Tactile Immersion - General Discussion - Hardware & Software

The "cylinder casing" on the Advance is above (not quite touching the surface) as its feet do. The feet are raised so that they are a few millimetres above the casing.

Also, I have a gap in the centre of my mounts as follows:

DKCHwAf.jpg


So I doubt that the casing is 'slapping' against the mounts. I suspect the noise is due to either:
  • The way the Buttkicker is attached and/or my isolation.
  • To much energy coming from the software/amp (the problem is mainly on bumps).
  • The Buttkicker is faulty.
Off to do yet more tinkering....



What I would attempt to do, is set the amp and SSW slider gain control to a level that causes the issue.
Only have on the effect that is the culprit. Find a scenario in a sim over a certain bump etc that you can repeat to try alternative solutions to then eliminate it.

Is only one effect causing it (Bumps)?
Are you sure no other effect can cause it with the volume levels you use?

If so, then its easy to determine what the cause is and how to fix it by altering or changing the .wav for the effect. As it is likely it must contain Hz that are peaking within the .wav when high gain and the additional usage perhaps of the DSP also potentially boosting a range of Hz.

If you monitor SSW log for its bump values, as it is likely happening with a high bump value that then corresponds to a stronger bump that in turn increases the amplitude of the .wav used for that effect. Which in turn is then boosted by iNuke prior to amplification for the tactile unit to receive.

Lets look at this....

General Process:
Audacity "effects" .wav amplitude > SSW "effect" generated telemetry values > SSW "effect" slider gain control > Soundcard output gain level > iNuke DSP settings > Amplifier input/output gain level.

You could try the iNuke DSP on/off with repeating the scenario you know to cause the issue.
As its possible the EQ on the signal chain from the iNuke being the last, is the cause? If this when off and importantly using the same gain/volumes applied fixes the issue (for the scenario) then we seek after the setting within the iNuke to fix it.

However if the issue is here then why are other effects not causing the issue? In this case, then the .wav for the culprit effect needs attention.

Hz that are needing their level reduced causing the problem can be restrained. Either within the .wav or via iNuke. The process is just finding the cause.

If we do this within the iNuke it then will limit reduce the energy that Hz produce. Take note however as altering it here will do so for ALL effects using the addressed Hz.

If we go to the first part of the chain, (the created .wav for the actual effect) we can seek to reduce the known Hz within the waveform. At this level it does not have any bearing on reducing Hz for other effects.

Sweetspots
I can find a limit with volume on my amps and settings that is just ideal. Yet if I push just a tad more on the amp volume bang then we overstep the limit that causes the piston to pang. From memory I've had this on really strong braking/deceleration with certain cars.

Why certain cars, as it seems different cars can generate higher values than others. On this level of hardware at it being ran hard, to its max potential then we likely notice varations greater than those with more limited hardware. Yet this is one reason we need SSW to allow and keep slider settings for the car being used. Frankly its a pain in the ass to have to tune a car to then loose those settings to then have to do it again with another. Because the .wav used for the effects with different cars in the sim are potentially having different telemetry values. These either reduced or increased values, (depending on car) then alter amplitude of the Hz within the effect as seen in the "General Process" shown above.

This at least is my thinking on it.

The goal is to find the max limit we can in getting the best energy but avoid the piston issue.
Part of that is using a car or specific sim combo that seems to cause more issue. If you find this then you are confirming what I find in different cars not all feeling the same with the same (effects being used). Therefore I am not dellusional if saying telemetry values can make a difference here.

I wouldn't say this is only limited to Bumps but really any effect that has enough gain in Hz that are already strongly produced by the actual unit used. Different units may have variations and by no means is the current iNuke profiles shared the best that can be done or specifically done to individual units. Yet it is good enough at present to help gain additional performance.

Hope you find the cause and solution.
Feel free to record via video or audio the shaker when it is operating and the issue happening.
Having a rubber washer under the feet to give a couple more mm or to compare to installed without is something I would try to see if it makes any improvements or difference.
 
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Forgot to add, when there are multiple effects using the same Hz, then this increases the dB for these frequencies as they begin to layer ontop of one another.

So potentially its possible two effects or more used together, both having a high output for specific Hz may be the cause and not just a single effect.

If you have issues detecting or fixing this then share what settings you are using via PM for the effects your using. I can them replicate the scenario your using and settings but here on my end use the audio monitoring tools, as it will show exactly what Hz are peaking during the tests.

This would be part of what I would do with finalising SSW effects prior to releasing them publically

For SSW
To have one set of effects and use them as a "new default" is not the ideal solution. While Andre may seek such. More needs to be learned and understood also, on how the different cars can alter the output, especially when we are pushing specific Hz hard.

For Jetseat
Andre has a fixed hardware platform, so with that any "effects used" will operate the same for all people. This is ENTIRELY different with tactile. As here we have multiple factors with different tactile models characteristics/performances, soundcards with varying output strengths, different amps etc.

