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.