A few things for later that may help get you started regards Simvibe if searching as a newcomer.
You may be unlikely to find any in-depth comparisons for the effects or much information covering how they individually will compare to others. For example "Road Bumps" to "Suspension Bumps" or how "Textures" may differ from "Tone Based effects".
Lack Of Official Guides For Effects & Controls!
Sometimes, it may be hard to really grasp/determine "just by feel" how some effects may actually differ in their general operation.
Also when changing different cars yet using the same "effects profile" this has an impact too. Last but not least, for engines how Simvibe alters the effects output between a V4 -V12 based engine for the vibration/harmonics mode. You then have the issue of various controls with no proper instruction in laymans terms what they actually do or are for.
The software requires a LOT of trial and error as to what may feel good for users.
Drat, Drat, Drat & Double Drat!
My own journey...
These are examples of things beyond the norm and not part of Simvibe. Things that I personally took upon myself to learn. I did come to better understand what can't just be understood by feel alone. I wanted to have visual representation of the effects being output, to enable detailed monitoring of them. Achieving monitoring that can be used in real-time to compare any or all 8 channels or a combination of effects at one time.
In some cases it may be to just compare 2 effects 1-1. Or to monitor before and after results with using the Simvibe "Tuning Wizard". The visual tools being used can be on a secondary monitor or overlaid on the game video or recorded/captured and studied in more detail later if desired. Such for me did become geeky interesting as a tactile hobbyist but man it is rather time-consuming, frustrating and repetitive. To date, I have had over 900 hours testing within Assetto Corsa to continue to learn.
Mr Latte you tactile fiend!!!
Learning this in itself had hurdles to overcome, it's not something I recommend to others neither.
As discovering and using suitable tools for doing this, to use specific professional audio plugins on a DAW connected to multi-channel audio interface. It was all new to me, it took time and quite a bit of money to do. The gamble was that if possible, then the benefit would be in having more understanding to help in creating improved profiles. How to help learn best apply specific frequencies or ways to utilise EM or CM channels by more understanding of what the effect may represent and how it was operating. By no means am I an expert or audio professional, nor always correct on such matters, heck still plenty to do and learn but I will share some things to help others.
* No attempt is made to try and view, hack or crack code as really all that is being done here is monitoring audio output from a soundcard via common software used by audio enthusiasts, bands for multiple instruments , in home or professional studios.
Okay so with my own crazy exploration out of the way lets look at Simvibe.
Many of us including myself early on, originally considered how/what way the operation of effects were based. Taking into account the individual effects role and elements like kerbs, dips, bumps as objects and them having possible values to determine their strength? It was later that we learned, really this was not the case and the "physics data" also used for (motion cockpits) for the XYZ axis was the source used in conjunction with the users selected effects and then the users settings for these that determine the overall output.
Scour the internet and you will find old information, assumptions and considerations or discussions on some elements that may not be accurate, including past ones by myself.
SIMVIBE
So here are parts of my own unofficial findings, take them for what they are.
TYPES OF EFFECTS
Motion Based
- Impacts
- Road Bumps
- Road Texture
- Vertical Surges
- Vertical Texture
- Suspension Bumps (stereo)
- Suspension Texture (stereo)
- Suspension Bump Surges (stereo)
Engine Based
- Engine Vibration
- Engine RPM Quad Stream
- Engine Vibration With Harmonics & Load
Other
- Speed Based White Noise / Wind
- Estimated Wheel Lock Up
- Gear Change
- Missed Gear* (i-racing)
- Custom Effect Game
- Audio (Line Input)
EFFECTS ACTIVITY CHART
Here we see the different axis being in operation and NOT specific effects related to individual surface types or only roles for them.
* Some effects may show excessive or slight operation with specific settings with high/low values.
Note: Nov 2016 Chart (some newer effects not Included)
ENGINE EFFECTS CHART
Note: Nov 2016 Chart - I have confirmed that unfortunately, FILTERS for advanced controls are not available on the "RPM Quad Stream" engine feature. These are needed to enable specific controls for unique activity in "standard engine layers". SimXperience now discourages using multiple "standard engine layers" as many people used to do but without this feature in the "RPM Quad Stream" then users do not have the same level of control.
