Tactile Immersion - General Discussion - Hardware & Software

Do a video of the TST noise....
Is it installation reverb etc or the actual audio output of the unit you want to address?

I'm pretty sure it is installation based versus audio output. I'm going to hold off on making the video for now. I'm pretty optimistic about mounting the TST to my seat. I just placed an 8020 order and might be able to try this out as soon as this weekend. If I'm still getting noise, I'll make a video and post.
 
I'm pretty sure it is installation based versus audio output. I'm going to hold off on making the video for now. I'm pretty optimistic about mounting the TST to my seat. I just placed an 8020 order and might be able to try this out as soon as this weekend. If I'm still getting noise, I'll make a video and post.

I recommend following the tests @Michal Burisin will be doing with his own build. I linked some videos in that thread highlighting common issues with vibration noise.

Often I mentioned various specialist materials for vibration or sound deadening yet he seems one of the first with his rig, that had major issues, to actually go and buy some. So I am following his updates in how he implements such and how well it works. Care may need to be taken to not kill the vibration where we want it, but this is why making platforms for the seat/pedal sections with isolation should allow those to have good response but then below these on the mainframe we seek to control or reduce the vibe and noise issues.

Having small isolators or neoprene type rubber layers, can help but it's not always enough. This seems apparent with results @Ceolmor was finding with his build. More specific materials for vibration control need to be considered, applied and tested, which as yet I don't believe he has delved into or applied.

Active members, like @signman or someone with an 8020 build should consider doing experiments. Covering scenarios, like having no isolation, to basic isolation to having improved isolation and specialist materials applied. Share with the community how or what each brings. Lots could be learned and I assume whoever implements such, will learn from tests, to improve their tactile as they progress with such experimentation.
 
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SSW Query???

For April, I wonder if we can gather up at least 5-10 people interested in supporting a new (unofficial) open resource thread for SSW effects and testing? You don't need to have a clue how to make effects or operate Audacity.

It doesn't matter what tactile or level of hardware you have.

Simple basis of, we start with a single effect, concentrate solely on that to determine how good, several "created effects" for it operate. Depending on the response or feedback, allow people 1-2 weeks or more, therefore giving people time to get involved.

I could submit 3 potential options for the effect. All the user has to do is place these into "Car1" "Car2" "Car3" folders to then compare between.

Feedback is needed by people to state which they prefer, why or how each feels with the settings they use. If more effects need to be created based on the input then this could be done and we exclude the ones to be discarded. The goal is we find an optimal or well-performing sensation to suit the most common models.

The effects can be created to work on whatever configuration the user has, be it 1-6 channels.
Then emailed or shared with those willing to take part or put some effort in.

The thread could be casual, open discussion based on testing and feedback to then help determine how we progress the sensation for that effect. Also in learning to better understand how users with specific levels of hardware may require different, effect files.

If such was a success, then we could move to another effect and repeat.
Some effects will be less work than others.

@JDoruyter for me this would be much less work than dealing with multiple 1-1 PM's with several people and it would help the community that are either already an owner of SSW or considering it.
 
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SSW Query???

For April, I wonder if we can gather up at least 5-10 people interested in supporting a new (unofficial) open resource thread for SSW effects and testing? You don't need to have a clue how to make effects or operate Audacity.

It doesn't matter what tactile or level of hardware you have.

I would be interested
 
SSW Query???

For April, I wonder if we can gather up at least 5-10 people interested in supporting a new (unofficial) open resource thread for SSW effects and testing? You don't need to have a clue how to make effects or operate Audacity.

It doesn't matter what tactile or level of hardware you have.

Simple basis of, we start with a single effect, concentrate solely on that to determine how good, several "created effects" for it operate. Depending on the response or feedback, allow people 1-2 weeks or more, therefore giving people time to get involved.

I could submit 3 potential options for the effect. All the user has to do is place these into "Car1" "Car2" "Car3" folders to then compare between.

Feedback is needed by people to state which they prefer, why or how each feels with the settings they use. If more effects need to be created based on the input then this could be done and we exclude the ones to be discarded. The goal is we find an optimal or well-performing sensation to suit the most common models.

