My own thoughts are that Simvibe will work with the windows audio setting to possibly downscale effects to the users applied configuration. So a user with CM (All4) will get full directional, a user with STEREO tactile can use (All4) but set windows to 2 Channel output only to get L/R stereo effects panning. A user with a single unit will get only mono.
Likewise users with multiple EM units these are all of course treated as MONO so have no connection with each other. They are after all location based for Seat/Pedals/Gear
Below I give some of that "theory" again but the situation is, two guys here in particular are asking a lot of questions regards Simvibe and its features. Yet presently can not test it, so we rely on others input from actual testing or experience. If you read this and don't bother commenting that is your choice but I do expect the "theories" RW65, myself or others may have will be things we would be testing ourselves at some point for greater understanding and getting the most out of this software and the hardware being used.
From the
Simvibe Setup Guide
(
Mentioned Directional Effects)
I noticed that no mention of "Suspension Bump Surges" is given here, not sure why. Although we know it is only available on CM so we should expect they are fully directional too. We only get detailed information on bumps & vertical surges and yes including textures but not actual detailing on "Suspension Bump Surges"
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Impacts – Provides directional crash and collision feedback.
Front Suspensions Bumps – Provides directional (left / right) individual front suspension bumps as they would affect the chassis.
Rear Suspensions Bumps – Provides directional (left / right) individual rear suspension bumps as they would affect the chassis.
NOTE BELOW (Game Dependant)
Front Suspensions Texture – Provides directional (left / right) individual front suspension details, including higher frequencies as they would affect the chassis.
This effect accurately portrays road surface details as depicted by the game developer. *
Rear Suspensions Texture – Provides directional (left / right) individual rear suspension details, including higher frequencies, as they would affect the chassis.
This effect accurately portrays road surface details as depicted by the game developer. *
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Textures
From Simvibe Setup Guide
Texture based effects are
not based on frequency scaling and as a result are
more responsive and more able to
reproduce rapid detail and texture.
Scaling determines how sensitive the effect will be to a
change in incoming data for the purpose of
manipulating volume. The volume will be
scaled up to the maximum value set on the Intensity slider.
Scaling is the key adjustment for this style of effect. Smoothing will simply smooth out rough edges or spikes. This is rarely required. Signal Conditioning applies a proprietary filter that can remove excessive noise without compromising critical detail. Although it is not a low pass filter, this is the best analogy for this type of conditioning.
The guide relates to these as "higher frequencies" and while it offers no tone control whatsoever. It refers to using internal "incoming data" partly for their creation. The user control of these seems to be for their speed/occurrence and intensity. The "Unofficial Guide" gives more light on these regards their usage on his Clark TST units.
All textures use the term Signal Conditioning
Default = 800
Min = 1000
Max = 1
Vertical Texture – Provides vertical road surface details.
This is all we get and it does by default have an odd value of 98.25
In general it seems to be a more minor effect.
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No information is given regards the Hz frequency that textures use.
I
STILL am curious if someone ever tested only Textures within the "Output Mixer" altering perhaps their intensity to give a general idea of what "detail" they really do generate.
*What games offer the front&rear suspension texture. Possibly few so this should be considered to help also determine the importance/need of these texture effects.
From this data they do not seem to be of much impact regards interference to other effects the tactile will be generating. However with not knowing their typical Hz being used then some users may not even be feeling much from them. Additionally some other effects a user may have with higher intensity could be masking them. Take note high engine revs, yes some may people have engine effects separate on an EM only but are you then sure within the actual seat/pedals you are still not masking these textures by high revs in engine vibrations? I just think it is important to illustrate and to determine more in detail what these provide and how to best incorporate them into a cockpit. Their detail could be enjoyable but lost on many peoples cockpits.
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Vertical Surges
From the
Simvibe Setup Guide
Vertical Bumps – Provides vertical bumps as they would affect the
chassis.
We can assume it refers to these bumps as the "Vertical Surges"?
Vertical Surges also have a reference to G-Forces regards their description.
Dynamic Tone Sensitivity or
Dynamic Volume Intensity seems to be used in many suspension based effects or those that allow the generation of a min/max or low/high value. I would expect (correct if wrong) therefore control of the intensity but also the variation in occurrence of these effects in how a "Bump" is generated is determined by the user settings.
The games actual track/data will have various values for different bumps. Small/Medium/Large. Notice we set the tones for the lowest and highest values. Does this then also generate the working range that such effect will use. So as example below the default 50Hz - 90Hz range has 40hz within these settings of frequencies to determine Small/Mediam/Large based bumps from the incoming data? From this example biggest bumps could be down to 50Hz, medium based bumps @ 75Hz and small bumps upto 90Hz.
Take note I am only making assumptions. Not seen this properly explained regards how Small/Big operate or if their only is two values for bumps and Big/Small and all you get with no variation, only the HZ the user sets for each.
Vertical Surges:
Small Bump Tone
Default = 90
Min = 5
Max = 200
Large Bump Tone
Default = 50
Min = 5
Max = 500
The "Unofficial Guide" is a good reference for more descriptive detail on these in operation but is easily read over without possibly being properly considered. No doubts it already has been of a great help to some people even if it is not so much a detailed analysis of the features or data. Certainly appreciate it being available. Also its creator uses the TST tactile units, I cant quite remember if they were TST209 or TST239.
My head is fried but think this is plenty....
