Dont know about you guys but hectic week at work with Christmas.
With some free time, I decided to try a bit of testing about with some new effects layers for engines.
Here I ramble on about some current testing, thoughts and wonders!
Quite quickly it becomes apparent how well the large BK units can output a 5Hz based effect for idle and towards max rpm sensation. The response curve feature in Simhub is excellent with some playing around.
What would be interesting is if anyone that own the large BK and has an iNuke DSP or NXD based amp wants to feel some of the ideas I am working on.
@boern69 it would be interesting if you can use a software-based crossover and get involved too sharing the difference you feel with these test effect layers on the modded units you have to the large BK. I still have yet to get from you a real account in how they perform with restricted crossovers focusing solely on the fundamental frequency used and not including its generated harmonics also being felt in the output.
Unused Potential
I get a feeling lots of people bought into the DSP amps but may not have got their teeth into using them to the potential they can offer with the advanced features they have. Something I want people to get more to grips with is using a controlled crossover for a tactile unit and this unit being given a specific role for the immersion. Have an effect use very low Hz and feel the difference of this effect with different crossover settings but then applying increased volume when we restrict the Hz within the crossover.
An important point to note is we can use a very restricted "low bass" range and boost the energy of this to feel monumental in its output and strength. Be this for serious energy for effects such as braking, g-forces, or engine and I mean guys, very strong very deep immersion here not a punchy 40Hz bass that most will consider strong bass. This can only be properly done by
eliminating the naturally generated harmonics when using the lowest frequencies so that the focus is on the lowest Hz given as the fundamental frequency used and then cranking the crap out of this in gain levels to achieve the amount of sheer strength we seek with it. Some care is needed and common sense as this level of bass energy will vibrate internal organs, your brain in your skull, your earlobes, body fat. Shaking even headphones sitting on your head as the deep bass energy travels through your whole body.
Differing Opinions
I will challenge anyone on these forums that will say we cannot use "tactile" as a way to greatly further immersion for effects like g-forces or scenarios of high or extreme energy. Be this immersion to represent engine power, acceleration, braking, lateral G or vertical heave/surges and suspension bumps that all
(can) come with much,much more depth, authority, detailed character, intense power and extended impression on the user.
I refer to going much further, than what the "typical conception" generally formed is. This from what or how most people currently are using or implementing tactile on their rigs today.
Bass Energy - Going Beyond & Pushing Boundaries!
"Bass Connection", Hz & dB what do we learn - when controlling the generated harmonics?
Example, testing really low Hz with adjusted gain levels when using different crossover presets.
Even with a single layer engine response curve. How that single layer feels with different crossover is quite an interesting and valuable understanding of how we can build or apply new effect sensations tailored for high energy scenarios or roles.
Example response curve for engine idle, inertia and max rpm.
What happens when we experiment with crossovers?
Example: How we control the operation of the tactile unit can also greatly vary the felt output it may achieve regards experiencing "True Low-Frequency Bass" (Every 3dB is 2x factor in the energy of the frequency). When we have specific Hz at -dB values then it very much alters the felt sensation.
Primary Questions:
When separating the "low bass" from any "mid bass" influence
How does it alter the felt sensation?
What does it let us achieve?
Why does a single Hz difference in frequencies feel much more unique in character with low Hz. Yet we can barely notice little or any difference when applied to higher Hz?
What happens if we use multiple layers at random with different gain levels?
What happens if we use harmonically matched layers with different gain levels?
Ohhh the curiosity......
Example of testing individual Hz with different gain levels and crossover usage.
I have to ask do
you guys know from any trials or experimentation what this does or how it changes the output? What have other people experimented with or done regards creating more advanced engines or rpm effects? Just how deep into it have others delved?
Why Do This - What Else Can We Discover?
I am working on using layers to help learn/discover new felt effects creation. For instance, how would 2Hz at 100% gain compare to 10Hz at 20% gain? We can easily make a BK bottom/pang with these lowest Hz so it requires having suitable crossovers and gain levels working together. I also wonder if anyone else has noticed a connection with low Hz engine rpm and heave sensations?
Can we potentially have effects like engine idle, inertia and max rpm scenarios, produce a very meaty but smooth rumble with lots of force/depth and energy bandwidth. Each with their own character but feel much more satisfying utilising the true bass potential of the larger units? Yes, I believe we can based on tests like this and the findings they bring. The ability to not just have operating felt vibrations but generate a sense of character, to bring emotion to how one car may feel compared to another. How smooth or violent should it be, to suit the intended car being driven and not use a typical setting we like for all cars.
In most cases, (low bass Hz) is a scenario that the smaller units will not be able to properly generate or produce to enable this desired and much more engrossing and more authentic immersion correctly. I will in future tests seek to find the limits of the BK gamer in comparison to the larger BK for the lowest Hz each can really handle and output with sufficient energy.
Modified Budget Tactile?
I put to people to get involved and share their own findings or comparisons with the limitations we get for lowest capable Hz when using controlled crossovers.
The ability to be able to create and control with more understanding and usable Hz range is good progress in applying more diverse or unique feeling sensations for different effects. Hence we attempt to avoid the common issue of many effects feeling similar. Yet (i believe) we need the biggest, most capable units to help us extend what range of Hz we can really use.
The exciters are the same but at the opposite end, being applied for mid and high frequency detailing. Simply the point here is to go, well beyond the 30-80Hz range that most people commonly use for effects. It is much too narrow a range to try and have multiple effects all work and be felt independently.
For me, this is what testing/researching with using the largest BK units and making better use of their low bass credentials seems to bring to the table.
Still lots to discover!
@TrailSlide what we can achieve with Simhub will go far beyond any previous Simvibe profiles I have done. This is mainly because, we can have custom effects made with much better channel control as well as better tools within Shakeit that open up more potential in effects creation. Not only that but more has been learned over time with continued experiments with transducers as well.
To get the very best from tactile, my advice to people is to combine the large BK with multiple exciters. Those that have put faith in this concept are going to feel much improved and rather impressive effects I have been working on. They will gain the benefit of 2 years (on/off) research and testing I have done. With this, there is great potential but still, lots to do with tests and seeking to work with a few others and their input, to help tune and develop effects others also enjoy.
[updates added]