This can be seen in the last video from Darin Ganji.
CHASSIS EFFECTS CHART
Note: Nov 2016 Chart: UNFINISHED!!!!
Mono effects can be used on Chassis Mode and delivered over all units installed.
These cannot, however, be sent to just FRONT or REAR channels of Chassis Mode
ENGINE effect CAN be sent to FRONT only or REAR only or ALL 4 units.
TONE BASED EFFECTS
These are effects that enable user defined frequencies (Hz) as values for (Big Bump Tone) and (Small Bump Tone). Example: Big 40Hz & Small 70Hz. Notice how the "Big Tones" should use lower frequencies not higher frequency values. Having a good understanding of what the tactile being used can adequately generate and use most effectively is important also. This can be done by doing frequency sweep tests on the tactile units and trials with low-high frequencies.
More on this later...
- Sensitivity % (Overall Activity)
- Big & Small Bump Tone Values (Centre Frequency Points)
- Dynamic Tone Sensitivity (Highlight Centre Freq Filtering)*
- Max Volume (dB)
- Data Smoothing
- Additional Filters
- Additional Modifiers
Example of personal study:
"Dynamic Tone Sensitivity" one setting often confusing users as to what it actually does. This appears to determine how narrow/wide coverage of the surrounding frequencies are altered for the effects tone values given. By increasing the width of the frequency bandwidth, often referred to as the "Q" . It appears to boost either the Big/Sml tone values used for the effects creation. This can be applied so that the effect will use more the BIG tone value and its surrounding frequencies . Or by using more the SML tone value, this and its surrounding frequencies instead.
TEXTURE EFFECTS
- Sensitivity %
- Max Volume
- Signal Conditioning
Texture effects do not allow the user to set tones values for their operation. In general, they offer less user control or adaptability to have them operating how you may want them to. This includes not having "additional filter" adjustment.
They can however, use a MUCH wider range of frequencies and their harmonics from as low as 5Hz to beyond the range most tactile units are cable of producing tactile vibrations.
iNUKE DSP SERIES AMPLIFIERS / ADDITIONAL HARDWARE BENEFITS?
As you have purchased the iNuke DSP 3000 model amplifiers.
Advantages with the DSP models are to be able to better control the output from Simvibe to a single frequency level. This is not possible in the software alone.
Options include ability to BOOST the desirable frequencies but CUT any undesirable frequencies. This can be applied regards the users own tactile hardware operation and performance limitations, how different frequencies may be affected by the materials in your rig, for personal preference or desired mood. The common (Piston Pang) or (Overheating) issues with some Buttkickers are another factor that can be reduced or eliminated using these amps.
- Digital Wattage Limiter
- Crossover Control
- Gain Control
- Parametric Equalisation (PEQ)
- Dynamic Equalisation (DEQ)
- Load & Save Profiles
Such may at this stage appear complicated or overwhelming but in reality, it is rather easy to grasp with some time in self-testing and quite simply mucking about. I have given people 1hr private tutorials on how to understand, use and apply some of these amps features.
Audio Tactile Vs Simvibe Vs Sim-Shaker
In all honesty, these all have their own Pros/Cons they can be covered in time if desired and during your tests. Some people will say you don't need audio if you have Simvibe. Yet they may not tell you what you can gain from it that Simvibe just does not do and one of the drawbacks with Simvibe's engines or surfaces in sims that have no "physics data". Yes Simvibe does do MANY things better too and Sim-Shaker can produce different but rather good tactile effects more akin to the GS4 motion seat.
It's also possible to incorporate in different ways each. Have them operate combined together or on their own.
Hope this is useful to you or others.
REALLY do look forward to seeing what you are for doing but in honest kinda hoping you will consider using this thread to generate some interest and likely help others. Sharing your own progress and blog your own thoughts, experiences, and opinions throughout, building, testing and eventual completion.
It could be really fun to do, share and participate with others.