ShakeIt DIY rumble Feedback for Assettocorsa, Codmasters, PCars, Rf1, Rf2, Iracing

Apps ShakeIt DIY rumble Feedback for Assettocorsa, Codmasters, PCars, Rf1, Rf2, Iracing 3.1.5

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The v1 sketch reads up to 12 motors but only drive 4 of them ;) you can pick the additional values and do anything you need with it ;)
You going to have to help me there,
If you can please give me some info on what all in the sketch means, ill do it.
Im not sure what half of it means and googling hasnt helped much.
Please assist, if you can show me what to look for, and how it reads the motors

Thank youuuuuuuuu
You the best.
 
You going to have to help me there,
If you can please give me some info on what all in the sketch means, ill do it.
Im not sure what half of it means and googling hasnt helped much.
Please assist, if you can show me what to look for, and how it reads the motors

Thank youuuuuuuuu
You the best.
I know I ask alot, but ive started to learn arduino because of your excellent product
 
I know I ask alot, but ive started to learn arduino because of your excellent product
Hope it's clear enough ;)
upload_2017-8-20_20-1-8.png
 
im getting nothing from dirtrally but it works fine for pcars and assetto corsa
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<hardware_settings_config version="11" deviceId="0x1C03">
    <cpu>
        <threadStrategy workerMapFile="system/workerMap8Core.xml" forceFeedbackProcessor="6" dvdStorageProcessor="7" dataSetMonitorProcessor="4" renderProcessor="0" updateProcessor="2" fileStreamProcessor="5" />
    </cpu>
    <audio_card>
        <dynamic_range value="low" />
        <eq value="flat" />
        <voice_chat enabled="true" />
        <push_to_talk enabled="true" />
    </audio_card>
    <graphics_card rating="3" firstBoot="true">
        <directx forcedx10="false" />
        <eyefinity force="" osd="" />
        <stereo enabled="false" separation="0.015" convergence="0.5" />
        <resolution width="5760" height="1080" aspect="auto" fullscreen="false" vsync="0" multisampling="4xmsaa">
            <refreshRate rate="60" />
        </resolution>
        <gamma level="1.20" />
    </graphics_card>
    <shadows enabled="true" size="2048" maskQuality="1" particles="true" />
    <advanced_fog enabled="true" />
    <particles enabled="true" wind="true" dynamicRes="false" lowResScalar="4" nearFadeBias="0" />
    <weather quality="1" />
    <crowd enabled="true" detail="3" />
    <cloth enabled="true" tessellation="true" />
    <groundcover mode="atoc" clutter="true" />
    <objects lod="1.01" maxlod="0" stones="true" />
    <trees lod="1.0" maxlod="0" meshes="true" meshes_in_all_passes="false" />
    <vehicles characterQuality="3" lodQuality="2" />
    <track lod="0.8" />
    <envmap faces="6" size="512" drawallobjects="false" scaleminsize="1.0" mindistance="100.0" />
    <water update="true" detail="2" scale="4" drawallobjects="false" tessellation="true" />
    <mirrors enabled="true" width="768" height="256" car_maxlod="1" car_culldist="300.0" />
    <skidmarks enabled="true" />
    <dynamic_ambient_occ enabled="true" quality="3" />
    <dynamic_ambient_occ_soft enabled="false" />
    <night_lighting volumes="true" lights="0" shadows="true" onlyHeadlights="false" shadowSize="1024" />
    <textures resolution="2" />
    <shaders quality="2" low_quality="false" />
    <anisotropic min="1" max="8" />
    <physics environmentalDamage="true" vehicleDamage="true" />
    <input device_type="auto" />
    <screenshotMode enabled="false" />
    <aoit enabled="false" />
    <avsm enabled="true" />
    <mouse_support enabled="false" />
    <oculus enabled="true" headMovement="true" chromatic="true" timeWarp="true" vignette="true" overdrive="true" convergence="1.0" verticalOrientation="0.66" orientationLock="false" />
    <motion_platform>
        <dbox enabled="true" />
        <udp enabled="true" extradata="3" ip="127.0.0.1" port="20777" delay="1" />
        <udp enabled="true" extradata="3" ip="127.0.0.1" port="20778" delay="1" />
        <fanatec enabled="true" pedalVibrationScale="1.0" wheelVibrationScale="1.0" ledTrueForGearsFalseForSpeed="true" />
    </motion_platform>
    <controls neutralTimeToShift="0.25" />
</hardware_settings_config>
 
one question regarding motor usage: I got four motors, one with larger load and one with small. I think they corresponds to low frequency and high frequency vibrations. like this:
https://goo.gl/photos/TasRS79edJ9nKqM68

any suggestion on which ones goes where?(or which ones best suited for which type of FFB source?)

also, any one can share their settings for or motor mounting strategy? I find it a harder task to choose good mounting points and set the ffb sources, motor FFB mixers right, compared to wiring, etc.
 
