cars or parameters within the sim. Monitoring the audio with pro audio tools, can help with understanding of this. It's then possible to make variations of effects to help better suit different people's tastes/hardware or even car-specific "effects profiles" for individual cars.

Sure, lots of people have done videos about Simhub but many of those people do not really know what/how some of the settings it has can be used to help control the operation of or know what the generated output is that certain effects deliver or indeed a combination of effects generate.

For me, at the moment....
I need to finish my own rig build and put time into that and enjoy a new PC build I have started.
 
I understand. I have been amazed at the time and the knowledge that you have shared with us so i want to personally thank you. Race on!
 
To correct some points mentioned and to inform people, one point to take note of here is that tactile can very much be an explorative and time-consuming d.i.y thing.

Due to family/personal matters from last/this year, I have stepped back from being involved with tactile across various communities. No longer getting involved. My own work with it, certainly still continues but with a focus now on my own rig and not others.

I've had pretty extensive workings, looking at ways to create better tactile sensations via Simhub over the last few years.
The closed discussion was free, with no paywalls whatsoever, and was primarily done to cover two things.

1) Help people with various budget tactile configurations to test/comment on and enjoy some examples of effects compared to the standard effects Simhub offers. One of the requests for people to enjoy these effects was to give me feedback or help to improve them.

2) Highlight to people interested, one solution I have experience with that offers the potential for a more immersive and extensive tactile for multiple body regions, capable of utilizing multilayer and multiple transducer/exciter unit installations and offering a much wider dynamic range with frequencies.

Here is what happens, people will ask for the effects, stating they will give feedback but the majority of people once they get what they want, or find that it does the job well enough for them. Are not interested in helping or further testing. In the group some could not even be bothered to communicate/discuss with others at all. So why should I continue to spend hours working on effects or monitoring the generated frequencies with combinations of effects that work better together?

One other aspect is, that even though budget hardware has certain restrictions, it does not stop people then trying to use effects developed "for a specific arrangement of hardware" that I worked on, but instead with their own hardware and installations.
Said people will not get the sensations from these effect as they are meant to be experienced and that then causes people to give false impressions.

The point in having a recommended configuration and effects developed for it, is so others could achieve from those specifically developed effects the sensations they were meant to generate and over the body via multiple body regions and channels. A solid type of race seat was the primary goal for such. My approach with effects, was unique, as certain sensations/operations may not have been limited to a single unit/channel like in a traditional approach. Instead, to feel the proper sensation relied on "different specific frequencies" being applied to certain channels.

Lots of things play their part in what a user will feel, the rig materials, the seat, the installation placement, if isolation is used, differences with the output levels based on users applying different soundcards, different amps, different settings. Its all quite a cocktail of variables and this was why an attempt to try to get people involved with helping to test/configure was attempted.

To properly determine how Simhub generates variations from the telemetry/games physics. It is possible to monitor the audio being generated via different cars or parameters within the sim. Monitoring the audio with pro audio tools, can help with understanding of this. It's then possible to make variations of effects to help better suit different people's tastes/hardware or even car-specific "effects profiles" for individual cars.

Sure, lots of people have done videos about Simhub too, but many of those people do not really know what/how some of the settings it has can be used to help control the operation of or know what the generated output is that certain effects deliver or indeed a combination of effects generate.

For me, at the moment a break is needed....
I need to put more of my spare time into finishing my own rig build and enjoy a new PC build I have started.
Actually, my comment was not a knock or response on your and the community's effort with refining the tactile response to what the game produces, but what PD probably giving more attentions to providing proper or more telemetry data for certain cars than other. I imagine the drive and feel of most low power cars may share similar telemetry models vs say the various Grp 3 and Grp 4 track cars could have different individualized model. This is all conjecture though. Though I can see how my comment can be taken another way.

I agree with your comments here and throughout the thread, though I believe tactile sensation/response is also subjective even if someone has the same exact setup. There are those who are more sensitive to feedback and those who feel it may not be enough. There are those who probably never driven on the track or only a few times but still can't fully understand how it should really feel and how to use that sensation properly.

I've re-read this entire thread a few times to get a better under how to even set things up and how to tune and definitely appreciate your detailed technical analysis and everyone's input. I've already ordered an external sound car and a few tactile transducers and excited to see what kind of setup works best for me. Hopefully I can get as close to what I normally experience on my track days with my M3.
 
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