This is one reason I believe to do really good SSW custom profiles they may need to be developed and tested with different models of tactile. Your issue here could be an example of what isn't causing a piston problem on my BK LFE may be causing an issue on the BK Advance.
 
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Many thanks @Mr Latte & @signman for your help.

Here are the results of what I have done so far ....

Having tested using the online tone app, it seems 40hz might be the main culprit. But then again the BKA might be faulty.

The BKA on the seat (the original one I purchased) is the one I had the problem with noise (piston pang), irrespective of which set of custom bumps I used. Andre’s base bumps (which I remapped so they go to both BKAs) are less noisy than the custom bump files. If I turn down the volume or use an unmodified iNuke dsp profile (rather than the one Mr Latte gave me, which has gain increased by 3db) the pang disappears but then I get very little sensation from bumps.

The noisy BKA on the seat has more isolation there than the BKA on the pedals, but has much more weight to move. I have the volume on the seat at 2 or 3 o’clock and the pedals at 1 o’clock.

So I swapped them round. When I had then both removed from the rig, I shook them. The original BKA which had been in the seat was noisier than the newer one on the pedals. I could easily recreate piston pang in the original one. It was as if something inside was loose. I could recreate some piston pang on the newer BKA, but not as easily and not as loudly.

So then I bolted them both to the rig, swapped. Now with the same settings as before the noise coming from the pedal area with the original BKA is noisier then it was with the newer BKA. I am getting pang there which I didn’t have before.

So the conclusion is the original BKA is noisier and more susceptible to piston pang than the newer BKA. It might be due to a fault or just that everyone is a little different. I am slow to come to the conclusion that it is faulty because in the past I have wrongly believed things are faulty due to my own inexperience.

I will email shakercentre to see what they think, but in the meantime do some of the tests suggested by Mr Latte.
 
Yeah sounds like it has an issue...
I'm sure Nigel @shakercenter will sort it with replacement.

The piston is meant to be suspended between two sets of magnets.
So its possible one set of magnets isnt working so well on that unit.
 
Fast, efficient and friendly service this week from Nigel at shakercentreuk . And some helpful, free advice thrown in.

Sent the BK Advance to him on Tuesday. Arrived back on Friday. Fully repaired.

The noise was due to the lubrication having dried out. So new lubrication and now when you shake it by hand it is completely quiet. And re-fixed to my rig, no nasty noises like before.
 
Excellebt job.....
You get any tips on vibrations or isolation.

I'd love to see you tinker a bit to try some specialist antiviberation products on the market with your own installation.

The noise factor is big issue for some, so finding great working combinations with the installation or materials is something I personally would like to learn and understand more.
 
Advice for the BK Advance was:
  • Consider changing the slope of the low pass to 24db as anything above about 120Hz simply turns to heat with no real benefit.
  • The iNuke 1000DSP should just about be OK from a power point of view.
  • Look into making adjustments to the frequency control side of things such as the parametric EQ and also the SSW settings to maximise the effect (i.e. your iNuke Remote profiles.)
  • Aluminium extrusion is not the best conductor of tactile.
I have two of these 5mm mild steel plates on order:
h2a4wap.png

I will drill my own holes for fixing the BKAs to each plate and to bolt the plates to the rig. I also plan a larger hole in the middle. I will bolt the seat brackets and pedal brackets direct to the top of the plates and the RI-4 isolators underneath so the whole units will be isolated from the 80/20 aluminium profiles.

I could look at specialist anti-vibration products to go between the plates and the 80/20 profiles instead of the RI-4s. Any recommendations?
 
  • Aluminium extrusion is not the best conductor of tactile.
I bolted my pair of ADV's to plates mounted to a section of profile that my seat plate's bolt
directly too..

I have excellent feedback from those ADV.
Perhaps this is because my seat is carbon.

I have been told many time's ply wood is great stuff to use.

Look forward to your finding's.
 
Advice for the BK Advance was:
  • Consider changing the slope of the low pass to 24db as anything above about 120Hz simply turns to heat with no real benefit.
  • The iNuke 1000DSP should just about be OK from a power point of view.
  • Look into making adjustments to the frequency control side of things such as the parametric EQ and also the SSW settings to maximise the effect (i.e. your iNuke Remote profiles.)
  • Aluminium extrusion is not the best conductor of tactile.
I have two of these 5mm mild steel plates on order:
h2a4wap.png

I will drill my own holes for fixing the BKAs to each plate and to bolt the plates to the rig. I also plan a larger hole in the middle. I will bolt the seat brackets and pedal brackets direct to the top of the plates and the RI-4 isolators underneath so the whole units will be isolated from the 80/20 aluminium profiles.

I could look at specialist anti-vibration products to go between the plates and the 80/20 profiles instead of the RI-4s. Any recommendations?


I've had experimentation of my own, on/off at times over the years.
Sometimes things don't work out as hoped, although I'm' not going to try and pretend I am an expert in such but often. If you goto the bother of trying different things, bring some creativity, you will find benefits or improvements as your understanding increases.

