marcost Posted June 19 Posted June 19 Hi Andre, Just a thought - everyone will have a joystick button or keyboard key mapped to functions like bomb door opening. If your app could read these inputs, a shake wav could be associated with the function to create the same effect as if read by telemetry? Obviously it wouldn't follow the duration of operation of the aircraft system, but would at least give the option for an "on/off" shake. Cheers, M
Andre Posted June 19 Author Posted June 19 6 minutes ago, marcost said: Hi Andre, Just a thought - everyone will have a joystick button or keyboard key mapped to functions like bomb door opening. If your app could read these inputs, a shake wav could be associated with the function to create the same effect as if read by telemetry? Obviously it wouldn't follow the duration of operation of the aircraft system, but would at least give the option for an "on/off" shake. Cheers, M Hi M, Yes, you are right. Thank you for chiming in. Well, when I first started the SimShaker project, I tried a similar approach, if I remember correctly, for the ejection effect. It complicates everything, but does not give a reliable result. Pressing buttons does not always lead to performing an action in the game, key combinations can be changed by the user or the game developers, buttons can be pressed on different devices and all of them need to be tracked, etc. In general, I was not happy with it and removed it.
marcost Posted June 19 Posted June 19 Hi, Yes that makes sense, thank you for considering though! Best regards, Martin 1
JFS4_Eisbaer Posted June 21 Posted June 21 In case anyone needs the circuit diagram for troubleshooting. 1
c19580 Posted June 26 Posted June 26 Does SimShaker Wings work with Decimation = 1? I have a VPForce Rhino FFB and it requires Decimation = 1 and wondering if this would cause a conflict with SimShaker Wings since it specifies Decimation = 2
Andre Posted June 26 Author Posted June 26 4 hours ago, c19580 said: Does SimShaker Wings work with Decimation = 1? I have a VPForce Rhino FFB and it requires Decimation = 1 and wondering if this would cause a conflict with SimShaker Wings since it specifies Decimation = 2 Yes, it does work.
Spidey002 Posted June 27 Posted June 27 On 6/19/2025 at 6:04 AM, Andre said: Oh, I think this could be great to feel it as well. But no, the game doesn't expose this data in the telemetry. So, we can't judge are they opened or not. I'm sorry. What about dive flaps on the P-38?
Andre Posted June 27 Author Posted June 27 1 hour ago, Spidey002 said: What about dive flaps on the P-38? Well, I haven't tested it thus far. Can you feel them?
Spidey002 Posted June 27 Posted June 27 7 hours ago, Andre said: Well, I haven't tested it thus far. Can you feel them? Just checked. Can't feel any change when using them.
Andre Posted June 28 Author Posted June 28 17 hours ago, Spidey002 said: Just checked. Can't feel any change when using them. You mean the Speed Brake we can extend/retract with the RAlt+B keystroke. Right?
Spidey002 Posted June 28 Posted June 28 1 hour ago, Andre said: You mean the Speed Brake we can extend/retract with the RAlt+B keystroke. Right? Yes
Andre Posted June 28 Author Posted June 28 2 hours ago, Andre said: You mean the Speed Brake we can extend/retract with the RAlt+B keystroke. Right? 11 minutes ago, Spidey002 said: Yes Basically, the Speed Brake effect is implemented and should work. I will check it on my end. Thank you for the feedback. 1
Spidey002 Posted June 28 Posted June 28 4 hours ago, Andre said: Basically, the Speed Brake effect is implemented and should work. I will check it on my end. Thank you for the feedback. Just double-checked in-game. Watched the SimShaker window, and saw no activation light on Speed Air Brake when using the dive flaps. G-Force activated, but not the air brakes. 1
Spidey002 Posted June 29 Posted June 29 BTW, thank you for your timely interactions with me and the community on this forum! You've earned yourself a customer. 1 1
Andre Posted June 29 Author Posted June 29 On 6/28/2025 at 7:54 PM, Spidey002 said: Just double-checked in-game. Watched the SimShaker window, and saw no activation light on Speed Air Brake when using the dive flaps. G-Force activated, but not the air brakes. Well, I can see in the game telemetry output that in case of P-38J-25 there is NO change in the Speed Brake state. I will report this issue to the IL-2 team. Hopefully they will fix the issue. Thanks again for the feedback. 1 1
