Scaff
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I've been toying with the idea of adding a shaker of some sort to my rig for a while and have recently taken the plunge with a combination of the Reckhorn 2.1 Amp and BS-200 bass shaker. While not a well-known name in gaming / Sim-racing (in comparison to say Buttkicker or ADX), they have been around the AV scene in Europe for quite a while and have a good reputation for solid performance, in a plain package for a good price.
I bought mine in a kit which included the amp, shaker, mounting bracket and all the cabling I required for £185 (just under £200 with next day delivery included), I added a couple of 27mm Key Clamps and some 25mm chrome tubing to accommodate my preferred mounting location, which cost less than £10. Now I do want to state for the record that I am by no means an expert on tactile set-ups and the use of them with sims and rigs; I do however have a lot of experience with Home Cinema, Audio and AV systems in general. The following is my experience of dealing with this for the first time, you can certainly get a lot more complex that my first go, with rigs using multiple shakers and running software to further split out and balance the audio feed across specific shaker units. This is simply a first dip into a very big pond!
VIDEO COMING FOR ANYONE WHO CAN'T BE BOTHERED TO READ.
Set-Up
Set-up for the amp side was quick and easy for myself as I used an RCA Y-splitter on the Sub-woofer output of my AV receiver straight into the back of the Reckhorn amp, with another RCA Y-connector used to feed into both sub inputs on it. A 3.5mm jack to twin RCA is also provided as an alternative input source for PC, etc. 3m of speaker cable is also provided, which has blade connectors already fitted for attachment to the amp and soldered tips for the other end (to which I've added banana plugs), the quality of the speaker cable was a pleasant surprise as its good quality and well made, far from the bell-wire I was expecting.
In terms of the amp, being a 2.1 unit it can be used to drive two satellite speakers, and a sub or shaker unit; in my case I'm using it just to drive the shaker, but it's nice that the option for the satellites exists. Control wise you get the following:
Main Volume:
Controls the overall volume, with the output power rated at 2 x 25watts (0.7% distortion / 4 ohms) for the satellites and 60 watts (4 ohms) or 85 watts (2 ohms) - both at 0.7% distortion. The BS-200 is rated at 4 ohm
Satellite Subsonic:
Sets the low cut for the satellite speakers if used, any frequency below the level set will not be sent to the speakers. Has a range of 10 to 150 hz
Subwoofer Volume:
Controls the subwoofer volume allowing you to blend with the main volume to match output for the sub-woofer and the satellites. If a shaker is being used it controls the output level to it.
Subwoofer Highcut:
Sets the high cut for the subwoofer / shaker, any frequency above this level will not be sent to the sub / shaker. Has a range of 50 to 300 hz
Subwoofer Subsonic:
Sets the low cut for the subwoofer / shaker, any frequency below this level will not be sent to the sub / shaker. Has a range of 5 to 50 hz
Give the amount that frequency ranges are discussed above its worth spending a moment looking at what they mean, as it can have a big impact on how the set-up and operation can be done effectively. Human hearing operates in a range from roughly 20 to 20,000 Hz, with anything lower than 20Hz being felt rather than heard (like the pounding feel you get when you are at a gig) and the higher range not a concern in regard to this review.
The amp in this case can take audio from a game in the range of 5 to 300 hz and transfer that to the shaker unit, which turns it into movement, as the shaker unit is effectively a large magnet that moves at different rates and amounts based on the frequency and volume of the audio. This in turn can then transfer the movement to whatever the shaker is attached to, such as my rig. So the Highcut allows you to set the upper limit of frequencies being sent and the Subsonic the lower limit, with a shaker the Subsonic can go as low as you want, but the Highcut needs a bit of experimentation as some of the frequencies over 150/200hz can result in some nasty vibrations.
Now a few things that I needed to experiment with was the mounting of the shaker itself, the mounting bracket that came with the pack allowed me to try it out directly on the legs of my Playseat Challenge, but the results were a bit unbalanced. So I used two 27mm Key Clamps and a length of 25mm metal tube to create a mounting point between the legs and set the shaker more centrally.
