sicsix Posted July 8, 2023 Posted July 8, 2023 (edited) I've just released a new bass shaker program designed exclusively for IL2 using telemetry data from the game. The goal is to provide high quality effects tailored specifically to IL2 using as much of the telemetry data as possible to generate effects on the fly at run-time. It is designed for ButtKicker and Dayton style transducers but may work with other setups. IL2Shaker currently has these effects modelled: Engine vibrations modelled using crankshaft and camshaft frequencies and harmonics, varying with the current RPM and each engine is modelled individually in multi-engine aircraft. Simulation time is modelled to provide accurately spaced gun fire according to each gun's RPM. Frequency and volume of gun fire effects are determined by the kinetic energy of the projectile - big guns are deep and powerful. Stall buffet effects simulate stalling with the amplitude and frequency of the vibrations varying according to conditions. Bumps to the landing gear during takeoff and landing. Landing gear and flaps extension and retraction. Received hits - bigger hits mean more volume and lower frequencies. Impacts both midair and ground. Roll rate and G forces give feedback to provide some extra oomph. Download at https://github.com/sicsix/IL2Shaker/ IMPORTANT: You will need to edit startup.cfg in the data folder in the IL-2 directory to include the following: [KEY = telemetrydevice] addr = "127.0.0.1" decimation = 1 enable = true port = 29373 [END] [KEY = motiondevice] addr = "127.0.0.1" decimation = 1 enable = true port = 29373 [END] Decimation must be set to 1 to enable high frequency telemetry. Let us know how you go! Updates: 2023-07-08 v1.0.0 Initial release. 2023-07-10 v1.1.0 Improve landing gear actuation conditions. Gunfire reworked and rebalanced, multiple guns firing simultaneously have diminishing returns, better balance across aircraft and weapon configuration. 2023-07-13 v1.2.0 Rewrote the time keeping portion to prevent output hiccups when IL-2 is overloaded, engine and gunfire effects shouldn't microstutter in these situations now. Fixed a bug with the gunfire effects that resulted in partial waveforms being chopped off, should sound even better. Disabled the low and high pass filters by default, these noticeably muddy up the output waveform, but this may be a personal preference so I've left the option there to turn them on. Roll rate and G-force based effects are now in, let us know what you think! In order for the roll rate effect to work ensure that you add the additional required telemetrydevice section to startup.cfg as shown above. 2023-07-18 v1.2.1 Audio is now routed to all possible channels on the selected output. Might fix issues some are having with multiple bass shakers. Edited July 17, 2023 by sicsix 8 3
LF_Mark_Krieger Posted July 8, 2023 Posted July 8, 2023 Works with jet seats too, or only with speakers models?
sicsix Posted July 8, 2023 Author Posted July 8, 2023 I don't have a jet seat so I'm not really sure on what level of detail you can get out of them. The app outputs from 10Hz up to around 120Hz with most effects between 20-80Hz depending on circumstances and was designed with ButtKicker and Dayton style transducers in mind. But if you end up trying it with a jet seat let us know. 1
Mtnbiker1998 Posted July 9, 2023 Posted July 9, 2023 I downloaded it to mess with using my jetseat but it seems like its designed to use Sound instead of the jetseat's USB interface. Would still probably work in the Seat's Sound Mode I'd guess but I doubt it would offer the same granularity that the USB mode uses. I may still experiment with it later but I'm guessing its really not something for us Jetseat users. Shame as imo IL-2's Jetseat support is not the best compared to the other sims out there, would love something to upgrade it. 1
BBAS_Tiki_Joe Posted July 9, 2023 Posted July 9, 2023 (edited) How does this compare to Simshaker Wings, the paid version? Is it the same thing, or would it be worth it to try this one out since its specific to IL2. Edit: I guess I can stop being lazy and test it out myself ? Edited July 9, 2023 by BBAS_Tiki_Joe 1
Charlo-VR Posted July 10, 2023 Posted July 10, 2023 I tried version 1.0 with my Buttkicker Gamer 2 and my Next Level Racing HF8 seatpad. The Buttkicker rumbled but not the HF8, though SimShaker Wings works well with it so long as you purchase the Realteus Forcefeel add-on option.