I believe soundwaves travel faster in a substance that is denser, steel is one of the best materials to use. Its why I've recommended to many of you and others in PM to consider using as the primary installation layer/material for plates etc. Also several of the bigger, isolators use steel/rubber to help sustain and reduce the vibrations.

Soundwaves


I would certainly, on my own (full build) do frequency tests with various tones with the tactile installed. The reason, to discover how each unit installed with the rigs materials feel across the various frequencies and at a typical volume a user would use. A user doing this should then discover more regards what their individual preference for different bands or specific frequencies and how strong they can be enjoyed feels like.

In doing this, the user would likely find some frequencies could badly reverberate in some substances/materials if, the gain/amplitude for them is too high. This is what volume alone does not do, as it increases all the frequencies not giving control to them specifically.

Different materials react with different frequencies in how/when they may reverberate. So having EQ in place to reduce/control specific Hz would be beneficial if doing such calibration. This is just my mindset on it, but not guaranteed to be necessary or bring huge benefits.

The thought in doing so, would be that the user would then have EQ suited/calibrated to the actual rig and the user's preference for the device being used.

The current iNuke Profile I shared is not ideal or done to a single specific unit. It was done generally to help give some more strength to frequencies but stay controlled with others when we use fairly high amplification. Particularly with loads of satisfaction coming from effects using the very lowest frequencies on the bigger or more capable units.

More can certainly be done in this area but I do think it DSP can bring benefits to individuals own rigs not just to help boost or match a units operating character. You guys doing your own tweaking, testing particularly with 8020 would be interesting to follow.

As for isolation, still much to learn but we know reducing the speed of the leakage or helping to sustain energy in an isolated platform is beneficial to the deduced feel of the immersion. My own aim is to test more than one solution but also combine more than one application or type. Do have my eye on several products or possible options for the future.
 
Sill not convinced DSP is necessary because we are talking about tactile vibrations not sound which is mastered in a very specific way for an ideal sound and your room, speakers etc. cause deviations away from that.

A car will also have resonant frequencies just like our rigs and different cars are made out of different materials again the same as our rigs. I can tell you from riding different material bicycles steel, aluminium, carbon fibre and titanium all feel different and react differently to road vibrations so smoothing those out seems counterintuitive to me.

Personally switching from steel box to aluminium extrusion the latter is just as good with transmitting tactile. Though not a direct comparison given the main unit is further from the chair on the back of the rig but is also a Thumper vs. Gamer 2, the rig also only has 4 contact points (the feet) as opposed to the whole of my old one being on the floor. It produces more than enough tactile though, had to turn the Thumper right down!

One thing I did notice though on the old rig, when I had it straight on the carpeted wooden floorboards I felt much more tactile than when I put it on a thick foam gym mat to stop sound travelling below. I can see isolating from the floor being necessary but again isolating parts of the rig surely is the opposite of how we feel vibrations in a car as it dissipates through it?
 
Sill not convinced DSP is necessary because we are talking about tactile vibrations not sound which is mastered in a very specific way for an ideal sound and your room, speakers etc. cause deviations away from that.

A car will also have resonant frequencies just like our rigs and different cars are made out of different materials again the same as our rigs. I can tell you from riding different material bicycles steel, aluminium, carbon fibre and titanium all feel different and react differently to road vibrations so smoothing those out seems counterintuitive to me.

Personally switching from steel box to aluminium extrusion the latter is just as good with transmitting tactile. Though not a direct comparison given the main unit is further from the chair on the back of the rig but is also a Thumper vs. Gamer 2, the rig also only has 4 contact points (the feet) as opposed to the whole of my old one being on the floor. It produces more than enough tactile though, had to turn the Thumper right down!

One thing I did notice though on the old rig, when I had it straight on the carpeted wooden floorboards I felt much more tactile than when I put it on a thick foam gym mat to stop sound travelling below. I can see isolating from the floor being necessary but again isolating parts of the rig surely is the opposite of how we feel vibrations in a car as it dissipates through it?


Hi, help me as regards DSP why are you not convinced, what have you tried to do?
Why also is your main unit further from the chair and not directly connected to it? You realise in the scenario you mentioned "you had to turn the thumper down", that this could be improved as its probably a direct result of those units operating character being really strong with a "specific Hz range." You could potentially better control/reduce these yet help boost or better feel other frequencies for added detail.


On My Mind
Okay so, I'm just sharing here in a blog style, let's cover some things that don't get much proper discussion.

For me, the whole point of the DSP is being able to alter the output of the tactile unit with more control as the primary benefit.

This can be to avoid piston pang issues, reducing or eliminating "pinging/ringing" in some metals or the "noisy reverb" boxy sensation in some others like plastics/wood. However it can also be used to suit a felt mood the user is in or feeling. Or a scenario, examples: "turned up to 11" or perhaps the opposite, "late at night" with others in bed.

