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Issues with Simshaker - Bass shaker


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Posted

Hi

 

I'm loving the configurability that Simshaker has given me over my previous game-audio driven setup but i am experiencing some minor issues that I hope someone can help me with.

I'm using version beta 1.37 with a single bass shaker mounted to me seat driven by my sound-card and game audio is being handled by my Vive.

 

Windows 10, Ryzen 3800x, 16GB, 1080ti, Vive.

 

The summary is that the shaking doesn't stop when it should. Two scenarios that specifically come up are

1. After a stopping a relatively long sustained spray of gunfire, the shaking continues for several seconds after I release the trigger.

2. After a violent crash, crazy shaking continues long after the crash is over and all the way into the game menu. Sometimes I need to exit the game to stop the shaking.

 

Is anybody else getting this?

  • Upvote 1
Posted

 

1 hour ago, pfrances said:

Hi

 

I'm loving the configurability that Simshaker has given me over my previous game-audio driven setup but i am experiencing some minor issues that I hope someone can help me with.

I'm using version beta 1.37 with a single bass shaker mounted to me seat driven by my sound-card and game audio is being handled by my Vive.

 

Windows 10, Ryzen 3800x, 16GB, 1080ti, Vive.

 

The summary is that the shaking doesn't stop when it should. Two scenarios that specifically come up are

1. After a stopping a relatively long sustained spray of gunfire, the shaking continues for several seconds after I release the trigger.

2. After a violent crash, crazy shaking continues long after the crash is over and all the way into the game menu. Sometimes I need to exit the game to stop the shaking.

 

Is anybody else getting this?

 

Yes, I experience the same. 

  • Upvote 1
Posted
3 hours ago, pfrances said:

Hi

 

I'm loving the configurability that Simshaker has given me over my previous game-audio driven setup but i am experiencing some minor issues that I hope someone can help me with.

I'm using version beta 1.37 with a single bass shaker mounted to me seat driven by my sound-card and game audio is being handled by my Vive.

 

Windows 10, Ryzen 3800x, 16GB, 1080ti, Vive.

 

The summary is that the shaking doesn't stop when it should. Two scenarios that specifically come up are

1. After a stopping a relatively long sustained spray of gunfire, the shaking continues for several seconds after I release the trigger.

2. After a violent crash, crazy shaking continues long after the crash is over and all the way into the game menu. Sometimes I need to exit the game to stop the shaking.

 

Is anybody else getting this?

Same here.

Posted

Maybe that is a bug, it was reported by several others before aswell. I never had that experience untill now. I hope Andre can have a look into it.

Posted

It really feels like a bug. Could be in Simshaker, could be in IL2. I'm not going to pretend to know ?. I'll leave it up to the smart guys.

 

I'm just glad it's not just me LoL

Posted (edited)

I haven't had time to do a lot of testing but I the one crash I had the vibration didn't stop. 

 

Edit: Forgot to mention that was v1.35 beta. 

Edited by Soilworker
=SFG=capt_nasties
Posted (edited)

1.37 should fix this.  however I have noticed a sustained engine beat type effect that starts when starting up (and the engine is not running) and is continuous even on 1.37. seems random as to when this happens and does not happen

Edited by =SFG=capt_nasties
Posted

Yeh, I've been running 1.37 from the get go and gun fire consistently remains for a few seconds after releasing the trigger.

Posted

I flew a bit more lastnight and noticed an additional detail about the post crash shaking. After I crashed and returned to the lobby. The shaking continued and I decided to wait it out. What it did was repeat the last 1-2 minutes of flight. The engine kept humming, the guns fired just as they had pre-lawndart and it all ended with a thud then silence.

 

It appears as though there is a repeat behavior happening.

 

This was with 1.37, I just saw that 1.38 is released and will try with that ASAP.

Guest deleted@134347
Posted
7 hours ago, pfrances said:

I flew a bit more lastnight and noticed an additional detail about the post crash shaking. After I crashed and returned to the lobby. The shaking continued and I decided to wait it out. What it did was repeat the last 1-2 minutes of flight. The engine kept humming, the guns fired just as they had pre-lawndart and it all ended with a thud then silence.

 

It appears as though there is a repeat behavior happening.

 

This was with 1.37, I just saw that 1.38 is released and will try with that ASAP.

 

1.38 fixes pretty much of all those problems...

 

kudos to @Andre !

Posted
15 hours ago, pfrances said:

I flew a bit more lastnight and noticed an additional detail about the post crash shaking. After I crashed and returned to the lobby. The shaking continued and I decided to wait it out. What it did was repeat the last 1-2 minutes of flight. The engine kept humming, the guns fired just as they had pre-lawndart and it all ended with a thud then silence.

 

It appears as though there is a repeat behavior happening.

 

This was with 1.37, I just saw that 1.38 is released and will try with that ASAP.

Please disable Verbose Logging in SimShaker - Wings settings to avoid such a latency. It may really affect the performance.

8 hours ago, Blasterlasvideo said:

Andre, I soon will be getting the Woojer Edge vest.

https://www.woojer.com/vest/

Can your software work with this product and Il2 Sturmovik?

Currently not, since I have never heard of Woojer Edge vest before.

Thank you for the clue. I will study the subject.

  • Upvote 1
Posted

Well, can confirm that 1.38 plus disabling verbose logging (not sure why that was on) solve dthe issue completely.

 

It just works now. Fantastically.

 

Now, if I could only figure out how to assign specific shaking to specific channels through dual stereo base shakers. . . . . 

  • Thanks 1
Posted

That's easy. Every channel corresponds to a  bass-shaker.

=SFG=capt_nasties
Posted (edited)

@pfrances  scroll down to the "audacity" section on this page and it describes how to make 2 separate channels.    I have not messed with this yet, but audacity is free and it is possible but certainly not as easy as an integration into the SSW software.   (granted I have yet to fiddle with it and currently run 2 shakers in mono)

 

https://dreamsimteam.blogspot.com/p/simshaker-wings-user-guide.html

Edited by =SFG=capt_nasties
  • Thanks 1
Posted
On 2/27/2020 at 12:13 AM, pfrances said:

 

Now, if I could only figure out how to assign specific shaking to specific channels through dual stereo base shakers. . . . . 

Tip: if you edit a stereo tarack with Audacity it may be handy to split it to 2 mono tracks.

 

Capture1.PNG

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