I also found that the angle of the shaker made a significant difference, and settled on it 'moving' in parallel with the travel of the front legs, which transmits the bulk of the 'feel' to the seat back (which is connected to the front legs on the Playseat Challenge) and reduced the amount going to the wheel and pedals. It also provided more feel from the same level of output, while I still get a nice slight vibration through the shifter, which is a great touch.
Now in terms of setting the levels, that's something that requires a lot of experimentation and will also depend on the source you are using to feed the amp, in my case it’s my AV receiver, so the volume that is set to plays a part in the final output as well. This was important for me as I actually use headphones when playing at night, so I can set the levels high on the amp for the shaker and then reduce the level on my AV amp and still get a strong level of output. I also then have the option to turn down the Master Volume on the shaker amp and turn up the volume on the AV receiver when I don't need to use the headphones.
One other thing I found was very important was the use of isolators, four of which were provided with the kit, and I used cable ties to attach these to the corners of my rig. These made a massive difference to the degree of feel you get. It's also important to make sure you don't have anything that is loose or going to rattle on your rig, because once the shaker starts its going to be very obvious and very annoying.
So what's the output like in general terms? The answer is far stronger, more detailed and capable of far more subtle that I expected; capable of 'thumping' enough for you to feel it on your insides, while detailed and subtle enough for difference it road surface to be felt. However one critical thing is that all of this is totally dependent on the title you are using. So I have taken some time with the main driving titles I run and provided some detail of how well they perform with the shaker.
Let's Get Muddy!
So let's start with the titles you would expect to excel with this kind of kit, the world of rally driving titles.
Dirt Rally
Quite frankly amazing, it adds a totally new level of immersion to the title. Road surfaces come through in detail and to such a degree that you can feel the change in surface, its most noticeable in Monte Carlo when you shift from clean tarmac, to partial ice to full ice. It actually helps out massively in Dirt as the force feedback is not great via the wheel on these surfaces.
The car's engine also translates via the shaker as well and the difference between the various models is well communicated via the shaker as well. The combination of all these factors comes most into play when you hit one of the big jumps, as you take off you lose the surface feel and have only the engine, you then land with a thump that you physically feel inside and the return of the road feel. All of which changes to small degrees as the suspension moves. Water splashes give a similar thump when you hit them, again providing an excellent tactile experience.
It's again a similar story when it comes to the transmission, with shifts being felt depending on the car, and in particular with the modern purpose built rally spec cars, you get a good jolt when changing gear.
The only area that Dirt disappoints is in regard to collision with trackside objects, as these seem (for the vast majority) to provide no tactile feedback through the shaker at all. It’s a little immersion breaking, but not the end of the world given how good the rest of the feedback is.
Sebastian Loeb Rally Evo
Great, but not quite amazing. While it does add a lot more detail from the engine of the car, more so than Dirt; it doesn't provide quite as much road surface detail as Dirt.
Now the greater engine detail provides you with another sense with which to judge shift points, engine load, etc. As while sound is good to use, feel is even better, allowing you to focus more on the road and less on the rev counter. The reduced level of track surface feedback in comparison to Dirt is a shame, but SLRE does make up for that to a degree with better force feedback via the wheel.
What disappoints is the lack of a good thump in the back when landing from a jump, what is totally exhilarating in Dirt is reduced to a slight 'tap' in SLRE; however should you leave the track you will certainly know it, as the impact with anything does provide a solid thump and you certainly are not going to miss it if you clip a post.
So overall it’s a lower level of immersion than Dirt, and not quite on the same level, but its still more than enough to add a significant extra layer to the title and certainly gets a thumbs up.
WRC 6
Oh dear, this one is a tale of the OK an the downright bad.
The OK is that the road surface feedback is acceptable, it doesn't really provide much in the way of change over the course of a stage or between different surfaces over the stage, but it's present and adds a level of immersion. You get some more detail as you venture towards the road edge, but it all feels very much the same, almost as if the same back loop of audio is driving it , with very little variation.
You do get some good solid thumps if you make contact with roadside objects and also on landing are jumps, they are not as well done as in SLRE or Dirt respectively but WRC 6 gets a tick for getting them both in.