Testing Is Key To Discovery
For testing cockpit used materials, a user can use frequency sweeps to feel how or what specific Hz may react with the materials installed. Keep in mind each Hz has its own unique signature, we see this by studying Cymatics and for me personally it is a rather fascinating and incredible science.

To say that "DSP is not necessary" is to then say it has little or no benefits. Is this true or false, or what are the determining factors?

Tell Me Why This Hasnt Already Happened?
I think a group of 8020 owners should start their own research and jointly share findings or opinions.
That could be really good not just for the tactile installation or how certain units may suit specific DSP settings but also this big area for some in the isolation or vibration suppression.

@Furnace Inferno, your comment reminds me of a similar comment Berney Villers used and said the same. Yet frankly, I don't think he is interested in pursuing the very best possible tactile immersion possible, not like some of us here may want to.

Please note, however and I am not bashing here, he has a company, and his own commercial interests to protect and consider. Neither does he want to recommend to people ways or tools that could bring even more confusion by people not understanding things? Which in truth they then could easily make the immersion worse with poor settings or controls they don't quite understand. The end result being more headaches for him and the company to deal with. I can see why he himself would play down DSP but because he said it and others have seen it does not prove it is or is not beneficial.

You, could be correct based on what you have tried. As this does not mean every tactile model and installation would benefit the same from DSP or that each person will share the same value in what it may or may not do. However, we have to look at all the factors and what people use, or do. I would be confident I could help you discover improvements...

Some tactile units you gain little change by increasing the db of specific Hz as the unit cant go beyond the point of its own performance abilities and limitations. Often its not just about boosting but also limiting. However to say features like wattage limiter, crossover control, slope control, gain, parametric EQ, and also dynamic EQ bring "unconvincing" benefits or improvements is not what I personal experience have or could agree with.

Example Of My Own DSP Testing
I can change the feel and generally felt immersion of how "tactile effects" are represented with different iNuke DSP profiles. Each bringing like a "different mood" to the felt experience. Such changes can be used for the "turn it to the max" or "midnight" type scenarios.

I experimented in this having already in the past made "midnight" settings just as I have settings for better enjoyment with "music" tactile immersion.

So by doing 3 new specifically set DSP settings for iNuke for cars what could be achieved?

These were to bring a more aggressive sensation each time and I called them. "Sport" / "Track" / "Race". Each used different settings within the DSP to form a pre-tested sensation for a soft/medium/hard usage of the tactile being used. In a sense yes it replicates the idea of what many modern real cars offer in engine/suspension changes to their operation.

With this all done, then the idea was using the same effects and settings within the tactile software (SSW or Simvibe). So no changes to them being done and their output was only being altered by the 3x iNuke DSP profiles being selected. The fourth option was to have it off completely and only the output from "SSW or Simvibe) amplified like any traditional amp.

Too Hard Too Soft Just Right?
Clearly, I felt big changes in how each mode could be described in the sensations and energy felt. This was no surprise as the settings used were very different. Yet what each person would prefer, might be different and I tell you why.

Some people want a heavy or harsh hard-hitting tactile, really impacting bumps and rawness to the engine. Others want reasonable depth or detail but in a more controlled way. Yet someone else may want a refined softer, relaxed response in general with focus on mid-bass and finer detail not pulsating bumps or constant engine effect ripping through their whole body.

Much of what a person prefers may be related to the types of car they use to race the most. Also then what felt sensations or immersion from the tactile to them personally may represent how or what suits their preference for these personal favorites.


One Fit For All?
Based on feedback from people doing testing I think we have two elements here....

One is within the effects creation and settings used in SSW or say Simvibe.
How we can use these yet very few have really sought to push what is possible towards car profiles and individual sensations bring more aparent from car - car.

The other is matching to the user's personal factors. Their preference, their scenario, their mood.

For example, seeking to persure the differences that "car profiles" themselves could or should have. Taken into account the very nature of one car to another could be very very different. Yet why would the effects used/controls be much the same but only altered by the higher/lower respective telemetry values each would generate?

Missing Potential?
Why would we not pursue to replicate more, within the actual generated effects. Sensations that would feel more suited to represent the actual being driven cars performance and handling characteristics. Which then are altered by the respective telemetry values from the physics generated that each car has?

Yet today ask most people, they will use one or two main sets of profiles for "ALL CARS" in Simvibe. They will tweak settings, to have these offer what feels personally best to them, not necessarily the type of car being driven.


Advantages / Disadvantages
What I discovered was, while iNuke DSP was ideal for "Scenarios" and "Moods" its not practical over multiple amps. Its possible certainly to have different DSP settings in iNuke for "Car Profiles" but really we can get better direct results by creating specific ".wav effects" (waveforms) in how SSW operates to then suit better a way to replicate potentially very different cars.

Even with these, a user yes can still use the iNuke DSP but how I have in the past and would still explain things is like this.....

We can best use the iNuke DSP to match or control the tactiles "Character" for the "Personal Mood", "Personal Scenario" or "Used Source". We then can use ".wav effects" and shape these much better than Simvibe "tone generation" to represent and control individual effects for "Specific Cars" and the telemetry values different cars may generate.

