Mr Latte - Question?

  • Thread starter RW65
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Updated!


* My main query with this configuration is that all directed effects for LFE are limited to MONO.

  • So if I am correct any ALL4 CHASSIS based effects for the "Front & Rear" wheels that you deploy to EM have to be combined/down-mixed for your central LFE units?
  • The Pedals/Seat section using ALL4 CHASSIS with TST429 would operate in Stereo FRONT/REAR as normal.
  • Is this STEREO/MONO combination going to be detrimental to overall immersion?
  • The seat (No.2) has a dedicated LFE unit for engine effects making normal usage of EM mode. Having FRONT/BACK LFE (No1 /No3) in front and behind the seat may suit VERTICAL SURGES & SUSPENSION BUMPS F/R. (*Are these two effects MONO or STEREO?) if indeed MONO then no data will be lost on these effects.
  • It does however potentially produce much more IMPACT emphasis on BUMPS/SURGES for the connected regions (Seat/Pedals) than any such types of bumps/suspension effects independent for the wheels/shocks used on ALL4 CHASSIS.
  • Is this power ratio different combination going to be detrimental to overall immersion?
I can,see why you have considered this layout after giving it more consideration.
With Simvibe only supporting 3 extensions (currently) it does limit the possible creativity in placement for enthusiasts.

The Manual did allude to 4 EM but do not believe this has ever been utilised.
"Mode GREEN – Seat (left channel), Shifter (right channel) BLACK – Future Use (left channel), Pedals (right channel)."


-------------------------------

Considerations:
I still reflect back to perhaps the importance of ALL4 Chassis being used for the main directional/vertical cues for wheels!
With a standard configuration the software/manual/guide makes no reference to using *much more powerful units for specific roles or effects. SimXperience cannot be seen to support one vendor/product over another. Yet of course the actual performance could differ greatly with high performance units to much less cable ones. Surely however it is also important to possibly NOT create imbalance neither within the tactile configuration layout?


The official recommendations are below:

*Before you begin the SimVibe software installation, you should understand the modes of SimVibe operation.

*Chassis (Multi-Dimensional) The multi-dimensional chassis feature has been optimized for operation at all four corners of the simulator and provides for realistic vibration origination and resonation.


SimVibe Extensions (Localized Feedback) SimVibe Extensions allow for localized transducer placement. This mode of operation is not multidimensional but may be suitable for some simulator designs or as an addition to SimVibe chassis.

Placement options include:  Seat  Pedals  Shifter


Why 4 & 3?
So Simvibe does not suggest any benefits are to be had beyond the "Chassis Immersion" using ALL 4. Extensions are labelled for Seat/Pedals/Shifter which again highlights their general expected purpose for additional engine/gear effects to be set to a localised destination(s) for additional non-positional immersion.


Yes effects can be configured for 1-7 tactile set-ups but this fits the purpose of being scalable more I believe than as a feature to get over-creative with positional effects. The down-mixing also has to happen to enable such effects to be compatible with 1-7 tactile set-ups too.

Us boys that like to tinker or know better (lol) wanting beyond the NORM slapping baddass tactile left/right/centre need to still respect how the software operates. This is not to discourage you from your well considered plans nor suggesting you have to follow my preferences but follow what you think is best for you.

Stay Together!
This leads me to think that effects associated for Chassis should remain in Chassis due to how the software operates. I asked myself this long ago, why mess with how it expects things to be and placement of effects to go? Of course I wanted MORE than the NORM or go beyond the single unit limit per channel. Yet restrictions within the software or potential hardware channel limits* do not enable more than single units to be used. Extensions do seem like a good way to do such but I think I have highlighted the reasons perhaps why not to as well.

Cant Touch This?
Of course additional performance IS possible by duplicating channels externally and then determining what goes where. Avoiding the limitations/restrictions of 1 unit. Yet it still maintains the CHASSIS ALL4 principles. I am not convinced using EM for directional/multi-dimensional effects is the best solution.

Further illustrations will compare to possible options but for me this turned out best on paper and I done ALOT of possible options. It ensures at least the software is still operating at its most optimised. Also avoiding any channel related drawbacks for potential miss/matching between "multidimensional" / "non multidimensional" CM/EM modes.


For my choice/method issues with potential tactile/cancellation from duplicated/triplicate multiple units can be addressed accordingly. Done so in creative ways too regards installation/isolation. Multiple units also does not necessarily have to mean the tactile experience is OVER-EXCESSIVE. It presents advantages to place the effects more effectively.