Now onto the bad. The tactile feedback from the engine is OK, even if it’s a little dominating, as long as you stay over 2,000rpm. Drop below that and the audio is basically a solid, constant low buzz; and that translates into a very unpleasant tactile experience that just feels nasty. Any attempt to reduce it to an acceptable level kills almost all of the tactile feedback the rest of the time, as a result you have to either live with it, live in dread of dropping below 2,000rpm or don't run tactile with WRC 6.
So overall an OK that is ruined by a lazy audio choice on the part of developers, that the developers didn't target someone who might run a tactile rig is understandable, but it doesn't make it any less of an unpleasant experience.
Take It To The Track
Shifting environment, let's take a look at the titles that stick to sealed surfaces for simulation and racing.
Assetto Corsa
Really quite excellent overall, with only a couple of very minor issues.
Assetto Corsa provides a great range of tactile feedback across a wide range of differing areas and does them all very, very well. The feedback you get from the engine varies well with the changes in load and speed, letting you know exactly what is going on with it in regard to revs. Making it a great experience and one that gives you great variation from car to car and engine to engine. The transmission also communicates well via the tactile feedback as well, giving you the appropriate shunt when you change up or down in higher torque cars, particularly the race cars which you would expect being fitted with dog boxes
Track surface detail comes through well, with curbs and rumble strips providing the feedback you would expect, with changes to the feedback occurring as you gain and lose grip while cornering. Which again adds an extra element of sensory input making the experience more immersive and communicating what is going on with the car to you. Certainly its proven useful in terms of knowing when a car is about to let go and in catching it.
Going off track also throws more feedback at you as you would expect when you start travelling across grass at speed or hit a gravel trap, again adding that extra element of immersion to the experience.
Now the minor issues. The first is that collisions with other cars are weak in terms of a tactile experience, a minor point, but it would have been a nice to have. On a slightly more problematic note is that the engine dominates the whole experience, to the degree that its unbalanced and it needed the engine turning down in the audio balance to get a more balanced experience. As well as being overly dominant in the mix, the engine is also too present on the lower level road cars. I've driven an Abarth 500, Mito and Guilietta and the engine is slightly too dominant in terms of feel in these cars, however it does seem to be an issue related to only a small number of cars currently.
However these are minor factors in what is overall an excellent package in terms of a tactile experience and takes an already excellent sim to another level.
Project Cars
Ok so adding tactile is quite frankly a mind-blowingly good addition to the title.
Project Cars tactile experience come across ridiculously well, with all of the elements covered by Assetto Corsa all present and correct. So engine feedback and drive-train 'shunts' doing exactly what you would expect them to do and providing a very detailed experience, but also a well-balanced one as well.
It’s the same story with regard to track surface detail, curbs and rumble strips; as well as heading off track and onto the grass and gravel traps. These all provide detailed and balance feedback.
What however moves Project Cars up a notch for me is just how well balanced these elements are and how well they complement each other as a total experience. What is done extremely well is how they reflect the individual cars, with the feedback from heavily track focused vehicles such as open-wheel models as direct and visceral as you would expect. Yet when you move to a road car you can feel the change to something that has been developed with 'driver comfort' as a factor.
As an example if you take the Audi A1 around Brands Hatch GP the engine feedback feels like its 'damped' as you would expect from a road car, the drive-train is more 'cultured' and most impressively if you kill the engine and just coast downhill you get very minimal feedback from the track surface, as you would expect from a car with suspension developed for the road. Yet if you ride over the rumble strips you still get the feedback you would expect.
Now repeating this experiment with the Radical SR3 you get a totally different experience, with the engine and transmission being unfiltered and raw, much more 'present' as an experience. While the suspension on a down-hill coast provides detailed and communicative feedback, being constantly active, both from the track surface, rumble strips and curbs.
The end result is a very balanced tactile experience that does everything that Assetto Corsa does and adds in a slightly better balance of the different parts of the tactile experience and a better match of feedback to the car.
To date, taking the SR3 around the 'ring, with the HUD switched off, helmet cam on and the tactile added to my rig is quite frankly the single most immersive experience I've had on a sim to date.
F1 2016
F1 2016 is another title that is a tale of two parts, in that way it is similar to WRC 6. Thankfully however that is the start and end of the similarities.