What I can tell you and I argued is that SimXperience brought Simvibe, yet they made a real mess of how it was explained, understood, used and never produced any "Professional Car Profiles" internally by themselves which I find just totally bizarre.

Basic / Advanced / Experimental
We can take "tactile immersion" so much further today than it currently is but also importantly make it much better understood and simplified. To then appeal to more people yet also accommodate those seeking to push the boundaries. Not all people will want high end or additional hardware things to contend with, just a simple plug and play experience with affordable hardware that still greatly enhances their enjoyment and immersion.

Most of my own time here is responding to such people in PM but I have seen a trend read recommendations I have made and place their money/trust in that and seek to spend a bit more or with a longer term better installation.

What I would say is that discussions and ideas are happening to improve that here at RD forums but really no racing channel or set of forums actually does or covers tactile properly. Appealing to the beginner and also the enthusiast minded.
 
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It’s not mounted directly to the seat rails because I wanted it located centrally and I don’t want to drill into the seat just to mount it directly. The seat rails are right on top of the back of the rig though so it’s not got far to go and I actually can’t even tell it’s not as close but then the seat is also different, more rigid and less cushioning.

I’ve not seen anything Bernie said, I’m simply thinking of it from a purely physics perspective. It’s all well and good boosting or reducing certain things to suit and get a certain feel but that doesn’t make it more realistic. It’s something that also confuses me when people adjust FFB per car so they feel the same, that’s just not how real cars are, they all feel different, just like the pedals, especially biting points and the shifter feel. Take the AC clip tool as an example which adjusts the force of every car up to similar levels and the even more insane dynamic setting, very popular but not in the slightest realistic.

So to me adjusting effects when you don’t know what the real thing feels like is counterintuitive to the goal of a realism and I imagine if the FFB of a car sucks there’s a good chance the same is true of the actual one.

I don’t think you can blanketely say your approach is the better one, I see it as you wanting more defined feedback but that doesn’t by default make it more accurate, it could in fact be doing the opposite like some people’s FFB settings which give more feedback through the wheel than reality. That’s also not to say it couldn’t also be more accurate but without data from the real thing on how it all behaves it’s all just conjecture.

From my perspective just thinking about the physics of it all, it seems like you are trying to solve a problem that isn’t there but I’m happy to be proven wrong which is why I read this thread as I find it interesting.
 
I dont base my approach on it suiting or being to what everyone may prefer or seek to discover.
Yet I illustrated to you clear testing and examples of putting it to work and clearly feeling differences.

What I do however is base my own approach on the general own testing and things I discover or learn and this includes 1-1 contact and interacting via testing I have done with others over the years. That yes indeed DSP can be utilised with the management of low bass frequencies. As that's exactly why the features are on a PRO user based amplifier generally for subwoofer low bass control.

To state in your view it brings no benefits, but you have not shared what you did or how you tried to make use of it. I used the Villers example as some people are just ignorant to using it, or never bothered to self learn how. Even many owners of the amps but some people notably don't grasp all the confusion with audio and find it overbearing. Some don't even care, how or why it operates, just give them a setting to use that changes the output more to their needs or preference.

To do a range of DSP profile settings and ask people to try them. If they come back and tell you they like them or what they do over the feel of the amp errrrrrr without them. Then how is that not a good thing to have? Piston Pang alone is just one thing we highlighted here that can be controlled.

Thats not solving a supposed problem that isn't there as you put it. Yet instead improving actual common problems that are.... :)


The "accuracy" thing in my view is overused in simulation in general.
Its also used often by many companies to "sell" the illusion of what their simulation or hardware can supposedly achieve.

Too many factors, that we cannot simulate with code and with what we are using.
Inertia, physical loads, fear, gut feeling etc.

My view on this is that "immersion" is what improves your connection with the simulation.
How things are combined is very important, for instance, take away all audio. Yet when things combine together that work well, like audio and tactile then much deeper is the sense of involvement, more enjoyable is the interaction. Add motion and VR and your in a very entertaining and level of immersion, is it realistic, does it have to be? Are most seeking entertainment or accuracy to sim reality?

We do not need to experience the real deal to enjoy more or have greater variation in the "simulated immersion". In fact, it does not even need to be fully accurate, only more convincing to our senses and personal preferences as to how valuable or enjoyable it actually is.

For instance, are you entertained?
 
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It’s not mounted directly to the seat rails because I wanted it located centrally and I don’t want to drill into the seat just to mount it directly. The seat rails are right on top of the back of the rig though so it’s not got far to go and I actually can’t even tell it’s not as close but then the seat is also different, more rigid and less cushioning.

Why is this unit central, what effects are you using with it? Please go into more detail....
Surely you don't need to drill the seat to still have it more connected to the seat?

