UPDATE
For the last three or so weeks, I have been pushing the BDS units to the limits and worked on creating specific effects with them. So far, no faults whatsoever with excessive usage of low-high frequencies and scenarios of multiple effects operational. Even with 3-4 hour long test sessions, at the moment they are working great.
Need to highlight this again....
I just cannot believe how good these units are feeling with the price that they are....
Know I previously mentioned their abilitiy with low frequencies but ahhh man......
What it means in simple terms is that, due to their operational abilities, it opens up the possibilities and potential with building more advanced effects than could be done in the past with the most popular models.
Why?
Certain effects require the usage of specific frequencies, based on the felt characteristics and sensations those frequencies generate. Also what is very relevant is how the used transducer/exciter/shaker is able to produce and deliver these desired frequencies.
Take Note
I am not criticising people that have went with what were or still are popular choices in budget costing hardware but lets just be honest here and highlight the issues we have to make do with.
This limitation and scenario, is a fundamental reason my preference to lean against the installation of different budget transducers, well certainly as being a good way to do things, now in 2024.
Each unit/model has differences in their operation and generation of the various frequencies. Also, if chosen models on a persons rig/seat have the common problem of limited frequency response, then from the offset as an installation only so much can be achieved from the effects.
So let me just be clear in my view on this...
What can be achieved with most typical budget hardware is already restricted and well behind "the potential" an installation with multiple BDS could offer, both in the quality and varation in feel with effects it can produce.
This will be highlighted in the frequencies and effects a user with such uses. Relying much more on repeated usage of the (best feeling frequencies) due to the limitations the hardware has. It's the same problem we have had from the beginning and one that needs to be adressed if we seek to deliver improved tactile....
How BDS Exclusive Effects Will Differ
The common issue is,,, that the vast majority of budget units people own will not produce with much detail or felt sensation frequencies below 20Hz. These "infra sonic frequencies" can play a crucial part from an effects creators potential in what they might achieve. Not just me btw but these are vital ingredients we need in applying as a means for fundamental frequencies.
What is also needed is not just adequete but really good performance above the 60Hz range and beyond 80Hz, the reason is the same. That again, certain effects require the felt characteristics and sensations those frequencies produce. Additionally these frequencies can be combined with lower bass frequencies to apply (musically matched octaves) as they too play a crucial part from an effects creators potential in what they might achieve.
Bypass The Compromises
So impressed I have been with this BDS unit and in fairness, this impression has been a lasting one as I have delved deep into effects creation with these, as you will begin to see.
Applying everything in my experience or that I have self taught myself regards making effects. Also not seeking to just follow/copy/rip off other peoples work or effects... This is personal, in the context that, it is my own journey, with my own approach and methods, seeking to do something that is different...
Its also for me, a self test, in finding out......
Just how good the potential, regards effects I can make with this new exciter unit, really are....
RACEBASS - Home Brewed Tactile
So what is different with these?
I had a look and noticed, that from these new BDS effects, not one of them at the moment only operates within that 30Hz-60Hz sweetspot which most budget tactile units rely on. Or in most peoples cases will be the frequencies they mainly use. This is an explanation why also I will not give support to people trying to use these effects on other hardware, they are built on, and to be experienced on the intended product. Only that way can the person get to experience them as they are made to be enjoyed.
Mult-Layering
Firstly as an effect, it has tiers based on its level of activity, so that its feel variers from low-high amount of slip. This is a good approach with effects that are continious or can be active for longer periods of time. The user can adjust the indvidual volumes for each effects layer, to create their own personalised "effects mix" to better suit their installation, preferences or mood.
Wheelsip as an individual effect seems to get more attention than maybe it deserves regards what it can bring in immersion.
Matched Effect Combos
Each effect is made to compliment certain others. So for example with something like "Wheelslip" I do not just have that as an individual effect. I also have been developing different feeling sensations for "G-Forces" and "Road Texture" as these are examples of other effects that can relate to the same on-track or operational scenario whilst driving...
I did not want to have scenarios operating with just single effect activity, using one but then ignoring others. I want to utilise if possible, all of what Simhub has to offer.
Where I find multiple effects also active at the same time.
These "other relevent effects" are combined and made with their own specific usage of frequencies that in most cases maintain a musical relationship so they may better work together.
The goal being each of the effects are offering their own character and felt sensations but now complimenting each other in a way that maybe hasnt been done as successful before?
Now a user may feel, the slip sensation, but with it, they can feel the lateral G-Force load, they feel the decelleration G-Force load, they feel, the sensation of a decrease in speed from the road texture. With all of these you may learn to adapt to the cars handling better, to feel more of what the car is doing and it being more engaging based on your user inputs.
So if desired, no longer relying on a single activity (Wheelslip) to represent a track scenario/situation. Instead, as track scenarios that often do include other additional effects.
Why shouldn't we seek to make use of them and find ways for users, to distrubute them over the seat and pedals. The indivdual user can decide how or which to use and apply but my goal is to have good effect options ready, to suit different users preferences too.
*Notice how low these frequencies are and with multiple layers of more dynamic operation in its feel from low-high values .
One of the difficulties is that G-Forces need very low frequencies to feel right or operate well and the struggles with most budget tactile being limited, they simply cannot do that. This I believe is why you will not find most other peoples effects bringing this approach. The budget tactile hardware most people have will not be able to make it work properly.
For me it was important that this is also true for all four of the "Road" based effects.
So each has been made, to bring its own response but combined with others, offering something much more involving for the cars activity.
This has only been successfully possible with the BDS unit as I cannot achieve with other budget priced units the unique feel and operational range the BDS offers. This is why I find it should become a unit for everyone interested in tactile to consider.
Dynamic output based on small to larger activity and then combined with other "Road" effects for a much more enjoyable and lively sensation.
With these specially made effects, I expect to soon be delivering something much more inclusive and with the stereo operation, that the effects themselves apply being realised in both seat and pedals.
Here are the current effects I am quite happy with so far, and I feel perhaps are amongst my finest efforts to date.
The progress over these few weeks with on/off creation of the effects has been excellent. It helps prove to myself how well the utilisation of octaves/partial octaves can be applied for multiple effects operational and even with multiple layers each.
Private initial testing of these with some others has already began but they are coming gents...
Also work ongoing with other effects too.
Sometime soon, with their own individual thread to discuss and test, open for the community.
The next steps is working with people looking to give these a try and putting into practice, ways we can install them/ Also to experiment in ways we may direct various effects to different channels and body regions.