@Bobsbob and others....
Would be good if wanting to share effects, might it be too much to ask people follow the example I did with just attaching a .txt file to download for the effects/profile they want to share. Easy then to simply rename it as a .siprofile for Simhub?
Why Is "Audio Tactile" Hit Or Miss?
Note, to get more from audio-tactile, we first need to see and understand what frequencies the game is generating.
I can say straight up with just an early look at GT7 that many of the cars engines do not use frequencies too often below 30Hz.
So if wanting to get the most from "Game Audio" for tactile we need to consider EQ or DSP options to boost specific frequencies for improved response with transducers. Additionally you need transducers/hardware that are better suited to generating upper bass used in overtones and harmonics. Many engines will use audible characteristics in the 100Hz-400Hz and upto 800Hz-1000Hz. Yet most budget transducers will not offer much sensation above 80Hz-100Hz.
This is one of the benefits the exciters bring over....
1) Budget transducers like BST models
2) TT25 budget pucks that people keep flocking to as the favorite entry-level unit
3) Cushions that use multiple TT25
4) Seat pads using low-power and restricted frequency response motors
From an entry-level budget solution perspective:
Only the exciters will help to convert the user's seat into a subwoofer and speaker combo. You then can control via your own preferences with the usage of things like a crossover or bass/treble controls or DSP.
Example of using EQ controls to help boost/cut and limit specific frequencies to enhance the audio-tactile experience.
The yellow box region highlights what most people with budget transducers will get to feel from audio tactile compared to using exciters and a crossover applied at @800Hz.
For my own rig requirements, I prefer to be able to utilise
both options "Audio-Tactile" and "Simhub" tone generation.
Over a year ago, I looked into buying and testing some hardware that makes this possible without any faff or fuss with PC software.
Could I find a method that let me add "Audio Tactile" output to ANY of the installed transducers/exciters or send it to ALL of them.
The answer is yes, as all I have to do with the solution I discovered is
A) turn a knob
B) adjust another knob to determine the (balance) of each source for the "Audio or Simhub" sources
C) apply only the
audio-tactile for it to operate on a specific unit or set of units I want
D) or send/mix it over 2/4/6/8/10/12 channels that any installation may have
Nobody to my knowledge has shared in the past how to do this, but it is one of the features my own approach with the multi-exciters makes possible. This way you can use or enjoy ANY games or music with your tactile or build a mix of using with Simhub. Yet the topic deserves its own thread at a later time.
Single Transducer Limitations For Effects Generation:
*Any constant effect like RPM, or SPEED will saturate a transducer, meaning it's hard to apply nice sensations for these types of effects but then still enjoy feeling other effects. This is why Simhub's basic effects only offer idle and a peak rpm sensation.
Other Limitations:
* Not being able to enjoy any stereo effects or even multiple stereo outputs that Simhub makes possible
* Limited frequency response, needs to be repeated, only so much you can do in a good working 30Hz-80Hz range
* Singular installation point for detecting all vibrations (while using seat/pedals helps) it is not enough for the best immersion possibilities