TAIPAN_ Posted July 15 Posted July 15 (edited) Hi Guys, Does anyone own the Sopwith Pup (FC volume 4)? I've been getting back into the FC WW1 aircraft since I setup my Jetseat with Wings, and I notice no vibration from the guns. Guns cause strong vibrations in the Sopwith Camel, and Triplane but not the Pup. I have v 2.21 with the "Automatic AC Type Presets" disabled, I have just one setting for all aircraft. There is only one gun on the Pup, but my settings look like this: I recorded the verbose log, and can see the Gunfire detected and gunfire sample triggered. However the seat gain is only 2 and Audio gain is only 1. Here is what I see in the log for the Pup: When testing the Triplane, I see the gain is 100: Any idea what could cause the gain to be so low for the Sopwith Pup? Edited July 15 by TAIPAN_
Andre Posted July 15 Author Posted July 15 49 minutes ago, TAIPAN_ said: Hi Guys, Does anyone own the Sopwith Pup (FC volume 4)? I've been getting back into the FC WW1 aircraft since I setup my Jetseat with Wings, and I notice no vibration from the guns. Guns cause strong vibrations in the Sopwith Camel, and Triplane but not the Pup. I have v 2.21 with the "Automatic AC Type Presets" disabled, I have just one setting for all aircraft. There is only one gun on the Pup, but my settings look like this: I recorded the verbose log, and can see the Gunfire detected and gunfire sample triggered. However the seat gain is only 2 and Audio gain is only 1. Here is what I see in the log for the Pup: When testing the Triplane, I see the gain is 100: Any idea what could cause the gain to be so low for the Sopwith Pup? Hi TAIPAN_, The log rather looks like for the SimShaker Pad than JetSeat, but it shouldn't be important in this case. I think I have a guess but it will take me some time and actiton to check it. Please hold on. Thank you for the feedback.
TAIPAN_ Posted July 15 Posted July 15 7 hours ago, Andre said: Hi TAIPAN_, The log rather looks like for the SimShaker Pad than JetSeat, but it shouldn't be important in this case. I think I have a guess but it will take me some time and actiton to check it. Please hold on. Thank you for the feedback. That's right I think, JetPad from Sergio
Spidey002 Posted July 16 Posted July 16 Is it possible to model the canopy open/close in Il-2? Does the software expose this in the telemetry?
Andre Posted July 16 Author Posted July 16 1 minute ago, Spidey002 said: Is it possible to model the canopy open/close in Il-2? Does the software expose this in the telemetry? No, it doesn't. I'm sorry. 1
Andre Posted July 17 Author Posted July 17 On 7/15/2025 at 5:38 PM, TAIPAN_ said: Hi Guys, Does anyone own the Sopwith Pup (FC volume 4)? I've been getting back into the FC WW1 aircraft since I setup my Jetseat with Wings, and I notice no vibration from the guns. Guns cause strong vibrations in the Sopwith Camel, and Triplane but not the Pup. I have v 2.21 with the "Automatic AC Type Presets" disabled, I have just one setting for all aircraft. There is only one gun on the Pup, but my settings look like this: I recorded the verbose log, and can see the Gunfire detected and gunfire sample triggered. However the seat gain is only 2 and Audio gain is only 1. Here is what I see in the log for the Pup: When testing the Triplane, I see the gain is 100: Any idea what could cause the gain to be so low for the Sopwith Pup? Hi guys, a brief report on this issue. The problem: a very low level of the GunFire effect. Affected ACs: -FC3 Nieuport 11 -FC3 Nieuport 17 GBR (but not the regular N17) -FC3 Albatros DII -FC4 Albatros DIII -FC4 Sopwith Pup Culprit: presumably wrong data in the game telemetry. Reported to IL-2 devs. Fix: Fortunately, I can re-adjust the data inside the Wings app. The fix will be available in the very next Wings version. Special thanks to TAIPAN_ for testing and research. 1 4
