SimHub ShakeIt Bass Shakers custom 4 corner tire slip

blekenbleu

SimHub+Arduino hacker
Premium
My sim driving is Assetto Corsa with an office chair and wheel stand.
Without a harness keeping one's back contacting them,
back transducers seem of arguable benefit.

Already using SimHub,
having unused motherboard 7.1 sound and obsolete Denon surround receiver,
a ShakeSeat pad (no longer available) was ordered because:
An equivalent can be made using Dayton pucks
with e.g. 40cm square zippered cushion covers and EVA foam floor tiles.
SimHub's ShakeIt tire slip effect does not consider tire loading.
For example, an inside tire may be fully unloaded during cornering,
with very high slippage, but no perceived sensation in actual driving.
Haptic slip effects ideally change frequency based on slip
but change amplitude based on load,
which was impossible using only earlier SimHub support.

This SimHub profile attempts to approximate track sensations from street tires,
when securely harnessed in a fitted racing seat.
Usefulness of such haptic feedback may vary widely among users:
This haptic wheel slip feedback was IMO less useful
than deceleration and cornering simulation from harness tensioners,
but reduced a sense of "something missing".

Unambiguously directional haptic cues
wants direct stimulation of body parts,
e.g. left and right thighs, lumbar and/or sit bones.

Original 4-puck SRS ShakeKit cushion is no longer available,
but equivalent DIY PuckSeat assembly is not very hard.
SRS_EVA.jpg

Sensations to be simulated here:
  • squeal for small slippage, transitioning to moaning with more slippage,
  • then shuddering near breakaway,
    with intensities proportional to tire loadings
Implementation augments SimHub Wheels SLIP effect
with Custom Effects
  1. latitudinal and longitudinal acceleration properties
  2. loaded tire slips, products of tire slip properties times accelerations
Again, because load modulates slip in telemetry,
heavily loaded small slip could not be generated
as strong high frequency tactile effect
until SimHub added Forced frequency option.

Accelerations were originally estimated from speed and yaw changes,
serving as G force proxies.
Earlier SimHub versions sampled speed and yaw
at a lower rate than Assetto Corsa telemetry waas updated,
resulting in some changes 2x others, which code here detects and mitigates.

Loaded tire slip corner effects use products of tire slips and G force proxies:

A complete SimHub ShakeIt profile is available on GitHub.
It is now IMO obsolete.

SimHub slip telemetry in this profile is not portable among all games;
specifically, iRacing provides no slip telemetry.

An upgraded ShakeIt profile based on slip/grip ratio is recommended:
  • requires less car/track/sim-specific tweaking
  • delivers haptics better correlated with tires reaching grip limit,
    based on slip/grip ratios.
  • Improved grip estimation combines lateral and longitudinal
    and is modulated by heave
 
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An upgraded ShakeIt profile based on slip/grip ratio
This approach is brilliant. I have been frustrated about not getting usable "on the limit" feedback from my shakers. After a week researching and starting to understand the physics (thanks to your very clear background) can confirm this is the best i've seen anywhere. Thanks so much for documenting it all so clearly.
 
Upvote 0
the best i've seen
While continuing to believe that slip/grip is more useful than slip,
it has issues:
  • grip is must be estimated
    • nominally horizontal force divided by load
  • horizontal force derives from surge and sway accelerations
  • load must be estimated, e.g. from gravity, heave,
    and weight transfer by horizontal acceleration
    • missing aerodynamic loads
    • alternatively, estimate loads from e.g. Suspension Travel, deflection,
      position, etc., unavailable or proprietary among games
  • slip/grip is nonlinear
    • a line from zero to current ratio underestimates local slope
    • tires vary significantly
  • per-car tuning helps, but adds complexity
    • a generic plugin for managing per car and game properties
    • a slip/grip-specific dashboard for per-car property adjustments
 
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Upvote 0
grip is must be estimated
  • nominally horizontal force divided by load
SimHub offers 4 corner load properties specifically for Assetto Corsa,
reducing grip estimation guesswork.
Today's update
  • includes 2D acceleration better corresponding to 2D wheel slip
  • adds a slip/grip effect specific to Assetto Corsa's load properties,
  • continues load estimates for other games
    (based on gravity, heave and inertial effects)
 
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