Hook_Echo Posted July 11, 2023 Posted July 11, 2023 Awesome. Thanks for making this. I just tried it out. I really like the engine dynamic you have going. That feels great. The competitors software has settings for pitch, roll, and g force, which are my main cues before I hit the stall buffeting effect and they really bring the aircraft alive. Something I would love to have, but don't know if it's possible would be a clunk when I close the cockpit on the Spitfires, or an effect when the canopy is open and the wind is rushing by. Also, when flak goes off near the plane a signal there would be cool, but I doubt that is possible since it isn't an effect on the plane unless damage is taken. Thanks again. I'll be happy to help test anything out for you.
sicsix Posted July 11, 2023 Author Posted July 11, 2023 (edited) I have all the data there, just need to think of a good way to map it to an effect. I'll have a look at it and see what I can come up with. EDIT: Forgot to say that unfortunately though there's no telemetry data for cockpit open/close or nearby non hit flak. Edited July 11, 2023 by sicsix 1
DukeSpookem Posted July 14, 2023 Posted July 14, 2023 The logs show its connected to the game and translating the gun rpm but I get no vibrating feedback yet Simshaker works just fine.
sicsix Posted July 15, 2023 Author Posted July 15, 2023 @DukeSpookem it should output LFE audio onto whatever sound output you select in the settings, are you driving bass shakers?
DukeSpookem Posted July 15, 2023 Posted July 15, 2023 @sicsix I have a buttkicker running through a sound card.
sicsix Posted July 15, 2023 Author Posted July 15, 2023 (edited) @DukeSpookem Once it's successfully outputting audio it should say this in the log window: [13:01:56 INF] [Audio] Outputting to 'Speakers (High Definition Audio Device)' with 50ms latency Obviously with whatever output you have selected. If your sound card has multiple channel output have you tried using the front left/right output? You may need to reselect the output in IL2Shaker after plugging in and out though. Edited July 15, 2023 by sicsix
DukeSpookem Posted July 15, 2023 Posted July 15, 2023 (edited) [22:47:02 INF] [Audio] Outputting to 'Speakers (Sound Blaster Audigy Fx)' with 50ms latency The green plug is the only one that works. Now if I plug the buttkicker into the green jack on the motherboard, I lose sound but get the vibrations. I did get it working by going through the monitor headphone jack. The engine rumble is great. Edited July 15, 2023 by DukeSpookem 1
Number481 Posted August 13, 2023 Posted August 13, 2023 On 7/17/2023 at 6:15 PM, sicsix said: v1.2.1 released Hey.. Nice work on IL2Shaker. I am trying to develop haptic effects for a Python based FFB joystick telemetry application and was hoping you could provide some insight on the IL2 telemetry encoding. Did you reverse engineer it or were you able to find any documentation? Your decoding functions in the GitHub project have been helpful but C# is quite foreign to me. Feel free to PM me if you want to keep the sausage-making discussion out of the thread. Thanks!
Cynic_Al Posted August 13, 2023 Posted August 13, 2023 On 7/8/2023 at 9:25 AM, sicsix said: I've just released a new bass shaker program designed exclusively for IL2 using telemetry data from the game I know you've been asked this but I'd like to ensure it stays in the forum: Upon what if any telemetry documentation was this development based, and have you produced any documentation relating to reading the telemetry data?
sicsix Posted August 26, 2023 Author Posted August 26, 2023 (edited) On 8/13/2023 at 12:25 PM, Number481 said: Hey.. Nice work on IL2Shaker. I am trying to develop haptic effects for a Python based FFB joystick telemetry application and was hoping you could provide some insight on the IL2 telemetry encoding. Did you reverse engineer it or were you able to find any documentation? Your decoding functions in the GitHub project have been helpful but C# is quite foreign to me. Feel free to PM me if you want to keep the sausage-making discussion out of the thread. Thanks! On 8/13/2023 at 4:24 PM, Cynic_Al said: I know you've been asked this but I'd like to ensure it stays in the forum: Upon what if any telemetry documentation was this development based, and have you produced any documentation relating to reading the telemetry data? I contacted support initially to see if I could get in touch with a dev or get some documentation but they just referred me to the forums here. Unfortunately, there are multiple posts asking about the data format dating years back with no dev input so I had to reverse engineer it myself. I found the layout of the motiondevice data packet here IL2SimFeedback/Source/IL2API.cs at master · PHARTGAMES/IL2SimFeedback (github.com) which gave a good starting point. For the telemetrydevice data it was more trial and error, lots of moving things around in game and see what changed in the telemetry packets. If you have a look at StateDecoder.cs you should be able to figure out the telemetrydevice packet structure. Basically there's a few header values with packet ID, packet size, tick, and a length value. That length value specifies how many fields follow the header, and each field starts with an ID number then has a series of float values. The different possible field types and the associated IDs are in StateType.cs. If you ever figure out what Val2, Val3 or Val7 refer to let us know. The values in StateType are generally always in the packet, but at the end of the state data there's events tacked on which follow a similar format of event ID then a series of floats. Hopefully this helps. Edited August 26, 2023 by sicsix