Andre Posted July 30 Author Posted July 30 Hi guys, SimShaker Wings software version 2.22 is available in the beta channel. https://simshaker.com/downloads/beta_SimShaker-Wings_Setup_v_2.22.msi Changelog: Added: The More Options -> GunFire 2 setting (slider) is now available for the IL-2. The logic is that the smallest or only caliber of the weapon depends on the GunFire slider. The remaining calibers depend on GunFire 2 one. Accordingly, the samples used by the program are also named gunfire and gunfire2 Fixed: A very low level of GunFire effect for certain IL-2 aircrafts. Affected: -FC3 Nieuport 11 -FC3 Nieuport 17 GBR (but not the regular N17) -FC3 Albatros DII -FC4 Albatros DIII -FC4 Sopwith Pup The problem is probably caused by incorrect data in the IL-2 telemetry. I have reported it to the IL-2 developers. Fortunately, I can correct this data in the Wings application and fix the problem. Changed: For War Thunder, the Engine Beat effect has been slightly reworked, it should be felt better at low engine speeds. Added: Similar to what already exists for the IL-2, for War Thunder added individual aircraft type presets and a separate checkbox in the interface for enabling/disabling this feature. This opens up the possibility of fine-tuning the effects for specific types, such as weapons and stall situations (by setting threshold values for the angle of attack). Added: For Aerofly FS 4, added the Engine Beat effect - based on data about the throttle position and whether the engine is running. Fixed: For Aerofly FS 4, the telemetry plugin has been updated, ensuring compatibility with the latest versions of the game. Happy flying! 1 2
Spidey002 Posted August 2 Posted August 2 Is it possible to import the cannon vibrations from Aviator Sound module for Wings? I really like their kick.
Andre Posted August 2 Author Posted August 2 2 hours ago, Spidey002 said: Is it possible to import the cannon vibrations from Aviator Sound module for Wings? I really like their kick. Yes, I believe that Wings can comprehense Sound Module for Aviators samples. Just assign the file a right name and put it into the right place. May I see a screenshot of your Wings settings for Bass-shaker output?
Spidey002 Posted August 2 Posted August 2 10 hours ago, Andre said: Yes, I believe that Wings can comprehense Sound Module for Aviators samples. Just assign the file a right name and put it into the right place. May I see a screenshot of your Wings settings for Bass-shaker output? I can see the names of the files I would want to modify: "gunfire.wav" and "gunfire2.wav" And I think I found the name of the file I want to copy. Do I put it here and rename it "gunfire.wav"? C:\Users\...\OneDrive\Documents\SimShaker-Wings FXs\Audio\Customized\1
Andre Posted August 2 Author Posted August 2 1 hour ago, Spidey002 said: I can see the names of the files I would want to modify: "gunfire.wav" and "gunfire2.wav" And I think I found the name of the file I want to copy. Do I put it here and rename it "gunfire.wav"? C:\Users\...\OneDrive\Documents\SimShaker-Wings FXs\Audio\Customized\1 Yes, please do that.
Spidey002 Posted August 3 Posted August 3 Hmm… still doesn’t have the same punch as in SimShaker for Aviators in DCS.
Andre Posted August 4 Author Posted August 4 10 hours ago, Spidey002 said: Hmm… still doesn’t have the same punch as in SimShaker for Aviators in DCS. Can you see the record "Customized FX file found ... " in the Wings log box?
Spidey002 Posted August 4 Posted August 4 9 hours ago, Andre said: Can you see the record "Customized FX file found ... " in the Wings log box? Yes
Andre Posted August 4 Author Posted August 4 5 minutes ago, Spidey002 said: Yes Looks good, thank you. In order to narrow the gap even more you can try to enable the Sound Module in the Wings package. In this case please put the samples into the Documents\SimShaker Sound Module Wings samples\Customized\1 subfolder.
Spidey002 Posted August 4 Posted August 4 3 hours ago, Andre said: Looks good, thank you. In order to narrow the gap even more you can try to enable the Sound Module in the Wings package. In this case please put the samples into the Documents\SimShaker Sound Module Wings samples\Customized\1 subfolder. Ok, I definitely felt the kick in the samples with the sound module, but it's muted in-game, perhaps because it's getting cancelled out by the engine beat.
ACG_Blinglaw Posted August 7 Posted August 7 Hi Andre, I have a two shaker setup, one front, one rear. I'm converting the 6 channel files to front and rear. The amplifier is plugged into front channel (green port) of motherboard audio output. Could you please tell me if my method below is correct, if not show me a screenshot example of how to convert the 6 channel files into front and rear? Below is my method. Directing track 1 and track 2 to channel 1 (my front shaker) and track 5, and track 6 to channel 2 (my rear shaker).
