Mr Latte
Premium
One doubt I came across this week.
I have been driving ACC small cars like BMW GT4 and BMW M2. My shakers setup feels great.
However, following a friend racing GT3 @ Donington LFM races this week, I joined two sessions. Lambo Huracan and BMW M4. And the same shakers setup feels useless. All effects are messy and diluted during driving. Only thing I truly notice is firing up the engine before the race starts. Not even the gear shifts.
My questions being, do you create the same shaker base setup, and then clone it for as many categories(GT3, GT4, Porsche cup, BMW M2...) as you drive? And choose properly from the simhub profile before racing?
I am sorry if it feels pretty obvious to you , but I never found a feeling difference that big as I did this week, switching cars.
Regardless of who/what effects are being used.
Would be interested to hear more on what effects you were applying and if certain effect types were the main culprits with this issue. Could you give more examples with two specific cars between GT4 and GT3.
Sometimes Simhub goes a bit wonky and needs a reboot, Ive noticed an issue a few times when the game is paused for a while, but maybe that was more to do with my own system?
You don't give much detail on how the output changed/altered between the cars that felt good or the ones that felt bad. It could be that the telemetry output generated is higher/lower on some cars to others and with the same settings applied this could cause issues as often for tactile to feel good suitable volumes plays a key part in things.
It would be possible to use spectrum analysis from a basic to advanced level to look more into things to see if certain cars have issues. If one does create more excessive output in telemetry then seeking to see which effects are at fault or if you simply need specific settings saved for a different car/game preset is possible.
Most budget tactile will not handle well, operation of constant effects combined with other effects. Firstly as with these you will be restricted in the frequencies that you can enjoy or properly feel. Also that its likely several of the effects will be using the same or quite similar frequencies. Overlapping frequencies increase the amplitude of those frequencies when you have different effects operational at the same time and that same transducer/exciter/shaker unit being used to generate those effects on that specific channel.
In general we cant really have very good engine based effects operational but then also have very good positional effects for chassis/suspension/tyres. Different users may want one more over the other but I still don't see anything regards engines that delivers something that is "accurate" to any specific car. It's a very complexed thing, even with two very different V8 cars, but Simhub alone with just tone generation is not really enough.
This even moreso with a lot of popular used hardware that is limited to only offering perhaps 30-50Hz of good operation "in range" for it's best usable frequencies. This is where the "less is more" you often here people talk about factor comes into things.
Different Approaches ?
Ways to go beyond this but single units and channels responsible for trying to generate a whole range of effects is the primary limitation. To go beyond that, we need to think differently and seek to use combinations of certain hardware that can better deliver a wider frequency range. We also need to expand how we utilise body locations/regions beyond the normal approach or methods.
Tailored Effects - Specific Hardware?
With this, we can learn to build effects applying frequencies that then suit tried/tested models of units that are more accomplished or better matched for specific frequency roles. To then build for the selected hardware, effects that offer optimal performance of each make/model of unit's capabilities and output character.
Why?
Different models and types of units also can vary in how they feel even with the same frequencies based on their own operational character and performance or how/where they are installed. So someone, making or using effects on one rig and trying to experience those effects on wide range of quite different rigs. That also combined with using various makes/models of units and with different installations too, it will not bring about the same felt experiences neither.
So the whole idea of making effects "in general" to work across a wide range of altering factors like these highlighted, is a bit flawed. What the people creating/developing the effects feel/experience on their own rig/installations, will not be the same as what many others do...
On The Horizon?
I will focus on continuing to create effects , firstly that will be available here and can be discussed or evaluated here. Bringing something that goes beyond the basic abilities and immersion most people today "make do with". That raises the potential above the "less is more" scenario and mindset.
To build effects that offer certain sensations, that is only possible with the selected hardware. Effects that are based on musical principles that combine better together, that complement other operational effects at the same time, but with a crucial difference.....
Doing so that enables within an affordable budget, and installation approach others can follow. To then let these people experience much more closely what "the intended felt sensations" from the specifically created effects were created to bring. So others get to experience what the intended felt sensations are...
In doing so, making the most from what was/is determined to be the best performing and desired/chosen hardware (in progress) within the reasonable budget that makes it appealing for people to consider.
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