What F1 2016 does well is in regard to the tactile feedback from the engine, giving good feedback from all elements of the drive-train, both engine and transmission. You get a real feeling of what the engine is doing and when you need to shift as a result, and a good thump as you go up and down the gears, providing a great feeling of immersion from the car itself.
The other half however is the feedback from the track surface, which is unfortunately very limited until you head off track or ride the curbs, now while it's great to know when you are on or over the track limits, it would be great to actually have more detailed feel from the track itself when you are on it.
It did come as a surprise as F1 2016 is one of the few titles to allow you to push a high-range audio feed to an AV receiver, which should result in a much more details soundscape and theoretically a more detailed tactile experience.
Now in isolation F1 2016 is not bad, it certainly does nothing 'wrong', but in comparison to the experience you can get from the F1 cars in both Assetto Corsa and Project Cars simply not doing anything wrong isn’t enough to impress to the same level. That said it still adds more than enough of an experience, and ups the level of immersion in a very enjoyable way.
Driveclub
So onto the final title in this review and the second arcade biased title, the other being WRC 6, fortunately like F1 2016 that's the only thing it has in common with WRC 6 and in many ways Driveclub is a lot like F1 2016 in terms of how it deals with tactile feedback. In that the engine feedback dominates the situation and the road surface provides very little until you exceed the track or road limits.
Now to a degree I am willing to give Driveclub some slack in this regard given its almost pure arcade credentials and as with F1 2016 it's not really doing anything wrong and as a package it adds to the overall experience and immersion in a very meaningful way.
What it does, it does well, with the engine feeling very visceral and the likes of the AMG C63 Black feeling like it has a beast of an engine as it should. It also gets a nod in terms of audio options, as it provides a great range in terms of set-up and levels and even allows you to use external audio with an in-car view.
Wrapping Up
So in conclusion the kit itself is well made, a good package with everything I needed to get started with my set-up, it added an extra layer of immersion to every title I tried, with only one being a disappointment (and to be honest that one didn't surprise me at all) and the job that has been done with Project Cars, Assetto Corsa and Dirt in particular in terms of how well audio transfers into a tactile experience is stunning.
It's certainly something I would recommend looking into and giving a go if you are looking to add that next layer of immersion, feedback (and as a result control) to your rig.
I bought mine in a kit which included the amp, shaker, mounting bracket and all the cabling I required for £185 (just under £200 with next day delivery included), I added a couple of 27mm Key Clamps and some 25mm chrome tubing to accommodate my preferred mounting location, which cost less than £10. Now I do want to state for the record that I am by no means an expert on tactile set-ups and the use of them with sims and rigs; I do however have a lot of experience with Home Cinema, Audio and AV systems in general. The following is my experience of dealing with this for the first time, you can certainly get a lot more complex that my first go, with rigs using multiple shakers and running software to further split out and balance the audio feed across specific shaker units. This is simply a first dip into a very big pond!
VIDEO COMING FOR ANYONE WHO CAN'T BE BOTHERED TO READ.
Set-Up
Set-up for the amp side was quick and easy for myself as I used an RCA Y-splitter on the Sub-woofer output of my AV receiver straight into the back of the Reckhorn amp, with another RCA Y-connector used to feed into both sub inputs on it. A 3.5mm jack to twin RCA is also provided as an alternative input source for PC, etc. 3m of speaker cable is also provided, which has blade connectors already fitted for attachment to the amp and soldered tips for the other end (to which I've added banana plugs), the quality of the speaker cable was a pleasant surprise as its good quality and well made, far from the bell-wire I was expecting.
In terms of the amp, being a 2.1 unit it can be used to drive two satellite speakers, and a sub or shaker unit; in my case I'm using it just to drive the shaker, but it's nice that the option for the satellites exists. Control wise you get the following:
Main Volume:
Controls the overall volume, with the output power rated at 2 x 25watts (0.7% distortion / 4 ohms) for the satellites and 60 watts (4 ohms) or 85 watts (2 ohms) - both at 0.7% distortion. The BS-200 is rated at 4 ohm
Satellite Subsonic:
Sets the low cut for the satellite speakers if used, any frequency below the level set will not be sent to the speakers. Has a range of 10 to 150 hz
Subwoofer Volume:
Controls the subwoofer volume allowing you to blend with the main volume to match output for the sub-woofer and the satellites. If a shaker is being used it controls the output level to it.
