Some Thoughts
Engines and making good effects for them is a bit tough and more complicated. Some software fail badly with engine effects (SSW) some make it far too difficult and can have harmonics, drown out other characteristic detailing (Simvibe).
Simhub offers various ways to make engine sensations, so being creative can bring new levels of immersion. Although not all ideas or options will be certain to feel good. I have shared a few of them with people but even ones I know that have issues, people generally may not even give feedback to confirm the known issue.
It Hertzs
@bassun while not directed entierlly at you...
One problem I see you making here, is that you are assuming the numbers you enter for the frequencies are the only frequencies that are being generated. This is not the case. To start and unravel all this may require having better understanding of how audio works. How certain frequencies can work with others, things like what a center frequency is what 1/3rd octaves are, what an octave is and how we can use harmonics with different fundamental frequencies and different effect layers.
Not a lot of people can be bothered but few are trying to push the boundaries in this aspect of improving the immersion we can achieve.
It's hard even getting people to work together on it or go in one direction as each person has their own solution or methods.
I am a self-learning enthusiast but by no means, an expert but all these mentioned factors above are relevant to being able to create effects (regards engines) that will feel good. Sometimes its hard getting certain elements working with others, when it's not working well then you get that "less is more" as some combos of frequencies and how the layer is controlling them may generate odd sensations like knocking or thumping.
Engine orders are a primary element with real cars that NVH engineers will learn about but there are hundreds of factors that give a real car its character and we cannot expect to try and replicate that. What we can do however is a lot better than most people currently use or have in their tactile immersion regards engines in particular.
The best way to achieve the most immersive engines is having the hardware that makes it possible.
So the larger the BK used the better and with the recommended 40W Thruster Exciter Combo with option to consider also using Clark Synthesis TST units to help enhance RPM.
People need to think beyond using single units and relying on a single unit to generate all the frequencies, uh ahhhhhh.
As stated here often, better results are possible when we use more than one unit and then use effects to operate solely for each unit for the greater combined performance they will bring.
Racing Rythmn?
When you learn to understand audio better and how certain combinations of frequencies interact or feel, then it is possible to create very different feeling sensations for different cars. I personally see advantages in using RPM and SPEED to combine in ways to enhance the engine's energy.
Why you may say? Well because each has its own benefits....
RPM happens with every gear in the same way, just that different cars will vary the frequency range given over whatever RPM range the car used has. Be it a car with 5K, 10K or 16K as examples. Each 1000 RPM will vary just in how many Hz variations it uses over the frequency range set to be operating.
Ahhh but what about SPEED, how is it different?
A cars SPEED varies with different corners, straights and tracks. The speeds you achieve are also changing on those corners, straights and tracks with different cars. Cars also vary in how fast they accelerate or brake. So we can use "all this" to our advantage for greater variation in immersion. We also apply different G-Load sensations for slower cars to faster cars as they will vary telemetry values in G they will generate from the sims physics.
Not Smarter/Just Wiser
So as we progress in understanding, if we get wise from our learning, we can achieve nice variation in car sensations for different cars in how we apply the RPM & SPEED effects. You got a taste of early attempts of that with a recent test being shared.
Yet why is it so many people settle with fairly mundane RPM and use similar effect layers be it with (Simhub/Simvibe) for all types of cars. I reckon the vast majority of people reading this do exactly that, am I wrong?
RPM Testing Developments
Applying too many effect layers can have a knock-on drop in the sensation of specific layers.
So I set myself a goal, what could I achieve with only 6 layers using RPM.
Here is the following "scenes" I set out to achieve but knowing it would be possible to differ how each feels for different cars:
1. General RPM Layer
2. Engine Idle, Low RPM Torque & Inertia
3. Low RPM (Deceleration Enhancer)
4 .High RPM (Peak RPM Enhancer)
5. High RPM Harmonic (Zing/Tingle)
6. Max RPM Limit (Deep/Energy)
It took a long time with testing to come up with the effects I am now at (these not yet shared) but I seem to be now at a point it is easier to achieve sensations I want for specific roles or elements to happen at certain points within the RPM range.
So yes I recommend testing and learning new things to discover for yourselves what the possibilities are.
I am considering putting together a "video tutorial" on all the effects to share my own experience/knowledge with effects creation. This is why I am not going into more detail here, at this time and is why I do not share the most up to date effects I am working on. I also have stated for me the importance for people to feel the effects as they were intended and that doesn't happen when you share an effect as people try it on whatever hardware they have. So very few will get the proper sensations intended from it. The option is to help learn others how to improve and build their own effects,
For me, it's still a fun and learning process even for myself but one thing is for sure the immersion just keeps getting better and its self satisfying when you create/discover new effects that work well.
I'm curious what others come up with but also excited with the potential I can achieve with my own custom build....