The effects can be created to work on whatever configuration the user has, be it 1-6 channels.
Then emailed or shared with those willing to take part or put some effort in.

The thread could be casual, open discussion based on testing and feedback to then help determine how we progress the sensation for that effect. Also in learning to better understand how users with specific levels of hardware may require different, effect files.

If such was a success, then we could move to another effect and repeat.
Some effects will be less work than others.

@JDoruyter for me this would be much less work than dealing with multiple 1-1 PM's with several people and it would help the community that are either already an owner of SSW or considering it.

I will gladly join in.
 
SSW Query???

For April, I wonder if we can gather up at least 5-10 people interested in supporting a new (unofficial) open resource thread for SSW effects and testing? You don't need to have a clue how to make effects or operate Audacity.

It doesn't matter what tactile or level of hardware you have.

Simple basis of, we start with a single effect, concentrate solely on that to determine how good, several "created effects" for it operate. Depending on the response or feedback, allow people 1-2 weeks or more, therefore giving people time to get involved.

I could submit 3 potential options for the effect. All the user has to do is place these into "Car1" "Car2" "Car3" folders to then compare between.

Feedback is needed by people to state which they prefer, why or how each feels with the settings they use. If more effects need to be created based on the input then this could be done and we exclude the ones to be discarded. The goal is we find an optimal or well-performing sensation to suit the most common models.

The effects can be created to work on whatever configuration the user has, be it 1-6 channels.
Then emailed or shared with those willing to take part or put some effort in.

The thread could be casual, open discussion based on testing and feedback to then help determine how we progress the sensation for that effect. Also in learning to better understand how users with specific levels of hardware may require different, effect files.

If such was a success, then we could move to another effect and repeat.
Some effects will be less work than others.

@JDoruyter for me this would be much less work than dealing with multiple 1-1 PM's with several people and it would help the community that are either already an owner of SSW or considering it.

Great idea @Mr Latte! I'm interested and thanks for the PM. This sort things out way better then to deal with 1-1 stuff. In this way we all benefit from this.
 
Hi guys, for those that want to participate I will have a private link for files. These will suit the tactile installations each person have. They will be sent via PM but the discussion, feedback and any criticism for the test is open and public.

Focus will be with Assetto Corsa using a chosen car for main tests but people are free to share discussion/input, using other cars or sims too.

Will get things set up my end over this last week of March.

"Wheel Slip" will be the first of the new effects.
I think I've made good ground with this one to default or previous versions.

Please free up or move your own current effects that you have.
Test will use "Car 1-5" folders for easy selecting of each set. This will enable simple comparisons within the sims used.
1= Default
2= Effect A
3= Effect B
4= Effect C
5= Effect D
 
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I would love to give something back..if you need my help be glad to test.
Mostly driving iracing these day's though.

Don't drive any road car's in the sim.
 
So my plan to mount my TST on the back of my seat fell through. Stupid oversight on my part. Came up with an alternative that is working pretty good. I have a piece of 3/4" ply as my foot deck. I bought some rubber grommets to act as low level, cheap, immediately available isolators. The board is bolted in four places to my rig and used the grommets to lift the board off of the aluminum mounting brackets. I mounted the TST directly under where my heel rests while driving.

The set up is working pretty decently. The only real noise I get is from some items on a nearby shelf because I'm not isolating the vibes well enough. There are these thick sorbothane washers used for vibration dampening available on Amazon I'm going to try. The grommets were just a proof of concept stop gap. I'm also considering stepping up to a 239. I think the 209 is a bit too much of an underperformer though I'm wondering if an AuraSound would perhaps suit me better for this pretty limited application (used just for engine vibration). Would also be a lot less expensive. :rolleyes: Guess I shouldn't have sold off the two I had not too long ago. Ah, well.

For grins, I also went back to SimVibe and have to admit, at least the engine vibration is better executed than SSW. I've also got the bumps dialed in pretty well with my LFE (using only "road bumps"). Very curious how the testing efforts we will be trying in Mr. Latte's upcoming thread will pan out. I find it fun tinkering with this stuff. Trying not to let it take too much time away from racing!
 