Subwoofer Highcut:
Sets the high cut for the subwoofer / shaker, any frequency above this level will not be sent to the sub / shaker. Has a range of 50 to 300 hz
Subwoofer Subsonic:
Sets the low cut for the subwoofer / shaker, any frequency below this level will not be sent to the sub / shaker. Has a range of 5 to 50 hz
Give the amount that frequency ranges are discussed above its worth spending a moment looking at what they mean, as it can have a big impact on how the set-up and operation can be done effectively. Human hearing operates in a range from roughly 20 to 20,000 Hz, with anything lower than 20Hz being felt rather than heard (like the pounding feel you get when you are at a gig) and the higher range not a concern in regard to this review.
The amp in this case can take audio from a game in the range of 5 to 300 hz and transfer that to the shaker unit, which turns it into movement, as the shaker unit is effectively a large magnet that moves at different rates and amounts based on the frequency and volume of the audio. This in turn can then transfer the movement to whatever the shaker is attached to, such as my rig. So the Highcut allows you to set the upper limit of frequencies being sent and the Subsonic the lower limit, with a shaker the Subsonic can go as low as you want, but the Highcut needs a bit of experimentation as some of the frequencies over 150/200hz can result in some nasty vibrations.
Now a few things that I needed to experiment with was the mounting of the shaker itself, the mounting bracket that came with the pack allowed me to try it out directly on the legs of my Playseat Challenge, but the results were a bit unbalanced. So I used two 27mm Key Clamps and a length of 25mm metal tube to create a mounting point between the legs and set the shaker more centrally.
I also found that the angle of the shaker made a significant difference, and settled on it 'moving' in parallel with the travel of the front legs, which transmits the bulk of the 'feel' to the seat back (which is connected to the front legs on the Playseat Challenge) and reduced the amount going to the wheel and pedals. It also provided more feel from the same level of output, while I still get a nice slight vibration through the shifter, which is a great touch.
Now in terms of setting the levels, that's something that requires a lot of experimentation and will also depend on the source you are using to feed the amp, in my case it’s my AV receiver, so the volume that is set to plays a part in the final output as well. This was important for me as I actually use headphones when playing at night, so I can set the levels high on the amp for the shaker and then reduce the level on my AV amp and still get a strong level of output. I also then have the option to turn down the Master Volume on the shaker amp and turn up the volume on the AV receiver when I don't need to use the headphones.
One other thing I found was very important was the use of isolators, four of which were provided with the kit, and I used cable ties to attach these to the corners of my rig. These made a massive difference to the degree of feel you get. It's also important to make sure you don't have anything that is loose or going to rattle on your rig, because once the shaker starts its going to be very obvious and very annoying.
So what's the output like in general terms? The answer is far stronger, more detailed and capable of far more subtle that I expected; capable of 'thumping' enough for you to feel it on your insides, while detailed and subtle enough for difference it road surface to be felt. However one critical thing is that all of this is totally dependent on the title you are using. So I have taken some time with the main driving titles I run and provided some detail of how well they perform with the shaker.
Let's Get Muddy!
So let's start with the titles you would expect to excel with this kind of kit, the world of rally driving titles.
Dirt Rally
Quite frankly amazing, it adds a totally new level of immersion to the title. Road surfaces come through in detail and to such a degree that you can feel the change in surface, its most noticeable in Monte Carlo when you shift from clean tarmac, to partial ice to full ice. It actually helps out massively in Dirt as the force feedback is not great via the wheel on these surfaces.
The car's engine also translates via the shaker as well and the difference between the various models is well communicated via the shaker as well. The combination of all these factors comes most into play when you hit one of the big jumps, as you take off you lose the surface feel and have only the engine, you then land with a thump that you physically feel inside and the return of the road feel. All of which changes to small degrees as the suspension moves. Water splashes give a similar thump when you hit them, again providing an excellent tactile experience.