im getting nothing from dirtrally but it works fine for pcars and assetto corsa
Code:
<?xml version="1.0" encoding="UTF-8" ?>
<hardware_settings_config version="11" deviceId="0x1C03">
    <cpu>
        <threadStrategy workerMapFile="system/workerMap8Core.xml" forceFeedbackProcessor="6" dvdStorageProcessor="7" dataSetMonitorProcessor="4" renderProcessor="0" updateProcessor="2" fileStreamProcessor="5" />
    </cpu>
    <audio_card>
        <dynamic_range value="low" />
        <eq value="flat" />
        <voice_chat enabled="true" />
        <push_to_talk enabled="true" />
    </audio_card>
    <graphics_card rating="3" firstBoot="true">
        <directx forcedx10="false" />
        <eyefinity force="" osd="" />
        <stereo enabled="false" separation="0.015" convergence="0.5" />
        <resolution width="5760" height="1080" aspect="auto" fullscreen="false" vsync="0" multisampling="4xmsaa">
            <refreshRate rate="60" />
        </resolution>
        <gamma level="1.20" />
    </graphics_card>
    <shadows enabled="true" size="2048" maskQuality="1" particles="true" />
    <advanced_fog enabled="true" />
    <particles enabled="true" wind="true" dynamicRes="false" lowResScalar="4" nearFadeBias="0" />
    <weather quality="1" />
    <crowd enabled="true" detail="3" />
    <cloth enabled="true" tessellation="true" />
    <groundcover mode="atoc" clutter="true" />
    <objects lod="1.01" maxlod="0" stones="true" />
    <trees lod="1.0" maxlod="0" meshes="true" meshes_in_all_passes="false" />
    <vehicles characterQuality="3" lodQuality="2" />
    <track lod="0.8" />
    <envmap faces="6" size="512" drawallobjects="false" scaleminsize="1.0" mindistance="100.0" />
    <water update="true" detail="2" scale="4" drawallobjects="false" tessellation="true" />
    <mirrors enabled="true" width="768" height="256" car_maxlod="1" car_culldist="300.0" />
    <skidmarks enabled="true" />
    <dynamic_ambient_occ enabled="true" quality="3" />
    <dynamic_ambient_occ_soft enabled="false" />
    <night_lighting volumes="true" lights="0" shadows="true" onlyHeadlights="false" shadowSize="1024" />
    <textures resolution="2" />
    <shaders quality="2" low_quality="false" />
    <anisotropic min="1" max="8" />
    <physics environmentalDamage="true" vehicleDamage="true" />
    <input device_type="auto" />
    <screenshotMode enabled="false" />
    <aoit enabled="false" />
    <avsm enabled="true" />
    <mouse_support enabled="false" />
    <oculus enabled="true" headMovement="true" chromatic="true" timeWarp="true" vignette="true" overdrive="true" convergence="1.0" verticalOrientation="0.66" orientationLock="false" />
    <motion_platform>
        <dbox enabled="true" />
        <udp enabled="true" extradata="3" ip="127.0.0.1" port="20777" delay="1" />
        <udp enabled="true" extradata="3" ip="127.0.0.1" port="20778" delay="1" />
        <fanatec enabled="true" pedalVibrationScale="1.0" wheelVibrationScale="1.0" ledTrueForGearsFalseForSpeed="true" />
    </motion_platform>
    <controls neutralTimeToShift="0.25" />
</hardware_settings_config>

Try changing curve profile and threshold value. Worked for me in F1 2016.
 
I have one feature request after trying the app:
output curve setting for motors

I don't know if it's just me, but all four motors of mine are barely felt before the stregth goes higher than 60%, and most action/changes happen in 70%~100% range. (using "test motor" to find our). e.g., speed(which is final output to motors) is highly nonlinear with felt-vibration. (and it may vary motor by motor)

I know we can adjust FFB source vs output curve, but it would be nice to have output curve for motors so after we mix the ffb sources, the final output can be mapped to motor's speed, so the output "strength" now is more linear to strength. (I guess now it's speed)

I can tweak the arduino code to hard code things but I think it's nice to add sliders in shakeit UI to allow adjustment for motors.
 
Hey Wotever

Im not coming right with hacking 1X mega to run 2x ver1 motor drivers.
Due to not enough info on the latch and timing pins, if I can reassign that, it will work.

Is it possible to run 2x com ports please, so I can run 2xnanos, one for pedals one for fans and suspension vibe.

Also, in my testing, ive found motor4 never outputs pwm, I remember it bothering me when I first tried the product, thought I got it wrong, but now its confirmed. Any ideas??
 
Hey Wotever

Im not coming right with hacking 1X mega to run 2x ver1 motor drivers.
Due to not enough info on the latch and timing pins, if I can reassign that, it will work.

Is it possible to run 2x com ports please, so I can run 2xnanos, one for pedals one for fans and suspension vibe.

Also, in my testing, ive found motor4 never outputs pwm, I remember it bothering me when I first tried the product, thought I got it wrong, but now its confirmed. Any ideas??

Hi !

I'm currently integrating ShakeIt to simhub, I changed too much things into simhub, and updating again ShakeIt is totally a waste of time, I will review everything in the process, settings management, outputs, multiple arduino, all these things are integrated in the core of simhub, and it will be natively working after this inclusion. It will ensure a better follow up of ShakeIt.
 
Hello Wotever...
now i trying shakeit :)
I wanted to ask if there is also the physical data of the clutch at assetto corsa.
It would be really nice if one could feel the clutch grind.Maybe you can do this at the next update,please?;)
 
Hello Wotever...
now i trying shakeit :)
I wanted to ask if there is also the physical data of the clutch at assetto corsa.
It would be really nice if one could feel the clutch grind.Maybe you can do this at the next update,please?;)
I already tought about grind but I can't know if you missed the shift. However iracing gives this data explicitly so it can be done on this game.
 

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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