Mr Latte
Premium
For those with exciter setups, are you modding the existing effects, or creating new ones?
It seems many of the existing effects are set up like Simvibe, with a transducer at each corner? I'm trying to wrap my head around how you translate that to multiple exciters on the seat back?
The seat is not the wheels/suspension but it is the largest part of your body/torso we can apply tactile too. It has been widely underused with the traditional tactile installation approach.
Additionally, most people's rigs with CM installations offer very little separation for L/R-based effects that their installation (supposedly) is meant to offer. They may have some stereo based effects but will feel mono for the most part from them due to leakage and crosstalk of the energy from opposite units being easily felt on the other side.
The best stereo is felt when we combine independently isolted pedals (something Ive not seen a single person do) and having much better isolation. This combined with a seat that uses 6-8 exciters allowing for stereo representation to be applied to multiple body regions per side.
Lets examine:
1) Toes/heel/ankle *
2) Underside of Knees *
3) Buttocks/Thighs
4) Lower Spine
5) Mid Back /Sides
6) Shoulders
Ive not seen any examples yet fully use* the above which is how this concept can be expanded or has been mentioned in previous conversations based on tests I did last year. Unfortunately I have not had tactile up and running since June this year and my own build is going through a re-design for improvements to its base support frame.
Some of the biggest challenges with tactile are:
1) Feeling individual effect sensations
2) Improving the directionality with lateral stereo positional effects
3) Improving the directionality with longitudinal positional effects
4) Better representation of front and rear engine mounted cars
5) Increased dynamics from low bass energy effects to higher frequency fidelity
6) Going beyond conventional ideas of a single transducer overloaded with lots of effects
7) Applying new effects development, understanding audio better and creating effects using multi-layers
The concept brings the ability for effect roles be applied to specific units as well as effects operating over an individual to multiple body zones. Finally, transitional effects start on one region but can over the effects operation, shift from one body zone to another.
I am keen to see people experiment with their own effects and how they apply them over multiple exciters or body regions.
Already these forums have discussed the benefits of being able to place sensations direct to body regions. So then how do we apply better engines/rpm but then also have better directional sensations? Do we give certain effects roles for certain exciters/channels? Or do we place different effect layers to specific units and have effects appear to move from one channel to another? Perhaps for some effect scenarios, we want them to operate over multiple channels for wider dispersion or impact.
My point is, we have much more freedom and options for creativity in effect creation far, far beyond what CM / EM offered on Simvibe or the now conventional approach of placing units in 4 corners.
I have played about with different possibilities for different scenarios and even having an engine based set of effects working over 6 channels with individual different layers for varying aspects of the rpm shift up the seat, yet all the units focused on just engine sensations. So it's possible we can load pre-made profiles to bring very different forms of effects immersion to suit different users' moods or preferences.
We need a few more people interested in developing effects and being creative to share what findings or preferences they have discovered.
Yeah much more still to be achieved and to come.
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