Hmm... maybe I'll try an ADX instead of the AuraSound. Still a lot less than a TST239. Might order one up tonight and once those sorbothane dampeners are in, install the ADX then and give it a go. If anything, I can use it for bumps at the front.
 
I would love to give something back..if you need my help be glad to test.
Mostly driving iracing these day's though.

Don't drive any road car's in the sim.

I think for the main focus and comparisons for discussion. It may be best to stick to the same car and sim. This way we can see how comments and opinions are for an effect in relation to the different hardware people have.

Different sims, may use different methods for how the telemetry is used and this with both SSW and Simvibe. So I don't mind people discussing such and learning more on that but for general focus we need to have a fixed test method.

It appears interest in GT3 class is popular, also with "AC Competizione" on the radar and apparently using the same baseline for physics as AC. Then this would be a good class of cars to do test(s) with. I keep coming back to the Porsche RSR as it is a good middle ground, because it can generate rather high "G" and is easy driven too.

People may be able to reflect during the test how with the (same effect) they discover felt differences as one car could have much lower "G" values than another. Then probably, generating less amplitude with the effects used. Sometimes we find too much gain can make an effect feel bad, yet too little is underwhelming. This will vary on the Hz the waveform uses and the tactile hardware, also personal preference. So I personally think "slider gain levels" need adjusting often for different cars, user mood or preference.

The aggressive bumps we had for current effects, do not suit all cars and even with the lower gain values still come across as harsh. As it's rather tricky, the "Bump" effect, will be left to near the last.


Biggest Units Vs Most Common
This is the factor that Andre does not have to worry about with Jetseat being a fixed platform yet with tactile it is very relevant regards the effects creation.

This test hopefully may bring better understanding what effects (and the Hz they use) operate well on the different tactile units. It seems we can easily use an octave lower for some effects with the bigger tactile.

Yet smaller units will not produce much or any response at all with those lowest frequencies. So for the same effect waveform, to be active on common units, they need to use either different waveforms or a waveform for the effect that also caters towards a higher octave band.

This of course, changes the felt sensation for the "effect" on two very different hardware units. We need to find the optimal performance frequencies that suit the effects purpose but still marry in with the performance levels the different units have.

I did spend quite a bit of time comparing waveforms on the TST to the BK LFE and to feel how each come across as felt on the different units. While showing differences, as a test is limited. So having this broader test with others and multiple units will be interesting.

I have been seeking a way to improve this issue, to have a waveform created, that can utilise two harmonics in sync with each other built within one effect. In this situation, the 1st harmonic (fundamental frequency) may not be active on the common AURA/ADX/TST type units (none or very little response) but they will be active with the inserted 2nd harmonic included in the waveform. The bigger more capable units will produce the energy from the 1st harmonic (fundamental frequency) but also then contain the 2nd harmonic energy as well. Care is needed with the Hz used that we get a good felt sensation in both hardware categories and not too much boom with the bigger models but still a good response on the smaller units.

Progression & Finding The Balance
This test with peoples feedback should help me, get to grips better with octaves in general and have waveforms created with smoother or more thoughtful design than previous effect attempts.
 
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SSW Engine Vs Simvibe Engine
SSW does not give enough scope to control what happens at specific (Speed) or (RPM) like Simvibe can. If learning to use the advanced features Simvibe offers with standard layers. With SSW we can get a background engine sensation and RPM limit but this is all. SSW does, however, offer rather excellent deceleration and acceleration sensations that Simvibe does not seem to highlight or offer at all. So we can get a sense of torque / g-force related energy in SSW to work with the more basic engine effects.

Simvibe = Not The Solution
Not for me at least....

Simvibe engine sensations can be overbaked, feel nothing like the character of the car being driven. Someone is welcome to share with me "engine" effects created in Simvibe that are matched to individual cars for more sense of accuracy in immersion. Yet I get a feeling nobody has really tried to do that. Well, certainly not SimXperience as they never even bothered to offer their own effects for the community and showed no interest in such.