Amplifiers also tend to have VOLUME controls and can be used sparingly if desired but few people see these benefits or even consider them when looking at the OTT plan/layout I have shared.

Reality?
Of course many people will not use all effects particularly those associated with bumps/suspension together. It can become too much for a single unit to handle/distinguish between both and detail then can be lost with excessive intensity from clipping also. I have read user reports that relate to possible issues with surface bumps and vertical surges/textures doing this. It should not however be a limitation for my own configuration.

Personal preference will also be a HUGE factor, not just what effects people chose but the values/strength and intensity of them.

Games themselves also vary so it is wise to assume some may use one form of bumps/suspension over another. Some producing much less detail than others (Codemasters).

Going Deeper!
I am still however curious over understanding what bump/suspension related effects on the most supported title are MONO/STEREO.


TINKERS GONNA TINKER

Simple Tests


Personally if I was mixing with distribution between CM/EM modes regards possible multidimensional/ positional effects I would want to KNOW what each is actually doing.

Here is how to learn such...

Effects / Textures individual monitoring via spectrum analyser based software to ascertain their general frequency ranges and L/R deployment.

Do this in relation also to standard 4 and 4 + at least 1 EM channel set-ups. Apply directional effects within OUTPUT MIXER to go to the EM channel. Then compare what are MONO/STEREO and even which are HIGH/LOW Hz based.

This will very much also be game dependant and is possible even some cars may offer more detail than others depending on the physics produced within the game used.

-----------------------------------

I would be keen to do this out of curisoity but I am not in the position at the moment to go out and buy a new PC to do such while having everything else and I do not see my laptop running even i-racing. Anyone that wishes to bless my Pay/Pal account would be welcome (lol). :crazy:

Such tests will have to come from someone else interested or wait till a time you/myself can do them.
Not sure on your time scale but you could perhaps be making a start before me?



 
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Alternative Options:
What Are The Best Possible Chassis & 3 Extension Layouts To Consider


Positions in diagrams are not to be taken as exact placements.
Pedals could be isolated for foot rest as previously discussed but not represented in diagrams.


Option 1
Max Detail is what already your layout achieves "RW65" with quad TST429 on Chassis.
Although as explained may have potential issues (TBC) regards mixing multidimensional/non-multidimensional channels utilising 3x central LFE.



Option 2
Max Slam & Good Detail yet avoiding the potential issue of multidimensional/non-multidimensional conflicts.



If you want to just stick with your own plan I am totally fine with that.
If you want me to go further into discussing these others let me know.

Basically However ABOVE:
May give more presence for L/R directional bumps/kerbs
May give greatly enhanced engine low end in pedals
May give greatly increased directional impacts
Maintains dedicated engine/gear change to both pedals & seat
Cost would be much less
Operates with 1 tactile less


Option 3
Max Slam & Best Detail In Pedals yet avoiding the potential issue of multidimensional/non-multidimensional conflicts.


A Modification of (No.2) with the same number of tactile.
Only uses 5 Channels within Simvibe.

Front L/R are duplicated and controlled in inuke/dsp (if desired)
This layout maintains the detail in your own but also increases the low end in pedals.

* Additional TST could be used on GEAR/PEDAL extensions for a gear lever and isolated TST429 on pedals for dedicated engine effects. Something my own does not have.

Taking Chassis detail any further for rear, will end up resembling my own proposed/preffered layout, minus the subs.

----------------------------
I know these values below are not fully representative as being totally accurate but I think are fairly close to what the majority of people would discover. I perhaps am being a tad harsh by a point on the LFE "detail" but also a bit harsh on TST429 "impact" so pretty much balances out.

Use both values on the above Options 1-3 and count up the scores for "Detail" / "Impact" if you fancy amusing yourself. It is a fun method I use to give a basic comparison.

7E6qLKum.png

VP0TQBxm.png
 
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Welcome Gunstar, thank you for voicing your “virtual voice” in this thread ;)

G’day ML, I am still reading & processing your last several posts which are indeed interesting… reply post is in the works, thanks in advance for your patience.

Cheers
 
Okay thanks...

btw screen capture from a you tube video.
YUBOrKkl.png

This IS available and is a TONE BASED effect!
Not sure how good the effect is in realism/accuracy but it could be applied to get best results being sent to a dedicated extension and to work independently (with a purposely placed tactile unit applying the effect how/where desired).

