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I'm gutted and going off to sulk in the corner for a while
Sending you a PM
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I'm gutted and going off to sulk in the corner for a while
Wow, how did you get to that wiki page.The SimHub ShakeIt manual entry would be a good start, but is also not very helpful, if the reader doesn't understand, that the response curve changes gain (volume) and frequency.
For these specific questions, I can highly recommend joining the SimHub Discord and use the search function there. Here the best explanation I could find (that helped me as well):
Seems a lot of work RC
Regards seats with complex shapes/curves for the back or indeed the underside.
I showed this solution to others and maybe shred here a while back, can't remember but not seen anyone try to use/do it.
Show me any Velcro handling a bowling ball! That stuff is really good.I'll get some dual-lock ordered tonight, but damn that stuff is expensive! Is it amazing stuff, overpriced, or does it do something normal velco strips just wont do?
LOL fair enough I just ordered some, and some cable crimps and assorted ends and sleaves ready for the big day tomorrow.Show me any Velcro handling a bowling ball! That stuff is really good.
I'll get some dual-lock ordered tonight, but damn that stuff is expensive! Is it amazing stuff, overpriced, or does it do something normal velco strips just wont do?
It makes a much more mechanically secure "interlock", that does a much better job of tranferring acoustic energy across the interface. Velco/Hook-and-loop material will lose a lot of energy in the "squishy" loop, by allowing the exciter body and piston to move in space without deflecting the mounted surface.
Its not that expensive. $20 USD on amazon for enough to do 15-20 exciters. Or you can get a 10ft roll for $30...which is enough to do 30.
Just catching up with this wave of activity. Great advice here, I didn't understand the Input/Output option so left everything defaulted to Output (if it ain't broke). Will try to give some RPM Input tests a go over the coming days and see if I can come up with anything interesting.
*Above needs to be confirmed but I mostly use "INPUT" mode for the RPM effects.
To my understanding IIRC
Horizontal = The RPM range % for the car used. Its not the actual RPM
So value of 80 is the car at 80% max RPM not 8000 RPM.
We map effects to come in at desired % of the RPM to suit specific cars.
Yet in many cases with different cars, a curve that is based on percentage can work well
So with above we also see that at @35% RPM scale it reaches @50% vertical height on the response curve. With (INPUT) mode. This is NOT only gain as many people think it is.
The vertical for the curve represents the range value in the Hz settings you have applied.
So if we had 100Hz and 1Hz then 50% vertical would be 50Hz but what this generates depends on the values you enter for (Base) or (High) frequencies.
The point I see with using this "Response Curve" engine option is that we can shape and apply specific Hz to operate at RPM ranges we want for certain cars. If I want a Ferrari to feel different than a Merc or McLaren then, no probs we create unique curves that have their own unique Hz for specific ranges or engine characteristics.
Overview of above:
In this, above we see that idle is kept to the (Base Hz) value and climbs to give a sensation of inertia increasing in frequency to about 35% RPM. This is also good to give a nice feel of deceleration with lower speeds gradually producing more bass. Yet we apply a smoother or more gradual curve for this as it will last longer and is more progressive. We can calculate what 50% is from the Hz range we set between the (Base/High) values given. In this example, it would be 55Hz, if we targetted a higher HZ then we could increase the vertical curve to achieve that in relation to the values being used.
You can have (BASE) as the lower frequencies and HIGH for the higher frequencies but in some scenarios, (like illustrated here) we may want the opposite.
We see the curve going back down towards the (High) user set value again as we approach mid RPM and towards @70% engine RPM.
From here, we see a bit of an increase or hump applied and this is to give some additional sensations for the primary racing RPM percentages which are about the last 20%. With this RPM range we want good feel and energy so we are intentionally keeping it around the punchy bass/frequency values. We then also see a large vertical increase towards the (Base) user Hz setting for the @96% to Max RPM value at 100% which will sharply surge from the 48Hz up to 170Hz. This gives a sensation of hitting the peak limiter that will feel unique and even uncomfortable if desired.
@RCHeliguy - Really interested in how you get on with thick pour epoxy. I've been watching some YouTube videos recently on similar stuff, but don't currently have the space to work with it. Are you posting your creations on any other forum?
Thanks for the reply. I'll check out and follow the rig build. Really interested to see what can be made out of this stuff. keep up the good work.I've posted a bit in my Rig Build thread, but to date it has centered around my SC2 QR wheel hangars which I decided I would get better results milling out of solid Delrin. None of it has been creatively using Epoxy's long cure time yet.
I think I'll start forming a small piece to the curve of my HE Sprint Clutch pedal and then file it to shape, drill it and bolt it down.