It's again a similar story when it comes to the transmission, with shifts being felt depending on the car, and in particular with the modern purpose built rally spec cars, you get a good jolt when changing gear.
The only area that Dirt disappoints is in regard to collision with trackside objects, as these seem (for the vast majority) to provide no tactile feedback through the shaker at all. It’s a little immersion breaking, but not the end of the world given how good the rest of the feedback is.
Sebastian Loeb Rally Evo
Great, but not quite amazing. While it does add a lot more detail from the engine of the car, more so than Dirt; it doesn't provide quite as much road surface detail as Dirt.
Now the greater engine detail provides you with another sense with which to judge shift points, engine load, etc. As while sound is good to use, feel is even better, allowing you to focus more on the road and less on the rev counter. The reduced level of track surface feedback in comparison to Dirt is a shame, but SLRE does make up for that to a degree with better force feedback via the wheel.
What disappoints is the lack of a good thump in the back when landing from a jump, what is totally exhilarating in Dirt is reduced to a slight 'tap' in SLRE; however should you leave the track you will certainly know it, as the impact with anything does provide a solid thump and you certainly are not going to miss it if you clip a post.
So overall it’s a lower level of immersion than Dirt, and not quite on the same level, but its still more than enough to add a significant extra layer to the title and certainly gets a thumbs up.
WRC 6
Oh dear, this one is a tale of the OK an the downright bad.
The OK is that the road surface feedback is acceptable, it doesn't really provide much in the way of change over the course of a stage or between different surfaces over the stage, but it's present and adds a level of immersion. You get some more detail as you venture towards the road edge, but it all feels very much the same, almost as if the same back loop of audio is driving it , with very little variation.
You do get some good solid thumps if you make contact with roadside objects and also on landing are jumps, they are not as well done as in SLRE or Dirt respectively but WRC 6 gets a tick for getting them both in.
Now onto the bad. The tactile feedback from the engine is OK, even if it’s a little dominating, as long as you stay over 2,000rpm. Drop below that and the audio is basically a solid, constant low buzz; and that translates into a very unpleasant tactile experience that just feels nasty. Any attempt to reduce it to an acceptable level kills almost all of the tactile feedback the rest of the time, as a result you have to either live with it, live in dread of dropping below 2,000rpm or don't run tactile with WRC 6.
So overall an OK that is ruined by a lazy audio choice on the part of developers, that the developers didn't target someone who might run a tactile rig is understandable, but it doesn't make it any less of an unpleasant experience.
Take It To The Track
Shifting environment, let's take a look at the titles that stick to sealed surfaces for simulation and racing.
Assetto Corsa
Really quite excellent overall, with only a couple of very minor issues.
Assetto Corsa provides a great range of tactile feedback across a wide range of differing areas and does them all very, very well. The feedback you get from the engine varies well with the changes in load and speed, letting you know exactly what is going on with it in regard to revs. Making it a great experience and one that gives you great variation from car to car and engine to engine. The transmission also communicates well via the tactile feedback as well, giving you the appropriate shunt when you change up or down in higher torque cars, particularly the race cars which you would expect being fitted with dog boxes
Track surface detail comes through well, with curbs and rumble strips providing the feedback you would expect, with changes to the feedback occurring as you gain and lose grip while cornering. Which again adds an extra element of sensory input making the experience more immersive and communicating what is going on with the car to you. Certainly its proven useful in terms of knowing when a car is about to let go and in catching it.
Going off track also throws more feedback at you as you would expect when you start travelling across grass at speed or hit a gravel trap, again adding that extra element of immersion to the experience.
Now the minor issues. The first is that collisions with other cars are weak in terms of a tactile experience, a minor point, but it would have been a nice to have. On a slightly more problematic note is that the engine dominates the whole experience, to the degree that its unbalanced and it needed the engine turning down in the audio balance to get a more balanced experience. As well as being overly dominant in the mix, the engine is also too present on the lower level road cars. I've driven an Abarth 500, Mito and Guilietta and the engine is slightly too dominant in terms of feel in these cars, however it does seem to be an issue related to only a small number of cars currently.
However these are minor factors in what is overall an excellent package in terms of a tactile experience and takes an already excellent sim to another level.