Those with single units installed may have a different view but when you have stereo or quad tactile installation. Then it makes little sense to have a mono engine as overbearing. If you do then you loose tactile sensation for the XYZ axis in what the car's handling is doing and in my view the main purpose of having additional units/chanels installed. This is one element that SSW certainly does seem to improve over Simvibe and I hope people involved in the tests can discover. What we perhaps loose in "baked" engine sensation is gained with better XYZ sensation for the cars handling.

But I Want The Best Engines
As I have shared in previous posts. It is possible however to "greatly extend" low bass frequencies within the "engine audio" that also contain the engine character of the car. The main issue with this is that people need to have tactile like the BK Advance or larger to really get to feel or use those lowest Hz. Boosting the Hz on a unit that cant really generate them with enough energy does not accomplish much. Yet boosting them on the biggest models like the BK LFE can generate crazy levels of energy/vibration with idle or rpm sensations (using below 20Hz) such is the nature of these frequencies and the bass they contain.

Community Co-operation
It would be good to work with some of the very talented forum members here on these forums that create audio "sfx" as within their hands is the ability to help include improved low-frequency energy within their sound mixes.

Some already do have great low-end energy within the samples and can feel great on idle, general rpm and on the rev limits. Though I don't think as yet, those guys are collaborating or focusing on Buttkicker/Tactile performance within the engine audio and samples they are creating.

Immersion
Audio of the car also plays a large part of the total immersion and satisfaction.
My recommendation is to use headphones or have speaker audio drown out the "operating noises" of your tactile. Often I find in testing an effect can feel quite good but sound rather odd or annoying, if I hear the operation of the unit. This is more so with the TST but its why I have shifted to using good headphones to connect me 1-1 more with the engine and car sounds.

Extending Audio Further For Tactile
I have been researching a lot recently and bought some new toys to find ways of easily controlling but bringing the best potential from "Audio Tactile" and then have it mixed with SSW or Simvibe. This is still on-going but I have found a good solution for controlling audio for headphones and separate it with control with audio for the tactile.

Err, that means cleverly boosting the crap out of the lowest Hz for the tactile but it does not affect what I hear in the headphones or speakers. So have independent control of the "audio" for listening and tactile purposes. This was the problem with using the soundcards EQ or with PEACE EQ via the PC.

Touch Of A Screen
This is the direction I'm going for "Audio Tactile" intergration with my own cockpit.
The idea in using various "Apps" available for audio creators and professionals on i-pad.
Note, this is for "Audio Tactile" and NOT for my SSW or Simvibe.

It appears such can bring MUCH more control than we even need but does I believe bring instant and simple visual control to our fingertips. With the abilities, we want like being able to create saved EQ profiles for different cars and loading them in a way thats an absolute doddle to do.

With appropriate hardware and cabling, we can then "mix" the "adjusted audio" with SSW if we desire to and combine, importantly the "real cars character" with the background telemetry based "engine energy" and from the "g-force / torque" found in SSW.

I personally plan to mix my EQ boosted "audio tactile" into "front" and "rear" stereo tactile units.
From tests thus far, I seen no real benefit in using 5.1 audio output with the 6x tactile channels and for this purpose in sim racing. Surround is not that great or important from most sims. While stereo is often beneficial, in various scenarios adding to the potential tactile immersion possible.

While more has to be done, my testing thus far has proved to be really good in having control for the balance or sensation of "mix" we desire from the tactile.

iPad Audio App Possibilities:
(Using hardware input device)




I believe this will be easier and better than using "PEACE EQ" also bringing simple touch control.

Have already purchased a suitable stereo audio interface to connect the PC Audio and also control my headphones audio separately (more on this in future). Now I need to save towards an ipad and look more deeply into some of these apps and a few others.
 
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Another app example of how we could control "audio tactile" pushing the boundaries and gaining greater sensation and performance. The better the tactile hardware used the more use or benefits these types of app/controls would bring.


The idea is not to be constantly fiddling, while that would be possible in realtime.
I am more seeking to have/bring the tools that offer more control and allow previously configured EQ settings to be simply loaded.