I cannot give reason to why people do not get more involved in this thread, I have tried to make it interesting/informative and helpful. We may as well be in PM, however with no feedback from others virtually at all. Nor any input from actual Simvibe users to clear some things up it is rather frustrating!

Think you would be best, from here on get more advanced help from experts over @ i-racing forums or similar, perhaps even SimXperience own forums where at least you can find more from actual users.

I'm curious as to when you could be buying the software, even a single amp and couple of shakers to start getting more involved with effects/textures and settings? Learning to see how well the TST429 and LFE perform and what effects should be dropped or concentrated on?

"Talking The Talk" is one thing but "Walking The Walk" is another and I can't at this time put all my own hardware / ideas to usage or give much more feedback. I do suggest however you also get proper confirmation on the things I posted regards Simvibe features/effects, be diligent in your own research.

So much would also be learned by just faffing around with it before you even start a proper build.
 
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While in Spanish this is actually a good video walk through of the software/menus etc.
Might be of interest to you. It s the best I have found...

 
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Appreciate if you can confirm specifics listed on #78 over at i-racing forums or by other means.

You mentioned previously you had been spending a lot of time there so bound to be people that can shed more light to confirm research I had done is accurate or needs corrected.

I do not frequent hardly any other forums often but here.
 
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I have been following this topic with great intrest.

I'm very much looking forward to a detailed simvibe guide. An indepth guide with an explaintion of not only of all the effects, but also their parameters AND the effects of the filters than can be applied, would be awesome.

Now i mainly use the autotune function in simcommander 4 and it does it work reasonably good with some finetuning.

I have these systems running through simcommader 4:

- GS4 seat
- The AccuForce Pro (awesome transducer for simvibe based effects)
- Simvibe chassis and 3 extensions

The problem is that with some many systems you can keep on tuning endlessly and even extend this to a car / track based profile. Even if you think you nailed the profile perfectly, the next time you get in the rig, it still feels a like it could be tweaked even further. :D

Often i found myself spending more time tweaking than racing. For now i'm leaving everything like it is.

One very important equalizer is the AccuForce. The effects on the steering wheel can be so strong and overwelming that some simvibe effects tend to get lost.

The most important rule of simvibe is : Balance.

If you turn up a single effect too high, you will loose the some of the other effects. That's why i have all the amp's i use for simvibe chassis and the 3 simvibe extensions in hands reach, so i can always adjust the volume of each zone on the fly, while driving.



Here a tip if you want to add another simvibe channel:

By manually editing a config file you can change the number of extensions from 3 to 4
. When i was using simcommander 3, i always had 4 working extensions combined with chassis mode.

I haven't tested this feature yet in simcommander 4, but i looks like it will work like in SC3.(see picture below)

-Go to: C:\Users\xxxxx\Documents\SimXperience Commander 4\Hardware Settings
-Open : simvibeExtensions.xml
-Change the line: <EnableWheel>false</EnableWheel> in to <EnableWheel>true</EnableWheel>
-Save the file and start SC4
-Manually add the output mix in SC4 and select as output on the bottom "Simvive Wheel"




Note : the "wheel extentions" should work in game, but does not have a "test option" in the SC4 control hardware setting.
 
Here a tip if you want to add another simvibe channel:

By manually editing a config file you can change the number of extensions from 3 to 4
. When i was using simcommander 3, i always had 4 working extensions combined with chassis mode.

I haven't tested this feature yet in simcommander 4, but i looks like it will work like in SC3.(see picture below)

-Go to: C:\Users\xxxxx\Documents\SimXperience Commander 4\Hardware Settings
-Open : simvibeExtensions.xml
-Change the line: <EnableWheel>false</EnableWheel> in to <EnableWheel>true</EnableWheel>
-Save the file and start SC4
-Manually add the output mix in SC4 and select as output on the bottom "Simvive Wheel"
Note : the "wheel extentions" should work in game, but does not have a "test option" in the SC4 control hardware setting.

Whoohoo, you've made my day! I always wanted a separate shaker for collisions, but needed a fourth channel.
Will try it out!
 
Whoohoo, you've made my day! I always wanted a separate shaker for collisions, but needed a fourth channel.
Will try it out!