Number481 Posted August 26, 2023 Posted August 26, 2023 11 hours ago, sicsix said: I contacted support initially to see if I could get in touch with a dev or get some documentation but they just referred me to the forums here. Unfortunately, there are............. Thanks for the reply. Even more impressive that you were able to reverse engineer it. Especially as none of the 3 data types (motion, state, event) are encoded the same way. I was finally able to get a working python decoder built based on your decoders. A combination of building your project in visual studio with extra debug statements and a whole lot of trial and error. IL-2's basic FFB implementation is good (axis related feedback) but the built in shake effects like gunfire, runway rumble and stall buffeting are pretty poorly done. This is all related to the Rhino FFB joystick base and its telemetry based effects application. It currently supports DCS and MSFS. I am adding support for IL-2. If you're interested in seeing my python adaptation of your work.. you can see the decoder here: https://github.com/walmis/VPforce-TelemFFB/blob/il2/il2_telem.py 1
Comrade_Weng Posted August 27, 2023 Posted August 27, 2023 GDay. I've got a homebuilt rhino which I only use with il2 so I never bothered with the telem ffb application. My understanding is that it was solely for DCS. Most of the il2 effects seem pretty good out of the box but some seem a bit janky, for example I noticed that in the P51 with full flaps down on final, there's a lag in the pitch trim effects. There also seems to be a lag in the C47. The rumble effect when running down the runway on take off seems pretty ott too. What advantages does telem ffb and your script bring? I'm keen to give it a go.
Number481 Posted August 27, 2023 Posted August 27, 2023 2 hours ago, Comrade_Weng said: GDay. I've got a homebuilt rhino which I only use with il2 so I never bothered with the telem ffb application. My understanding is that it was solely for DCS. Most of the il2 effects seem pretty good out of the box but some seem a bit janky, for example I noticed that in the P51 with full flaps down on final, there's a lag in the pitch trim effects. There also seems to be a lag in the C47. The rumble effect when running down the runway on take off seems pretty ott too. What advantages does telem ffb and your script bring? I'm keen to give it a go. Will DM you.. don't want to hijack the thread (or you can hit me up on the Rhino discord.. same username)
Ramphos Posted September 8, 2023 Posted September 8, 2023 Hey guys. Not good at this. Downloaded IL2Shaker and edited startup.cfg. When I open icon it just opens a log that states parsing settings…. Somehow one time the control panel did come up with settings and sources but no luck now. I use HF8 with msfs with no problems but had to figure out the procedure to make it work. Really appreciate some help. Thanks.
Aztec_NZ Posted October 3, 2023 Posted October 3, 2023 tried this out tonight.. very enjoyable.. didn't feel any hit impacts or ground impacts.. but its added so much to IL2.. thanks so much
SilentOtto Posted November 24, 2023 Posted November 24, 2023 Awesome job "sicsix", thanks a lot! Works great with my 2x BST-1.
-332FG-KIWIvolshebnik Posted January 28, 2024 Posted January 28, 2024 Tried this out as an alternative to SimShaker Wings. First experience was great. Awesome work! I get this error a lot in the log: [13:25:06 WRN] [SimClock] Correcting out of sync time, advanced - 4517:0 => 4513:441 and also noticed this: [13:20:32 WRN] [Database] GunID { AircraftName = P-51D-15, Index = 2, Velocity = 864, Mass = 0.124188885 } not found in gun DB - using default settings, RPM will be incorrect Cheers,
sicsix Posted April 4, 2024 Author Posted April 4, 2024 (edited) On 1/28/2024 at 1:33 PM, -332FG-KIWIvolshebnik said: Tried this out as an alternative to SimShaker Wings. First experience was great. Awesome work! I get this error a lot in the log: [13:25:06 WRN] [SimClock] Correcting out of sync time, advanced - 4517:0 => 4513:441 and also noticed this: [13:20:32 WRN] [Database] GunID { AircraftName = P-51D-15, Index = 2, Velocity = 864, Mass = 0.124188885 } not found in gun DB - using default settings, RPM will be incorrect Cheers, Yeah I'm modelling simulation time in the program so I can properly estimate gunfire RPM, it can get out of sync if you pause the game or have significant FPS dips, it's not an issue really and I should probably turn the logging off, it's more a debugging thing. The second one just means I haven't calculated the weapon RPM for the guns on that plane, probably don't own it or it's a recent release or something. Will just mean gunfire fx don't match Edited April 4, 2024 by sicsix
c19580 Posted April 7, 2024 Posted April 7, 2024 I’ve been looking into getting a buttkicker and came across this thread, which seems like exactly what I’m looking for. any chance anyone can post some very basic detailed instructions from the very beginning? I’ve read about using two sound cards and other programs to split the audio but have no idea how to do this… Thanks!