Andre Posted August 7 Author Posted August 7 28 minutes ago, ACG_Blinglaw said: Hi Andre, I have a two shaker setup, one front, one rear. I'm converting the 6 channel files to front and rear. The amplifier is plugged into front channel (green port) of motherboard audio output. Could you please tell me if my method below is correct, if not show me a screenshot example of how to convert the 6 channel files into front and rear? Below is my method. Directing track 1 and track 2 to channel 1 (my front shaker) and track 5, and track 6 to channel 2 (my rear shaker). Hello Blinglaw, Looks good but a bit redundant, which makes it more complicated. As you've got 2 shakers, why not to use 2 channels files? 2 minutes ago, Andre said: Hello Blinglaw, Looks good but a bit redundant, which makes it more complicated. As you've got 2 shakers, why not to use 2 channels files? If you enable the Sound Module which comes with the Wings package, you can do the same job easier with the Samples Customizer featre embedded in the Sound Module.
ACG_Blinglaw Posted August 7 Posted August 7 8 hours ago, Andre said: Hello Blinglaw, Looks good but a bit redundant, which makes it more complicated. As you've got 2 shakers, why not to use 2 channels files? If you enable the Sound Module which comes with the Wings package, you can do the same job easier with the Samples Customizer featre embedded in the Sound Module. Does il2 not output directional telemetry? I was hoping to preserve the direction of the vibration. And play the front left and front right sound channels on only the front speaker. So anything happening on the front of the plane would be felt there and not also on the rear. If I use the 2 channel files. Is it not Left and Right directional telemetry? I thought it would be odd feeling the left front and rear directional effects in the front shaker and right side effects in the rear shaker.
Andre Posted August 7 Author Posted August 7 9 minutes ago, ACG_Blinglaw said: Does il2 not output directional telemetry? I was hoping to preserve the direction of the vibration. And play the front left and front right sound channels on only the front speaker. So anything happening on the front of the plane would be felt there and not also on the rear. If I use the 2 channel files. Is it not Left and Right directional telemetry? I thought it would be odd feeling the left front and rear directional effects in the front shaker and right side effects in the rear shaker. Well, the game outputs raw data which must be interpreted somehow. I concider left-right separation as natural for aircraft: Let-right engine, left right langing gear, left-right gun, etc. Hence, Wings interpretes the game data in this context. And yes, when you use 2 channel files, is it Left and Right directional efftcts. But so is the 6 channels files, just spreaded 3 times. Your idea to place the effects in accordance with 5.1 speakers layout sounds interesting. But I didn't have it in mind when developing the software. I'm afraid it would require exactly 5 shakers and missing any of them would rouine the pattern.
ACG_Blinglaw Posted August 7 Posted August 7 No worries Andre. Thank you for the explanation. I think instead of this I will look into expanding my shaker set up. With some left and right shakers. I'll leave these two in the center, but at a lower gain. 1
Andre Posted August 7 Author Posted August 7 8 minutes ago, ACG_Blinglaw said: No worries Andre. Thank you for the explanation. I think instead of this I will look into expanding my shaker set up. With some left and right shakers. I'll leave these two in the center, but at a lower gain. Happy to help!
Panzerlang Posted August 8 Posted August 8 Excuse me sticking my oar in but it might help. You are never going to feel any meaningful difference by having directional vibrations. I have two big LFEs, one in front of the rudder pedals, the other under my seat, and they provide superb effects through my 'airframe', much as I'd expect to feel in a real plane. Maybe if one wheel failed to extend (shot up in combat) you might feel that difference if your shakers were mounted far enough apart, right/left, but worth the effort? I seriously doubt it.
dgiatr Posted August 9 Posted August 9 8 hours ago, Panzerlang said: Excuse me sticking my oar in but it might help. You are never going to feel any meaningful difference by having directional vibrations. I have two big LFEs, one in front of the rudder pedals, the other under my seat, and they provide superb effects through my 'airframe', much as I'd expect to feel in a real plane. Maybe if one wheel failed to extend (shot up in combat) you might feel that difference if your shakers were mounted far enough apart, right/left, but worth the effort? I seriously doubt it. Agree ...nothing to feel between left to right..only front to back
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