You're welcome :)

Here's another tip for setting up a dedicated collisions channel ( i have one under the my seat)

- Go at least for a BK advanced or BK LFE. (something that packs a real punch)
- Set the false clue elimination at max
- Eliminate the small impacts by setting them at 5. (These small impact can be handled by simvibe chassis)
- Set the volume at max

Now when you really hit something the transducer will kick in at full power :D



PS: Don't forget to confirm here the 4th channel will work in SC4 like in SC3
 
I have it set somewhere around 85%, but i usually control the volume manually with the amp which powers the "impact channel"
 
Well BLOW ME DOWN!!!!
Hello stranger!

Thank you for posting, it is someone like yourself we need to help really get to the bottom of Simvibe and go deeper than others have bothered to investigate. It is necessary if seeking to help RW65 build the best possible tactile experience and others like myself too seeking likewise.

You are not under interrogation but feedback would be greatly appreciated....


Now i mainly use the autotune function in simcommander 4 and it does it work reasonably good with some finetuning.

Can you expand more on what/how the Autotune operates?
I assume it is some form of equalisation that detects the frequencies based on a users average lap, possibly reading the peak/low forces produced (depending on their settings) to reduce clipping? If this is not correct can you expand more on its actual usage?


I have these systems running through simcommader 4:

- GS4 seat
- The AccuForce Pro (awesome transducer for simvibe based effects)
- Simvibe chassis and 3 extensions

The problem is that with some many systems you can keep on tuning endlessly and even extend this to a car / track based profile. Even if you think you nailed the profile perfectly, the next time you get in the rig, it still feels a like it could be tweaked even further. :D

Often i found myself spending more time tweaking than racing. For now i'm leaving everything like it is.

Simvibe itself for "Tactile" seems enough work to keep most busy. Having to make adjustments on 3 LEVELS with your hardware it is easy to understand how time tweaking could overtake actual racing.


One very important equalizer is the AccuForce. The effects on the steering wheel can be so strong and overwelming that some simvibe effects tend to get lost.

The most important rule of simvibe is : Balance.

Yes we have been covering the importance of "Balance" regards Engine/Multi-directional effects working seamlessly. Not just in accordance with effects output but also each zone/channel.

I have found that this happens in various scenarios regards tactile. One region of body contact over powering the other(s) will make the brain focus on the strongest element. If the power/imbalance is rather big then agree regardless if it is in the back of a seat/pedals or indeed wheel with its own tactile the complete immersion is being ruined.

In fairness you are finding the wheel can be overpowering to the Mini LFE but we should also highlight that the LFE/TST429 combos being suggested by RW65 for his build may not have the same power/imbalance issues if he used the same wheel.


If you turn up a single effect too high, you will loose the some of the other effects. That's why i have all the amp's i use for simvibe chassis and the 3 simvibe extensions in hands reach, so i can always adjust the volume of each zone on the fly, while driving.

Yes but cant everyone adjust the "volume" of each tactile unit or "zone"?
Please describe, what is the common effect(s) that causes the most overpowering of other effects? Are you referring more to effects themselves or CM/EM conflicts?

Consider the following:
If the intensity of a set effect is too high it will take control of a tactile unit. Additionally a tactile unit with 5-6 different effects/textures will be controlled also by trying to achieve its highest/lowest frequencies being sent from the OUTPUT MIXER.

Reducing the upper working ranges to 90Hz/85Hz for the tacttile rather than Simvibe output some effects well beyond this making the tactile work harder. Yet a person cannot really feel anything more than a slight buzz from @90Hz so are redundant any-ways in most cockpits/placements. This is the first thing that can be addressed, in reducing the tactile units working range, it may not make a massive difference but it will not make matters worse.


If I may ask further as this is an important aspect
It may be good having volumes at hand that you can turn down a unit that is producing an annoying effect. Yes you are not constantly then in/out of Simvibe settings and getting to race. Yet you describe a compromise, my aim is to reduce or eliminate the compromises as much as possible.

The common issue of changing volumes, is it due to "Tactile Signatures" different cars may have? Certain effects overpowering "intensity" due to the effects "nature/incoming data/user settings". These taking general control of the tactile units operation at the expense of detail in other effects? Would like to venture more into this Henk.
THIS NEEDS TO BE ADDRESSED FURTHER LATER

Personally I believe unless limiting the number of effects to only perhaps 2-3 this is a drawback that is unavoidable. No single tactile unit I believe can cope at max potential/detail with 5-6 Simvibe effects continuously, the timing and range of effects is too much. It is not a Simvibe limitation but a limitation of what the tactile can achieve.