The point is why waste the best energy at point of installation or add delay to the energy traveling to the seat if that's primarily where you want it felt anyways. However, if using as a central mono unit for seat and pedals then yes it can do such but is still a compromise to dedicated and directly installed units. Again, why is it central what effects are being used for the immersion this is bringing in your rig?

Some may prefer to get the best out of it in one location than compromise potentially two with a lesser possible experience. Although each user can try different things, just that many I believe don't but instead, install or place tactile where they think it might be better.
 
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The debate about the merits of dsp might possibly be irrelevant for the future. I hope I am wrong, but according to the Behringer website the iNuke Remote Connect software is now a 'Legacy Product.' And many places do not have the nu3000dsp in stock and some state it is discontinued, including Thomann.
 
The debate about the merits of dsp might possibly be irrelevant for the future. I hope I am wrong, but according to the Behringer website the iNuke Remote Connect software is now a 'Legacy Product.' And many places do not have the nu3000dsp in stock and some state it is discontinued, including Thomann.

Do your own experimentation and testing, I strongly advise you seek a TST unit to have an operating combo....

I wouldn't be surprised if the iNuke was discontinued eventually or replaced. Its already been on sale for many years and sold in large numbers. Is something new coming that's improved is the question but Behringer dont drop amplifer models that quick as many of the current range have been sold for ages.

Even if iNuke as a product line is dropped (this is what your assuming). This still wont mean they are not available for some time or in abundance on the secondary market. It wont mean I or others cant use it and benefit from it.

If someone wants such control that iNuke DSP brings it can be found on other brands/products or indeed in some cases software solutions. What iNuke DSP does, is make it simple and affordable in a quality performing affordable amplifier.

Crown for example have amps with such (HiQnet Audio Architect) also and offered full networking or control via ipad etc improving over the limitation of the iNuke requirement for USB and one device at a time to be connected with its software. The problem was the price. Likewise also are products like the Behringer Ultradrive and others available but too expensive to be considered what enough in the community would spend or want.

Those that don't want benefits of iNuke DSP, or feel a need to use such also likely don't see the benefits of having "Dual Role" or bringing creativity to how we can incorporate tactile. Be this more productively, effectively or indeed with increased efficiency than just the traditional approach.

Some will not seek such, nor have the interest, others want to seek the optimal or best performance they can potentially have.
 
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I dont base my approach on it suiting or being to what everyone may prefer or seek to discover.
Yet I illustrated to you clear testing and examples of putting it to work and clearly feeling differences.

What I do however is base my own approach on the general own testing and things I discover or learn and this includes 1-1 contact and interacting via testing I have done with others over the years. That yes indeed DSP can be utilised with the management of low bass frequencies. As that's exactly why the features are on a PRO user based amplifier generally for subwoofer low bass control.

To state in your view it brings no benefits, but you have not shared what you did or how you tried to make use of it. I used the Villers example as some people are just ignorant to using it, or never bothered to self learn how. Even many owners of the amps but some people notably don't grasp all the confusion with audio and find it overbearing. Some don't even care, how or why it operates, just give them a setting to use that changes the output more to their needs or preference.

To do a range of DSP profile settings and ask people to try them. If they come back and tell you they like them or what they do over the feel of the amp errrrrrr without them. Then how is that not a good thing to have? Piston Pang alone is just one thing we highlighted here that can be controlled.

Thats not solving a supposed problem that isn't there as you put it. Yet instead improving actual common problems that are.... :)


The "accuracy" thing in my view is overused in simulation in general.
Its also used often by many companies to "sell" the illusion of what their simulation or hardware can supposedly achieve.

Too many factors, that we cannot simulate with code and with what we are using.
Inertia, physical loads, fear, gut feeling etc.

My view on this is that "immersion" is what improves your connection with the simulation.
How things are combined is very important, for instance, take away all audio. Yet when things combine together that work well, like audio and tactile then much deeper is the sense of involvement, more enjoyable is the interaction. Add motion and VR and your in a very entertaining and level of immersion, is it realistic, does it have to be? Are most seeking entertainment or accuracy to sim reality?

We do not need to experience the real deal to enjoy more or have greater variation in the "simulated immersion". In fact, it does not even need to be fully accurate, only more convincing to our senses and personal preferences as to how valuable or enjoyable it actually is.

For instance, are you entertained?
Piston pang though is from overdriving the smaller units, it’s not like say the ones paradigm use on their high end subs, surely you can agree it’s better to get the larger units than get the smaller ones doing things they aren’t capable off?

All you are saying is it feels better to you because it removes certain resonances and adds more elsewhere but what I’m saying is how does that relate to the real thing. Like I said feeling better to you doesn’t mean it will to someone else and may take it further from realistic than base settings. Without testing in real cars with measurements from those it’s just too subjective.

Ok looking at it from the perspective of giving options it’s good but just look at how different people’s FFB settings are and those feel widely different yet most are miles off realistic. It is better for everyone to have a solid base setting that we don’t need to pay a fortune for like the Bodnar wheel and d-box to achieve great out of the box feel.