Project Cars
Ok so adding tactile is quite frankly a mind-blowingly good addition to the title.
Project Cars tactile experience come across ridiculously well, with all of the elements covered by Assetto Corsa all present and correct. So engine feedback and drive-train 'shunts' doing exactly what you would expect them to do and providing a very detailed experience, but also a well-balanced one as well.
It’s the same story with regard to track surface detail, curbs and rumble strips; as well as heading off track and onto the grass and gravel traps. These all provide detailed and balance feedback.
What however moves Project Cars up a notch for me is just how well balanced these elements are and how well they complement each other as a total experience. What is done extremely well is how they reflect the individual cars, with the feedback from heavily track focused vehicles such as open-wheel models as direct and visceral as you would expect. Yet when you move to a road car you can feel the change to something that has been developed with 'driver comfort' as a factor.
As an example if you take the Audi A1 around Brands Hatch GP the engine feedback feels like its 'damped' as you would expect from a road car, the drive-train is more 'cultured' and most impressively if you kill the engine and just coast downhill you get very minimal feedback from the track surface, as you would expect from a car with suspension developed for the road. Yet if you ride over the rumble strips you still get the feedback you would expect.
Now repeating this experiment with the Radical SR3 you get a totally different experience, with the engine and transmission being unfiltered and raw, much more 'present' as an experience. While the suspension on a down-hill coast provides detailed and communicative feedback, being constantly active, both from the track surface, rumble strips and curbs.
The end result is a very balanced tactile experience that does everything that Assetto Corsa does and adds in a slightly better balance of the different parts of the tactile experience and a better match of feedback to the car.
To date, taking the SR3 around the 'ring, with the HUD switched off, helmet cam on and the tactile added to my rig is quite frankly the single most immersive experience I've had on a sim to date.
F1 2016
F1 2016 is another title that is a tale of two parts, in that way it is similar to WRC 6. Thankfully however that is the start and end of the similarities.
What F1 2016 does well is in regard to the tactile feedback from the engine, giving good feedback from all elements of the drive-train, both engine and transmission. You get a real feeling of what the engine is doing and when you need to shift as a result, and a good thump as you go up and down the gears, providing a great feeling of immersion from the car itself.
The other half however is the feedback from the track surface, which is unfortunately very limited until you head off track or ride the curbs, now while it's great to know when you are on or over the track limits, it would be great to actually have more detailed feel from the track itself when you are on it.
It did come as a surprise as F1 2016 is one of the few titles to allow you to push a high-range audio feed to an AV receiver, which should result in a much more details soundscape and theoretically a more detailed tactile experience.
Now in isolation F1 2016 is not bad, it certainly does nothing 'wrong', but in comparison to the experience you can get from the F1 cars in both Assetto Corsa and Project Cars simply not doing anything wrong isn’t enough to impress to the same level. That said it still adds more than enough of an experience, and ups the level of immersion in a very enjoyable way.
Driveclub
So onto the final title in this review and the second arcade biased title, the other being WRC 6, fortunately like F1 2016 that's the only thing it has in common with WRC 6 and in many ways Driveclub is a lot like F1 2016 in terms of how it deals with tactile feedback. In that the engine feedback dominates the situation and the road surface provides very little until you exceed the track or road limits.
Now to a degree I am willing to give Driveclub some slack in this regard given its almost pure arcade credentials and as with F1 2016 it's not really doing anything wrong and as a package it adds to the overall experience and immersion in a very meaningful way.
What it does, it does well, with the engine feeling very visceral and the likes of the AMG C63 Black feeling like it has a beast of an engine as it should. It also gets a nod in terms of audio options, as it provides a great range in terms of set-up and levels and even allows you to use external audio with an in-car view.
Wrapping Up
So in conclusion the kit itself is well made, a good package with everything I needed to get started with my set-up, it added an extra layer of immersion to every title I tried, with only one being a disappointment (and to be honest that one didn't surprise me at all) and the job that has been done with Project Cars, Assetto Corsa and Dirt in particular in terms of how well audio transfers into a tactile experience is stunning.
It's certainly something I would recommend looking into and giving a go if you are looking to add that next layer of immersion, feedback (and as a result control) to your rig.
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