Bass Shaker Plugin  Topic is solved solved with post #19108

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Re: Bass Shaker Plugin

Postby Turn » Fri 12. Oct 2012, 20:39

Riton -

I'm really inexperienced, but I"m going to try to help.

I might not understand what you're trying to do, but I THINK what you are trying to do is have game Vertical Force (effect 26) tied to your ButtKicker output. Is that right? And you are seeing that big effect #26 values (track curbs, large track bumps, etc.) cause the ButtKicker to output a high frequency, and small effect 26 values cause lower frequencies. Is that right? If I am right in understanding you, then try this.... Change your output to be by VOLUME, not by FREQUENCY.

Like this:


Not like this:
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Re: Bass Shaker Plugin

Postby yokoyoko » Fri 12. Oct 2012, 20:54

@ turn: Ok this will be a option to try for Riton - thank you for this - but I think the function should work like Riton explained in prev post!?

-> small effects = freq about 200hz
-> big effects = 20hz f.e.

Nothing tried myself so far, just a thought.
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Re: Bass Shaker Plugin

Postby Riton » Fri 12. Oct 2012, 23:27

Yes ok, I put the volume for effect.
more volume for stronger impact, ok I'm ok
but we must put the frequency ...

Effect on 26 for example:
0 ........ 3,000,000

if there put the frequency,
it is required to have a frequency range of 0 to 100%
0 = 20Hz and 200Hz = 100%

the problem is that 0 = 20Hz = small effect in Xsim

This is not correct at all
little effect does not have to be a low frequency to 20 Hz!


with the current concept, you can not use a frequency range.
can vibrate the engine, but in reverse.

frequency range , in xsim , is a low frequency to high frequency (treble)

use the test tablet to understand and try to effect 26 games.
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Re: Bass Shaker Plugin

Postby Riton » Fri 12. Oct 2012, 23:35

yokoyoko wrote:@ turn: Ok this will be a option to try for Riton - thank you for this - but I think the function should work like Riton explained in prev post!?

-> small effects = freq about 200hz
-> big effects = 20hz f.e.

Nothing tried myself so far, just a thought.



Yes it's correct

Yes, this is what would be logical and normal.

a big shock, must be a frequency to 20Hz

but it must be possible to make mixes to adapt games and sensations.

must make the effects realistic to hear.
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Re: Bass Shaker Plugin

Postby Turn » Sat 13. Oct 2012, 00:44

I'm sorry, Riton, I wish I spoke french to help you better.
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Re: Bass Shaker Plugin

Postby Riton » Sat 13. Oct 2012, 16:04

:roll: my English is very bad...,its not easy to communicate about technical problem ...
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Re: Bass Shaker Plugin

Postby Turn » Sat 13. Oct 2012, 19:38

Yes, especially about technical problems. It must be frustrating for you. I re-read your posts over and over again trying to figure it out.

Good luck!!!
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Re: Bass Shaker Plugin

Postby yokoyoko » Thu 1. Nov 2012, 13:39

Hi,

sry Riton for responding so late.
I have to wait (still) for the ordered shakers. But for testing I ordered a single cheap available shaker on ebay.

Sinuslive Basspump 3 mounted to seat-rig:


The shaker is attached to an old Yamaha amplifier which can handle 2-16ohm in a realistic range of 100w (a bit overpowered for the shaker). The amp is connected to an Native Instruments Usb Sound Card:


In the Convertor Software:

I moved to the Interface settings and deselected everything instead of the Bass Shaker Plugin. After hitting doubleclick on the Plugin (or rightclick edit) - the following window appears:

Here I set up the shaker(2). The values may not be perfect for other shakers. I tried to find a good starting point by testing with the minimum and maximum frequence. In the field (1) normally the Usb-Soundcard is choosen - but while writing this the card is not connected....


After setting up the Soundcard and frequences I had to hit Rescan HW again.


Now I added two new axis to the Math-menu. I called them "Bass Shaker frequency" and "Bass Shaker volume".


In the Ouput-menu the two new Axis have to be mapped to the Plugin outputs. (1) I choosed one of the new Axis. (2) I mapped it to the fitting Plugin output.

Now I went back to the Math-menu. Here I started with a few effects:
Legend:


For Volume!!!:

RPM - Effect 57
normal
max=500
min=1
25%

RPM - Effect 57
normal
max=10500
min=1000
30

Shift - Effect 23
normal
max=1000
min=1
20%

Bumps -Effect 26
normal AND invert (with both):
max=200000
min=50000
min= -20000000
max= -2000000000
25%

long Bumps - Effect 33
normal AND invert
max=150000
min=1000
min= -100000000
max= -150000000
40%


For frequency Axis:

RPM - Effect 57
invert
max=500
min=1
15%

RPM - Effect 57
normal
max=5000
min=1000
60%

Shift - Effect 23
invert
max=1200
min=1
15%

Bumps -Effect 26
normal AND invert (with both):
max=200000000
min=100000000
min= -10000
max= -20000
35%

long Bumps - Effect 33
normal AND invert
max=200000000
min=100000000
min= -1000
max= -150000
50%


All this values or used with Iracing and cars up to 7500rev's. Radical SR8 or Lotus79 work too but need a bit of changes for RPM...
As I can feel - this setup is doing the effects in a correct way.? Curbs=higher frequ; Hitting the road after lift off (LimeRock Park f.e.) low frequ.; rev's about 2000 1/min = low frequ.; rev's at limit = higher frequ. .

If you like I send you the setup per PM and you give it a go? Looking forward to the discussion!

Best regards
yoko
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Re: Bass Shaker Plugin

Postby Riton » Tue 6. Nov 2012, 00:33

Thank you very much for your help!
excuse me, I replied late,
I'll try these settings to see what it looks like and especially try to understand the logic and then get to do the settings myself.

if possible, I want to have
the file.
thank you in advance
Thank you!
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Re: Bass Shaker Plugin

Postby ericRacer » Wed 6. Mar 2013, 03:48

Riton wrote:I would like to discuss on this topic, but nobody seems interested to experiment with me and share his opinion ...
I have already given my opinion and my tests without much reaction, I think nobody uses
or maybe just for the noise of the motor (rpm)
The plugin could probably be improved, because at the moment, the result is better using the sound of games.

It's a shame, I think this plugin could really be a huge plus in the simulation effects.

* is the competitor of this plugin, but there is no trial version, which is a shame.


J'ai acheté * et il fonctionne tres bien mais pas avec x-sim sur le meme PC :cry:
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