Here a tip if you want to add another simvibe channel:

By manually editing a config file you can change the number of extensions from 3 to 4
. When i was using simcommander 3, i always had 4 working extensions combined with chassis mode.

Does this use the "BLACK" (future use) output connection on the secondary soundcard?
People not owning the "SimXperience Wheel" use this edit to enable the 4th "Wheel" extension?
 
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Thanks for the tips. I hope I will have time in the weekend to test things out.
At what setting do you have the sensitivity slider for collisions?

Look forward to you sharing discussing your experiences and layout/config used.

But the slider controls sensitivity ('when' to hit), not the output volume ('how hard')...?

This is something that needs clarified:
My understanding is

Sensitivity = Working Range per EFFECT
Intensity = DB increase/decrease per EFFECT
Volume/Amplifier = All effects in OUTPUT MIXER / PER CHANNEL
 
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I'm not exactly sure how autotune operates, but i believe it automatically finds the peaks in the telemetry from the game and bases the level of all the different effects in each output mix on that.

Because i have 3 systems, it sets a pretty good baseline to start with for simvibe, the GS4 and the AF.

I totally agree with you Rodney that a transducer can only handle a couple effects at the same time. That's why i added the 3 simvibe zone to the chassismode and reduced the number of effects per transducer.

Chassismode : Suspension effects / Roadbumps / small impacts / speedbased white noise
LFE Advance (under seat): Big impacts only
2x mini LFE's (back of the GS4) : Engine RPM / gearshift
1x mini LFE (at the shifter) : Engine RPM / gearshift


Adjusting the volume of the amps has 2 features for me:

- Easy balancing the effects when swichting cars. (I often change the RPM volume at the back of the GS4)
- Adjusting the volume for nightly races when the family is sleeping
 
Thanks Henk, please do feel to correct or highlight things any-time, I do not expect to get everything right with the research I have done or points I put across. Appreciate your acknowledgement on the issues of overwhelming tactile units with too many effects.

*Will you do one thing for us?
Could you please list or highlight any effects available in CM that are not available in EM (if any)?

What RW65 wants to achieve is similar to my own interests and really I have not seen other people try to take Simvibe to the highest extremes being presented here. Price being a realistic factor why, of course as few would spend the money of a D-Box motion setup purely on a specialist build focusing on Simvibe immersion.

Fully agree on the balance importance and even more applicable with the high end tactile power ratios, hence why I questioned RW's ideas of 3x central LFE with just TST429 on ALL4.

Doing a full breakdown of the different effects/textures could be possible to understand more about them. Although really the facts of the matter are that the working range in Hz is rather narrow for tactile to work in and some effects will share similar frequencies. I will highlight this more later with my own proposed solution.
 
So just to highlight an example, taking the mentioned effects that HoiHman uses across his Mini LFE SE Chassis Tactile.
(*Only What He Listed)

First to note again that all tone based effects enable the user to set the TONES.
It would need to be checked/confirmed if Simvibes sliders offer accurate scoring for the value represented as an accurate Hz? Perhaps they are and I hope so as this is important for my own methods being considered.

As mentioned a while back, really their are 3 bands of Hz to consider.
This is just how tactile operates. These combined are the "Working Range" and will contain all the effects produced. I have mentioned beforehand why going much above 90Hz is not very productive in tactile and using effects beyond this range is a tad unnecessary.

The bands equate approximately to:
  • XLOW EFFECTS 20-40Hz
  • LOW EFFECTS 40-60Hz
  • MID EFFECTS 60-90HZ
The strongest/deepest tactile are the XLOW effects. Those that are not quite as strong but still well felt are LOW and those that are lacking in bass sensation but still can be felt are MID. The higher the Hz goes the more it becomes like a mild buzzing.

For example "Vertical Surges" offers settings for BIG & SML bumps. A single tactile unit is expected to contend with these and other effects also operating at fast speeds.




Common for many peoples Chassis (ALL4) tactile will be something representing what HoiHman is using. Perhaps some people have more effects or textures?

This example highlights how I propose on my own build it is possible to avoid the limitations of a standard configuration. Extract greater performance and enabling more effects to be utilised too. I want to move beyond the drawbacks of limiting certain effects or losing detail by over-driving a single tactile unit.