-332FG-ServError Posted May 13, 2024 Posted May 13, 2024 (edited) Very nice work. Is there any positional modelling (left vs right tire bumps, guns, engines, etc) in the left and right audio channels for two shakers splitting a stereo stream, or it is effectively mono? Also, my decimation in startup.cfg is set to 2 in both sections. I vaguely recall doing it but don't remember why. Any ideas? Edited May 13, 2024 by -332FG-ServError
-332FG-brooklynspo Posted May 13, 2024 Posted May 13, 2024 (edited) I got this working with my HF8 using the audio output. Seems to work well, maybe better than Andre's SimShaker for Wings. Although it is in "mono" it activates all eight of the HF8 motors. "Hits Received" is a great addition and really adds to the sim immersion. Would love to feel some vibrations for opening bomb door, air brakes and for slip. Thank you for developing and sharing this great software! Edited May 15, 2024 by -332FG-brooklynspo
T-Bone51 Posted May 24, 2024 Posted May 24, 2024 (edited) Hey sicsix, thanks for sharing but I couldn't get it to work. My shakers stay silent. I followed the guide and copied the lines into the startup file. Double checked they are still there after starting and closing the game. I have 2 cheap USB soundcard and tried both. Also tried running the software as administrator. Minimizing the window and leaving it "open". Restarting pc etc. Just couldn't get it to work. I normally use my shakers with a software called simhub for racing. Also splitting the game audio with voicemeeter works well. The log recognizes the game and what aircraft and that I fired and it calculating the rpm and many lines about syncing. Couldn't find any lines about errors. I rund the game from steam and use VR if that makes any difference. If you have any other suggestions let me know. Edited May 24, 2024 by T-Bone51
FTC_Princess Posted June 29, 2024 Posted June 29, 2024 (edited) Hi! I just tried this software today to see if it was better than simshaker for my bass shakers. It kind of works but something is wrong. All effects have a very low volume or amplitude (I can barely feel them), and there's a high pitched noise (kind of a "click" actually) that only goes away when setting the output settings below -35dB. Any ideas about what might be causing this? Edit: Apparently my shakers are kind of dead. I'll get new ones and try again. Edited July 4, 2024 by FTC_Princess
Paganizonda Posted July 14, 2024 Posted July 14, 2024 Thanks for this awesome Mod. Using 4 Bass Shakers on my cockpit and its wonderfull the potential your Mod has unlocked. greetings paganizonda
ITAF_Rani Posted September 17, 2024 Posted September 17, 2024 (edited) Hi, is this software free download? And one question,adding the data written above in the main post editing startup.cfg, is this modification problematic to join servers online? ( should be a mod) Edited September 17, 2024 by ITAF_Rani
c19580 Posted October 5, 2024 Posted October 5, 2024 Hello @sicsix and thanks for making this. I installed today and works great with my buttkicker! Are you still optimizing and releasing updates? Noticed it’s been a year since last update. I’m going to keep using and testing the different effects and would love for it to continue to be developed.
506CR_Ave_Fenix Posted October 13, 2024 Posted October 13, 2024 Hello Folks This program works or is compatible with HF8 seat?
c19580 Posted October 14, 2024 Posted October 14, 2024 I’ve been using this program for a few weeks and loving it with my buttkicker and a dedicated usb sound card. I’m also interested in how to use this program with a buttkicker AND HF8, anyone know? I assume I’d need a different usb sound card for the HF8, but how do I tell IL2 Shaker to output to both sound cards for the buttkicker and HF8?
Andre Posted October 14, 2024 Posted October 14, 2024 1 hour ago, c19580 said: I’ve been using this program for a few weeks and loving it with my buttkicker and a dedicated usb sound card. I’m also interested in how to use this program with a buttkicker AND HF8, anyone know? I assume I’d need a different usb sound card for the HF8, but how do I tell IL2 Shaker to output to both sound cards for the buttkicker and HF8? I think a simple Y-splitter could be a solution.
c19580 Posted October 14, 2024 Posted October 14, 2024 10 hours ago, Andre said: I think a simple Y-splitter could be a solution. thanks Andre!
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