Hi I realize gs5 seat doesn't have the ability to replicate traction loss but for those who tried it, I'm curious to read if the seat still gives the driver some sort of feedback when it comes to oversteer-understeer... Thanks.
No i do not, personally i find it too hard to get good reliable information regarding griplevels from tactile.Do you use a Tactile Wheel Slip effect to see when you are starting to slide instead?
I've found the GS-5 traction loss effect to be very communicative, and pretty convincing. Essentially, it drops away the pressure from the side of the seat you should be pushed into, and gradually increases the pressure from the opposite side to simulate the car swinging around under you. It's hard to describe, but makes it a lot easier to tell what the car is doing and to really balance it through longer turns, or to quickly counter-steer as needed (and as a bonus, I've found that it usually kicks in sooner than I start to feel the traction loss effect in my wheel).
No i do not, personally i find it too hard to get good reliable information regarding griplevels from tactile.
So i mainly rely on the FFB of the AccuForce, which also has a rear traction loss setting
Right now i'm not using any tactile effect for wheel slip. There a few reasons why :Henk, if that's the case then perhaps you should show what "tactile effects" or settings you tried to use for wheel slip?
I have found a person willing to work on experimenting with a GS5 to combine how it can be used with advanced tactile. One of the conditions I will help this guy is that he offers and shares "his own report" of it here on the forums.
We certainly can achieve very good detail and informative slip for both the front and rear of the car. However to have it feel more authentic. Something which real track-day or racing drivers are apparently wanting for their sims to produce. They don't want a little buzz sensation of something @60-80Hz that feels restricted.
A factor that is important to the feel, requires having felt sensations to represent the weight/mass of the car also slipping. To do that you need very deep/thick bass as well as more usage of the dynamic bass range for the lowest-highest telemetry values. The more variation in felt sensation you have, then the more convincing and "informative" it can be.
Right now i'm not using any tactile effect for wheel slip. There a few reasons why :
- Wheelslip is very car/track specific and i prefer general profiles (for example 1x GT3, 1x Formula per game ect )
- With all the effects for the SFX100 + Tactile + GS-5 + Belt Tensioner it will be hard to detect wheel slip with my current set up
- I only prefer clear and "unmixed" effects in my setup. As a rule i only have couple and specific effects per device
Currently you can map almost anything to any device, you can map road bumps to the belt tensioner and the GS-5. From what i have read there are also simracers that map rear traction loss to those devices. Or, as we discussed before, assigning simulated G-s to the buttkickers.
The only way i could see good wheel slip detection to work is having 4 LFE's at each corner and dedicate them to wheel slip and maybe add 1 or 2 effects. Wheel slip should be powerful enough so it can be distinguished clearly from the motion cues from the SFX. Low and power full effects per corner would be a very good way to achieve this.
Currently on my mobile setup this is not possible.
I'm aware that there a other possibilities like for example using the 4 exciters in the GS-5 and put them in stereo mode or chassis of put the seat on a turn table, but that's not what i'm after.
I rather miss the dedicate wheel slip effect than implementing it wrong.
Still i get a lot of other cues from the simulator telling me the front / backend is stepping out : Sudden loss of the G-Force pressure of the GS-5 panels, the movement of the suspension through the SFX and of course the steering wheel.
I might not have every effect available mapped and active but the SFX + GS-5 combo really put me "in the car"
When the back really steps out, the SFX has the ability to simulate this to, but i find it difficult to tune it right.
I'm a firm believer that the effects should only be done by the devices that do the simulation the best
Roll / Pitch = SFX100
Heave / Suspension movement = SFX100
Surge : GS-5 + Belt tensioner + SFX100 (suspension dive)
Lateral G's : GS-5
Road bumps / Curbs / Road noise : Tactile
Engine RPM : Tactile
Following that same philosophy i would only be adding the additional effects if the can be implemented like this
Wheelslip : Tactile (4x LFE's at the corners to overpower the SFX)
Rear Traction loss : An actual rear traction loss module
In general with a home simulator there's no right or wrong, it only matters what feels right to you. If you don't have all the different simulation tools available i can understand clearly that you are mapping effects to devices that imho don't belong there.
Currently i'm very happy with my mobile rig and it's reaches the point were adding extract stuff might increase the immersion a little, but adds more complexity and time setting things up when i want to race.
Moving butt kickers around is also not possible any more, everything is too boxed in. Last week Saturday i spend 4 hours just to replace a broken wire of my LFE under the GS-5. A mobile rig has it's comprises and one of those is the complexity.
But it's always a compliment a fellow simracers wants an exact replica of my rig after driving in it.
Reading this, it appears you never achieved a very satisfactory response for slip sensations with tactile then? To say you could not feel "tactile-based slip" with other hardware you have is also not what I hear from others helping to develop what I have been working on.
Please do not try to put this as just what "my preferences or self experiences are" and me pushing such onto others.
You are not the only person with a GS5 and belt tensioner or SFX or other motion.
The problem is nobody has REALLY tried to combine both but we are now close to this being taken more seriously.
What is more required is having the hardware and installation of the tactile that enables the quality of effects to be much more authentic
Ongoing Development
Wheelslip is one of the most sought-after effects I get asked to try to develop more.
We are well able to determine how different cars of sims may output this and how to go about making profiles to suit a particular sim, for specific cars or offer varied pre-made sets to suit the users preference.
Based on my experience and analyses, SimHub's slip effect wants a bunch of tweaking to be useful.No i never have achieved a satisfactory response for slip sensations with tactile.
I know, i have experienced the same thing multiple times., came up with solutions i did not even dream to think of months before. In the last couple of years in managed to put the SFX100 servos under the pedal tray, the GS-5 control box under the seat and the AF control box under the rig.Without taking sides in this debate, I can sympathize with you and have felt the pain of having a very densely packed rig and competing priorities, and I've have also been "prodded" to come up with solutions that work around my rig's constraints.
I haven't compromised on the functionality I want from my rig, and I have managed to find ways to get more out of it when I thought all my avenues were exhausted.
I never hurts to periodically re-examine things and brainstorm new ideas. You might just find a way to shoe horn something else in there You might not, but if nothing else it is a good exercise.