The objective seems to be possible...



So the best possible Simvibe experience to me is not only a case of throwing better/higher end tactile devices onto a cockpit. It is enabling their higher performance capabilities to be utilised with less effects/textures each and to split the workload across dual units. Creating not only just better performance but greater detail and efficiency.
 
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PS: Don't forget to confirm here the 4th channel will work in SC4 like in SC3
I did a quick test: after modifying the XML file a 'wheel' output is shown in SC3 and in SC4.
I have added the engine RPM effect in SC3 and SC4 to the 'wheel' output, hooked up a speaker (not a shaker, don't have a fourth one yet) and yes, it is working in both versions!
The 'master volume' slider and test button is missing in the output settings of the fourth 'wheel' channel, but you can lower the volume by editing the same XML file if you want. By default the volume is set to 100%.
Nice find HoiHman! Ordering a fourth shaker now :cheers:.
 
I did a quick test: after modifying the XML file a 'wheel' output is shown in SC3 and in SC4.
I have added the engine RPM effect in SC3 and SC4 to the 'wheel' output, hooked up a speaker (not a shaker, don't have a fourth one yet) and yes, it is working in both versions!
The 'master volume' slider and test button is missing in the output settings of the fourth 'wheel' channel, but you can lower the volume by editing the same XML file if you want. By default the volume is set to 100%.
Nice find HoiHman! Ordering a fourth shaker now :cheers:.

You're welcome :)

I was supprised it's not common kwowledge yet. I was already using it for a couple of years.

I posted this mod in the simvibe topic over 2,5 years ago: https://www.gtplanet.net/forum/threads/simvibe-simxperience.255921/page-14#post-8136359


wheelny.jpg


You can add the wheel extension by manual editing the SimVibeExtensions.XML file in located in the C:\Users\xxxxxxx\Documents\SimXperience Commander 3\Hardware Settings folder.

Change the line

<EnableWheel>false</EnableWheel>

into

<EnableWheel>true</EnableWheel>

Save and restart simcommander :)


@Rodney, you are definately on the right track. Like you mentioned: not to many effects for per transducer, but i also find that sometimes you can get better results with a limiting the total number of effects, rather than enabling everything.

Basically : less is more.
 
Ok, now this thread starts to get really interesting.So much that I eager for the next post of knowledge. Mr. Latte I really cannot express the interest I have in following your passion through years.
I really understand your loneliness feelings in all this, but please realize that most people find that their specs are really lower than yours and could feel they are unable to contribute anything more.
Simvibe is an excellent piece of software. It lacks serious documentation though which costs users time and effort to try and fine tune their setup.
I would like a more trouble free experience which would not cost racing time. it's not just Simvibe. I spend 3/4 of my precious and rare free time in trying to find tune different aspects of. my rig and not racing. FOV, motion effects, diy sequential optimization and Simvibe.

I am excited with the chassis that I'm building for my rig. I find really promising the scenario of splitting effects between channels and then placing the effects with separate transducers.
Since I am in the beginning of this trip I will find it difficult to move fast and document my progress but I think the results will be quite interesting for a big number of people that stay low on a budget. I am using mostly cheap transducers which is what the majority of people are able to spend.

I will try my best to give back some of what I've learned.Until then thank you all!
 
@Rodney, you are definately on the right track. Like you mentioned: not to many effects for per transducer, but i also find that sometimes you can get better results with a limiting the total number of effects, rather than enabling everything.

Basically : less is more.


I do believe using "dual units" solely for main suspension purposes can use all the "suspension based" effects in good detail & especially when having engine/gears set to EM channels. I fully understand that indeed maybe even still all the effects being used is not required or might be the best method but the cockpit is being built in a specific way to avoid such technical limitations and achieve the maximum.

What exactly the best configuration and deployment of effects is, well that is part of the journey/discovery. I do know however that all the effects have a purpose/role and in seeking the best most powerful and detailed "Chassis" immersion possible, none of them at this moment can be excluded until I know more about them.

It seems to me proper understanding of the various road bumps/suspension bumps/vertical surges/road textures/suspension textures is limited. I have yet to see them all explained in detail to determine which ones are not worthwhile using or why some should be selected and some not?

You and ANYONE are free by all means to expand on what effects you drop and why. Give RW/myself explanations, help with more detail please. :)

I noticed you never mentioned "vertical surges" maybe you do use them. I read elsewhere in "the guide" they were very good?
 