Change car in sim, just simply load in the "EQ preset" saved for that car.
Just a matter of determining what app(s) are most suited to this purpose.
 
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More drivel for those interested....

One thing I discovered with "audio tactile" when quite new to it, back in (GT5 days at GT Planet) prior to Simvibe etc was that many games, the sounds used maybe didn't contain much bass. With equalisers like the Behringer FBQ3102 we could maybe find and boost the Hz that the sound used with an EQ slider but if it was a mid-bass or high-bass sound then it contained little bass energy anyways and therefore produced little depth or sensation on the tactile.

As it was a console, we couldn't alter the "actual sound itself" to have more bass and to generate more "low bass" energy.

I do recall however the only way I discovered to have any control over this type of scenario was in using two Behringer EX1200 Ultra Bass processors for front and rear stereo sets. A rather rare item these days (still have mine in storage) These can generate "sub harmonics", so if a sound effect used 60Hz the processor would generate lower harmonics of that frequency, eg 30Hz / 15 Hz (1st and 2nd order subharmonics) bringing more fullness to the sound and added tactile bass energy.

Im kinda curious to whip these things out again for my audio tactile, as now unlike back when I got them I have much more capable tactile. Although its likely we can do much more in some of the apps and plugins available for pro audio users for ipad or computer DAW software.

Anyways, here is a rather good explanation and example of this in the video below.

For PC, those on the forums that are into "sfx" creation could in theory alter a games audio for various effects (not just engine). As each effect has its own sound. It would be possible to make some perhaps more "tactile entertaining". One example would be the curb "bbbrrrrrrrrrrrrrr" sensation that Simvibe / SSW does not do so well but "audio tactile" in some titles can do better.

For me, I still see a lot of potential within "audio tactile" in how it can be incorporated with "telemetry - tactile". Those that seek to pursue the best, from my own experiences all I can say is keep watching, my own goal is to take tactile immersion in a rig beyond what few, if anyone is doing.

If you rely solely on SSW or Simvibe then you will always be missing lots of potential immersion in your tactile. Audio experiments on my side will continue. More will be shared in time....

First, we will concentrate on making SSW experience a better one for most users with the upcoming thread and tests...

The learning and adventure continues....
 
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SSW does, however, offer rather excellent deceleration and acceleration sensations...

I forgot about those! I will play with this effect, hopefully, tonight. I did order the ADX unit and the sorbothane washers so I should be set for a bunch more experimenting. I want to get the hardware part settled before diving into the SSW testing.
 
I forgot about those! I will play with this effect, hopefully, tonight. I did order the ADX unit and the sorbothane washers so I should be set for a bunch more experimenting. I want to get the hardware part settled before diving into the SSW testing.

Look forward to comparisons or views you can share with the T209 and the ADX

Im working on samples for the first two effects, I don't want to carry anything over from previous effects done.

For "Wheelslip" it will be interesting to see how light or heavy people prefer it to feel. So the samples being done use different sets of Hz with 3-4 sets being available.

Those with front and rear active units, they can try potentially having a lower Hz for a heavier feel for the rear of the car and higher Hz for the front. This may help to extend the sensation to try and represent wider tyres for the rear. Really though it's down to peoples preferences.


Upcoming Effects
1 Wheel Slip
2 Lateral G
 
okay, have been reading for about a week, up and down, and understand the functions and cables and types of cables and all that. now for someone who is not talented at all in technical building, hardware, fiddling, creating, soldering and etc.picked up finally hardware off a guy who was selling his shop stuff and want to setup my tactile feedback and try this out.

4x BK mini-LFE's (white and black wire bare cable hanging from the LFE's)

2x t.amp e-400

1x Soundcard Asus Xonar DGX and 1x Soundcard Asus Xonar DSX (do i need both cards to use?)

what cables and wires will i need? do i need to cut and solder anything?

and yes, i have read the threads and have still no clue and idea what to get. as their are millions of choices, would like to get ONE option recommended and to start with, and gain experience and etc. and later can do changes.
 

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