4pin rocker switches on Amazon 8pcs for $16. I’ll wait and see if they update SimHub to mute for us if it’s even possible. Rocker switches would look cool though haha. That’s still 6 switches just to mute it. It was a bit disappointing finding out it keeps going and that wheel lock and wheel slip aren’t correct but whatever still pretty awesome we can do this.
Mmmmm, well that is cheap, and if the cheapest possible solution is important, suppose yeah it's possible that way.
I still think most would prefer to hit one mute button on a soundcard than 4/6/8 or more switches back n forth to disable/enable each channel. Each person to their own thing but yes it's possible to get around the issue some of you reported as being annoying.
Wheelslip Discussion
GT7 appears to rely more on G force-based telemetry than offering per-wheel slip activity.
Simhub can only support what the title's own telemetry output offers.
It's possible on PC titles to have independent slip but really L/R slip isn't that beneficial, however front/rear independent felt slip is beneficial for understeer/oversteer of the car's behavior and can be applied to output only to pedals/seat to represent the front/rear sensations. This can also be much more immersive than just having something like rumble motors on pedals.
In past experimentations, using wheel-slip, my own preferred approach in effects operation for (ACC) on PC was to have independent front/rear application. So in instances of a RWD car doing a burnout, or donuts, the rear wheels would have by far the most activity. Some others made custom effects, with Simhub appearing to apply almost identical output to all wheels. They also used a rather limited or quite static range in frequency output for low-high slip operations. Thus reducing the variation in feeling that can be generated for the user to better determine what is a small-large amount of slip which can be one of the drawbacks/limitations of budget hardware and trying to be creative with improved tactile sensations.
Some people's effects didn't feel right to me and one of the benefits of making improved effects like "wheelslip" is that the frequency range in relation to felt slip can be much better reflected with included lowest bass sensations becoming active only with higher slip scenarios or generated values. It's also important to use frequencies that match in relation to the sensitivity being used/enabled for the determined amount of slip.
Additionally, I would say that often people may have slip sensitivity too high that even small amounts of slip generate a response. (Noticeable in video below). It's more usable as a driving aid if you have activity only with higher levels of slip to help indicate oversteer/understeer scenarios.
I showed this comparison a while back that highlights these points and you will see one is more accurate in front/rear slip as well as offering much less static output with an increased range of frequencies....
*Notice the spin @30 seconds and burnouts in how they differ with their generated frequencies and activity!
** Front wheels to left / rear wheels to right
*** Green is my own effects output
Its possible that some titles with highly populated "online competitive communities" will not want certain telemetry to be available that can be used as unofficial hack/cheating driving aids.
With GT7, I've offered some effects and tried to get good results with them. It's upto others to look at offering feedback of issues with these or seeking to help in testing to improve them. One option is to build certain effects to operate in activity to the G PRO wheel, to better match its operation.