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Forgot to ask....

Impacts have been mentioned recently.
Can someone answer.

Can understand @insert coin wanting a dedicated IMPACT / EM on the seat.

If impacts were added to ALL4
Assuming the players car got rear ended in the back left corner what would be the tactile reaction?

1) Both Rear Tactile
2) Only Left Rear Tactile

The question is are they Front / Rear / Side limited
Or do they fully use proper full 4 way directional response in relation to the impact position?
 
You're welcome :)

I was supprised it's not common kwowledge yet. I was already using it for a couple of years.

I posted this mod in the simvibe topic over 2,5 years ago: https://www.gtplanet.net/forum/threads/simvibe-simxperience.255921/page-14#post-8136359
I wasn't using SimVibe back then, so I missed that one :).

If I may dig up an old post of mine too:
https://www.gtplanet.net/forum/threads/simvibe-simxperience.255921/page-21#post-9635108
It contains a link to a SimVibe tuning guide (simvibe.docx.pdf) which is a must read to my opinion.
It explains all effects in detail and has a lot of tips.
You need to register yourself at Inside Sim Racing, but it's worth the trouble.
 
Is the guide you refer to the one by sebj over at ISR or the official one?
I've read both already to form research. However unless you are referring to more discussion/information being provided in the actual i-racing forums regards Simvibe with a more detailed analysis?

Plenty of questions that I cant find answers to in the past 2 pages with many Simvibe users following this thread yet few seemingly bothered to try and help, grrrrrrrrrr. :(

RW seemingly has gone walk-abouts too it seems (lol).
So I'm stepping back into the shadows, its his thread and mainly about his build.
 
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One of my biggest concerns with this cockpit going upstairs is finding a way possible to have so much tactile/vibrations and not have them go through the whole house. Have ideas to use a multi layer concept to dampen and sustain the vibrations.

It could be a major challenge with such a build. Current plan is using two 28mm MDF layers, potentially with Fatmatt applied / then covered with a rubber matt / lots of rubber isolators on top of 2-3 layers of rubber tiles. Had to do a check on what I had to continue with the planning.

My previous scrapped build was bigger so over the last couple of years all these materials have been accumulated. Generally at a more than wanted to spend price but over time it just happened.

Isolators were purchased from Parts Express
It does illustrate in some ways how crazy/insane, silly/foolish depending on how one looks at it the build did become.

1k7xlaq.jpg


12x Ti 300 / 4x Ti 200 / 18x Ti 100 / 3x Buttkicker / 4x Generic
You do NOT want to add up the cost of these...

Are you using all of these isolators mate?
 
Is the guide you refer to the one by sebj over at ISR or the official one?
I've read both already to form research. However unless you are referring to more discussion/information being provided in the actual i-racing forums regards Simvibe with a more detailed analysis?

Plenty of questions that I cant find answers to in the past 2 pages with many Simvibe users following this thread yet few seemingly bothered to try and help, grrrrrrrrrr. :(

RW seemingly has gone walk-abouts too it seems (lol).
So I'm stepping back into the shadows, its his thread and mainly about his build.
Yes, it's the guide made by sebj, I think it's a good guide for the SimVibe beginner. And I'm not an expert yet :). SimVibe is seriously lacking documentation, that's also the reason for the lack of helpful posts in this thread I guess.
 
Yes, it's the guide made by sebj, I think it's a good guide for the SimVibe beginner. And I'm not an expert yet :). SimVibe is seriously lacking documentation, that's also the reason for the lack of helpful posts in this thread I guess.

Yes it is good and in no way am I saying it isnt a good guide, not at all. It still leaves many questions unanswered.
I understand a good majority of people perhaps cannot answer some of the points put forward.
#113 is easy to answer though is it not?

Can you do a list of all the CM effects and highlight what if any are not available in EM mode?
Even screen captures would be appreciated. PM them whatever.

This is important to help understand if RW65 triple LFE config would be limited and it may highlight some things.
 
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Hi Mark, nice to see you around these parts (lol)
Yeah pretty much, well all of the TI 300/200/100 maybe not the smaller ones in photo.

lol Yeah good to see you mate. I'm bit of a stranger around here, I have a look in now and then.

Must get a catch up with you and discuss the small ones. I'd like to combine them with some heavy duty rubber gym flooring.
 
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