The kind of dsp timkering you are talking about is more in line with how Bose market their expensive low quality, smaller driver lifestyle speakers which boost the more audible frequencies to sound louder but actually compared to larger more capable and accurate speakers sound awful relative to the source material.

I certainly understand what you are trying to achieve I just don’t think the basis for it is accurate and you can’t just right off accuracy, it’s basically one and the same thing as immersion. If you went from a rig with perfect accuracy that felt just like the real thing to one with effects exaggerated then clearly the former is more immersive, accuracy is 100% the target otherwise why bother with sims at all, Forza and GT are good enough for immersion on that scenario.

My comments are more just directed as something to think about for making it more accurate and to see if it’s something that’s been thought about when making adjustments. What I’ve seen so far for me personally is too subjective because your data is not related to any real world data. Now how one would go about measuring vibrations in a real car for accurate translation to a sim rig I have no idea.

Why is this unit central, what effects are you using with it? Please go into more detail....
Surely you don't need to drill the seat to still have it more connected to the seat?

The point is why waste the best energy at point of installation or add delay to the energy traveling to the seat if that's primarily where you want it felt anyways. However, if using as a central mono unit for seat and pedals then yes it can do such but is still a compromise to dedicated and directly installed units. Again, why is it central what effects are being used for the immersion this is bringing in your rig?

Some may prefer to get the best out of it in one location than compromise potentially two with a lesser possible experience. Although each user can try different things, just that many I believe don't but instead, install or place tactile where they think it might be better.
It’s central because I didn’t want it on one seat rail as I thought I would notice it being stronger on one side, not central length wise but width. I could get another piece of extrusion mounted to both rails and bolt it to that but it is plenty strong enough where it is so I’ve not bothered to look at other options, it’s still basically under the seat just not directly connected to it.

Plus the eventual plan is to get a NLR Motion platform which has it’s own Buttkicker mount that I’ll put it on and I don’t want anymore bits and pieces lying around from upgrades.

I’ve moved my Gamer2 directly under the pedals but at the moment they are both setup with the same settings at different intensities. Namely RPM, shift effect, collisions and road bumps/vertical surges (depending on the sim).

Honestly not really gone full bore into setup yet as basically everything is new so I’m dialling it in gradually and have only done basic testing to have a baseline for each sim to quickly jump in. Will need to do more testing of different effects but the only thing I previously noticed was the lack of feedback in my feet which now isn’t an issue but not really had a long enough session since switching rigs to really good feel for it.

All I know is my first drive with the Thumper setup on about 35-40% volume was just overpowering everything because of how tactile it was generating, couldn’t believe how much stronger it is.
 
Piston pang though is from overdriving the smaller units, it’s not like say the ones paradigm use on their high end subs, surely you can agree it’s better to get the larger units than get the smaller ones doing things they aren’t capable off?

All you are saying is it feels better to you because it removes certain resonances and adds more elsewhere but what I’m saying is how does that relate to the real thing. Like I said feeling better to you doesn’t mean it will to someone else and may take it further from realistic than base settings. Without testing in real cars with measurements from those it’s just too subjective.

Ok looking at it from the perspective of giving options it’s good but just look at how different people’s FFB settings are and those feel widely different yet most are miles off realistic. It is better for everyone to have a solid base setting that we don’t need to pay a fortune for like the Bodnar wheel and d-box to achieve great out of the box feel.

The kind of dsp timkering you are talking about is more in line with how Bose market their expensive low quality, smaller driver lifestyle speakers which boost the more audible frequencies to sound louder but actually compared to larger more capable and accurate speakers sound awful relative to the source material.

I certainly understand what you are trying to achieve I just don’t think the basis for it is accurate and you can’t just right off accuracy, it’s basically one and the same thing as immersion. If you went from a rig with perfect accuracy that felt just like the real thing to one with effects exaggerated then clearly the former is more immersive, accuracy is 100% the target otherwise why bother with sims at all, Forza and GT are good enough for immersion on that scenario.

My comments are more just directed as something to think about for making it more accurate and to see if it’s something that’s been thought about when making adjustments. What I’ve seen so far for me personally is too subjective because your data is not related to any real world data. Now how one would go about measuring vibrations in a real car for accurate translation to a sim rig I have no idea.

It’s central because I didn’t want it on one seat rail as I thought I would notice it being stronger on one side, not central length wise but width. I could get another piece of extrusion mounted to both rails and bolt it to that but it is plenty strong enough where it is so I’ve not bothered to look at other options, it’s still basically under the seat just not directly connected to it.

Plus the eventual plan is to get a NLR Motion platform which has it’s own Buttkicker mount that I’ll put it on and I don’t want anymore bits and pieces lying around from upgrades.

I’ve moved my Gamer2 directly under the pedals but at the moment they are both setup with the same settings at different intensities. Namely RPM, shift effect, collisions and road bumps/vertical surges (depending on the sim).

