I'm thinking of selling my NLRV3 and getting this instead. Looking forward to hearing more reviews.
I'd like to learn more if this is based on game telemetry or a requires manual tweaking of settings to "get the motion right" as the NLRV3.
Ideally, the forces being simulated should be coming from the game engine directly and being translated by the software. You shouldn't need profiles for different type of cars. Anything too severe, and the unit should just clip the signal that's out of range.
I think that's a wrong assumption, even my own may be wrong here but I will attempt to describe.
Its not as if the telemetry data comes over perfect for each car.
The sims physics will generate the data based on the factors that determine each cars (simulated handling) however the telemetry output cannot determine what range of data is perfect for the varying effects for different cars.
Take the SFX100 thread with some saying they can have the sensitivity for road surfaces/suspension that they could feel driving over an envelope. Now higher sensitivity may suit certain cars but by no means all. When you apply controls from within the software the motion/tactile uses it determines how the telemetry code is used. For example if we have very small data values generating a response then they can be very lively and to a point excessive. It will be operating almost constant as the code flows and could drown out other effects operation.
In some cases for a good profile, we have to balance what level (value of code) is required for the effect to begin, so any telemetry values below this are ignored. For instance, what suits the effect and car being driven if we want to class/categorise different tiers of cars? Here we could have one car bring much more detailing but another much less. Its not just about how strong an effect is applied that is important for car profiles but controlling the operation (range) an effect also works.
Of course ,lots of people just go with a user preference for the profile they are creating and using it as a general profile for a particular sim.
What is key is having good settings within a profile that all the effects operate in harmony within the capabilities of the hardware being used. What however is very different is the various software solutions used with the motion/tactile and what options they offer, what controls they bring and potential each can deliver for control/operation of the effects output.
You need someone that understands code to better explain but I think its good to keep in mind that some effects will have methods applied by the developer of the software (for the tactile/motion) in their code for how certain effects operate. Some effects themselves I assume use additional simulated data algorithms by each solutions software developer to achieve an operation for some effects.
Simvibe Road Texture is perhaps a good example that doesn't use tone generation when other effects do. It is potentially then applying its "own thing" to represent this effect sensation (I monitored its output in the past). So not all effects may come from direct or untouched telemetry values for each wheel but do something internally via the controlling software for the motion/tactile to generate even a mono effect over all 4 wheels.
Somone that knows more about such code could answer this better
All I can say is, I monitored a fair bit of how different "tactile software" options generated the different effects. As this is audio for transducers its possible to see it in operation via professional based audio/hardware tools. Their can be vast differences with the same sim, same car as to what the user may experience in the immersion provided.
Professional hardware with profile/settings that suck is likely overall less enjoyable or worse experience than basic hardware with well-configured profiles or settings.
GS5 may have great hardware but how does its operating software vary to what d.i.y offers?
I agree with Dean that indeed someone like Michal is going to find a lot of work/trial and error is needed to find what solutions work for such a seat build. Of course, there already are people who have ventured into this in the past over at xsim and have a wealth of experience or knowledge.