Okay i think i get it now. I dont really know what effects can i get from simhub, im just guessing. One exciter can only used for 1 effect otherwise they will overlap each other or something? In that case i might need to go with 4 but then im missing out on the pedal.
I assume for 5 exciter i need a different amp? Possibly more expensive?
Lets try this....Here's a simplified block diagram of the Simhub system, interface to game level telemetry, and mixer/sound-card/audio-amp/exciter outputs. I listed most of the "standard" effects that Simhub comes with by default.
Note this is not a tutorial on Simhub....just a general overview of the concepts. I don't know if this helps or not...but, its an attempt.
Each game generates some amount of telemetry data based on events within-Sim. Simhub pulls in all this data and makes it available in an abstracted type of format. Each standard effect has a standard set of telemetry that it pulls from and then generates an audio stream as an output.
Every effect has various controls to manipulate the output: amplitude, frequency, etc. Both amplitude and frequency can be changed based on the incoming telemetry. Effects can be configured as mono, divided front-rear, left-right, or 4-corners.
Custom effects can also be created. The custom effect editor allows you to write functions of any available telemetry data, and then assign effect audio stream outputs to that custom function.
Each Effect has a named separate output for each as defined by the configuration (Front, Rear, Left, Right, FrontLeft, FrontRight, RearLeft, and/or RearRight). This allows you to map each separate sub-effect output to any soundcard channel (or more than one channel). Further, each sub-effect output level can be adjusted specifically for a particular channel assignment.
See the output controls dialog below. The column along the top is the Soundcard channels. The rows down the left are the effects, and sub-effects. Each affect that is assigned to a particular channel, gets mixed with all other effects assigned to that same channel. If "per-effect gain" is enabled, then each affect amplitude is adjusted during mixing prior to putting the final audio stream out onto the channel.