Honestly not really gone full bore into setup yet as basically everything is new so I’m dialling it in gradually and have only done basic testing to have a baseline for each sim to quickly jump in. Will need to do more testing of different effects but the only thing I previously noticed was the lack of feedback in my feet which now isn’t an issue but not really had a long enough session since switching rigs to really good feel for it.

All I know is my first drive with the Thumper setup on about 35-40% volume was just overpowering everything because of how tactile it was generating, couldn’t believe how much stronger it is.


Right then, you have a single Gamer in the pedals and one medium sized kicker which you cant use past 40% volume as its so overpowering, even with the limited effects you are using? Yet rather than seek solutions, you first want to criticise the usage of DSP or help lecture me on immersion/realism or accuracy regards tactile?

I listed the 6 tactile units my seat alone will use, yet how can I currently use that if you cant use a single Thumper model beyond 40% of the amps potential? So either I am lying or must have some idea as to what I am doing. ;)

You could easily have improved energy in the seat with a plate bridging across the two seat rails.
Im 99% certain you will still feel energy from this in the pedals but at least now you will have the best energy in the seat covering the larger body regions.

The question is what Hz you are using in the effects and also are you using the standard amps or an iNuke DSP amp? I pretty much have an idea what your issue is likely to be as dealt with such before with others.

Please take note, I test, I test a friggin lot, this includes experimenting, which included spending a fair bit of money over the years buying and learning about different models to the point of doing my own study and research. Including buying and learning how to install hardware to monitor all effects being output for greater understanding. Probably few if any have done similar? These are things that don't make me a smart arse or give me the right to behave like one, nor do I aim to be. Yet these things do let me have a more informed opinion, whether that opinion is of value to others is upto those reading.

I still will be wrong on things or not share the same opinions as others and have a lot to learn but I'm certainly enjoying the progress and will continue my own experimentation and steps towards my own tactile build. Something that is real and accurate is that I know in the last 7 months I spent over 1000 hours in creating and testing effects with several hundred created .wav files for Sim Shaker Wheels.

Others helped with feedback on these. We have reached a good level of immersion, others told me greater than what their Simvibe offered. For now, a break from the effects creation and if indeed Andre will further SSW potential with bumps. So I will seek to focus more on my own build at this time to bring much-wanted improvements to my isolation and unit installation to then continue with further testing of how to best utilise effects over the channels and fully maximising and mixing audio tactile with telemetry based tactile to a level I have not seen done before.
 
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You seem to be looking for a fight where there is none. I’m not here to discredit what you’ve done I’m simply asking if you had considered what I’ve said because without measurements from real cars I can only go by logic of the physics of a real
car.

In that respect DSP makes no sense to me, nor does isolating kickers from one another when we are talking about general effects like road bumps, since what you feel through your seat and feet in a real car is commincated through the whole chassis.

Again happy to be proven wrong since a rig is not a car but you’ve just been defensive and not really explained how it’s better outside of subjective testing. Perhaps I’m expecting too much since most sim hardware comparisons are done in the same ‘oh it feels better’ way without any actual objective data to back it up.

Also the solution was simple, turn the volume down?! Still has tons of power down on 15% of max and I don’t want or need more energy hence no need to bother mounting it closer. When I say overpowering, that’s in the same way as having your speaker volume too loud is overpowering.

I can understand the whole piston pang for lesser transducers but at the same time I think it’s iust better not to overdrive them. I don’t understand why you’d want to remove resonance as it happens in a real car.

Now assuming you are looking at it from the perspective of different Hz don’t have linear feel at the same output levels then I’d want to know how that relates to the vibrations in a real car to know what we should actually be doing to accurately replicate it not just changing it blindly to feel nice.
 
Hello Fellas, just playing catch up here ..............

@Furnace Inferno - Have you raced a car or taken one out on a track day yourself ? If you have then you would know with regards to 'transducer tactile' what level of immersion you are seeking/need or wanting to feel.

I have tested with Mr Latte with a number of others I can mention who have raced and so have and can feedback directing what certain profiles should feel like to what we know should be happening out on track within certain situations ........ is it perfect no but damn close, its a simulator.

BUT we know what it should feel like and so we can push the units to the point where we know where they would usually let go, and with DSP you can bring this back under control to attain a level that is more life like, collectively working with other units positioned around your rig ........ can you achieve this with a Thumper under your seat ....... I would say not.

I use to run with x4 mini LFE, but for me these were just inadequate, so I now run x4 BKA within CM with the addition of 2 more Transducers within EM, x1 BKA behind my seat, and finally x1 TST Silver directly under my seat, having played a little at racing cars but more so track days in the real world, I know what I want to be feeling, so I have strategically positioned x6 Transducers to create where you should expect resonance expanding throughout the whole race car (RIG), and boy do you feel it, all under control, and all controlled via DSP, not just from the Unit letting go, as certain Hz cause odd things to occur with certain units, but also controlling the headroom for it not to go beyond its capabilities, but hell if turning it down to regain control of the unit works for you then Race on :thumbsup: ......... finding your sweet spot is your 'Grail'
 
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