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Ainuke

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  • Flight Simulators
    DCS World 1.5 & 2.0
    Il-2 Battle of Stalingrad
    War Thunder (meh)
  • Location
    Boston, USA
  • Interests
    Aikido
  • Occupation
    Massage Therapist

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  1. SimShaker uses telemetry data/events (engine rumble, stall, guns, ground rumble, impact events) for immersion. It will output effects to proprietary accessories JetSeat, etc. if you would rather go with tactile transducers (bass shakers, butt kicker), SimShaker will output those effects as an audio signal that an audio amp will use to drive said bass shakers. It’s pretty sweet, but it requires the SimShaker sound module (another app). additionally, SS can output game *sounds*, like explosions, etc. into the bass shakers, if that’s your thing, but that’s not using telematics. there’s another option, Sim Hub, that does the same thing IRT sound. I wouldn’t expect DCS to Go any deeper into it on their end, as there are 3rd party apps that fill the need quite nicely at a reasonable price (less than the cost of an aircraft module for the software). It’s really hard to fly without, once you feel it.
  2. Ok, so here’s where I am: I went back and double checked for reflective surfaces and threw a blanket over everything just to be sure. In visualizer everything is perfect. I did notice the curling of the fingers there, and it appears to happen at the edge of the sensor/camera range; it appears usable if I lean forward. I’m 6’7” with suitable long arms, so it wouldn’t be the first time I had to adjust. but… when I’m in DCS, for the “weapon” button on the left MFD, I have to reach my physical arm/hand down lower than my knee to even get close to the button. It’s like there’s a problem with how DCS is interpreting the scale of my movements; like instead of 1:1 hand movement, it’s 2:1. The underlying problem has been that I have to reach *really* far to touch the buttons, which isn’t what the world scale would indicate. I will say that in Visualizer (and projecting it into the HMD), everything is magnified, which may be what’s messing with DCS? Does any of this make sense? erik
  3. Thanks for the help. Through the visualizer I'm getting spot-on tracking with the headmounted option. I'd hoped I could use the screentop positioning, as that would've allowed me to just have the sensor mounted above my pit, but DCS seems to expect the head mount orientation; deviation from that has the hands moving on a plane about 90 degrees off from where my hands are. But anyway, I didn't see any white or IR reflective surfaces through the visualizer; and my screen is actually 180 degrees behind my pit (which is AWESOME to have to turn to launch and app that I forgot to do before I climbed into the seat). I'll double-check again, though. Erik
  4. To the OP: It depends a lot on what you’re going to be competing in, I suppose. Helicopters, warbirds, IMHO the closer distances of engagement and the feel of 3D (depth perception and SA) vs 2D absolutely give an edge to VR. Less so with modern jets and BVR engagement. There’s nothing like being padlocked onto a Bf109 in a turn fight, and checking your speed gauge to judge if you can cut it *just a little tighter*, then whipping your head right back to your target, not having to search around again to find his position, attitude, distance. The 1:1 relationship of your RL head movement to your in-game view is under appreciated, in my opinion. Or doing a nose-on orbit around a target in a Huey becomes much more intuitive, understanding where the trees are in relationship to you (particularly their distance) really ups the realism. The other question that begs asking is do you want to fly a simulator or play a game? Sure, checking your six with track IR is easy; not at all with VR, where you have to physically twist your upper body to achieve this. That’s simulating real air combat, not seeking a competitive advantage outside of real life. G2 most definitely gets the job done if you have the hardware to drive it. You can get as much cockpit detail and smoothness as you like if you’re willing to sacrifice the eye candy like pretty clouds, water, and shadows. Make it look more like a game (like native VR apps) and less like a simulator and you can have a very competitive experience. Most of my play is below 2500 ft in helicopters, so all the beautiful work on the new cloud system is less of a draw for me, so I can dial that down to low and bump up my trees and terrain detail and still get a great experience.
  5. Ok, I've pulled my leap motion off the shelf after trying to make it work many moons ago (prior to official support). I *still* have Mickey Mouse hands in SteamVR Home that I can't seem to get rid of. Anyway, I'm using OpenXR now instead of SteamVR, and saw edmuss' signature there had leap, so I stalked him to here. So my issue right now is (aside from having to dis-re-enable Leap in the Special tab of the Options menu) is that when the hands show up and I try to touch anything, the hand refuses to. As in, balling up into a fist when I try to press a button. I'll have my index finger extended to touch one of the buttons on the Apache MPD, and as I approach it with my finger, it bends back into a fist, *and* the hand slows down and won't extend fully. EDIT: It's like there's a force field keeping the hand/finger from interacting with the virtual buttons. For those of you using the OpenXR add-on, are there additional adjustments that must be made in the OpenXR Toolkit Hand-to-controller Config Tool? I see offsets and gestures that can be edited, but nothing that would alter the distance that the gloves would travel. I've disabled the mouse in VR settings, and am dealing with having the cursor or blue + visible all the time, but would like to see some improvement there. Honestly, if I could just be able to push buttons on the MFDs without issue, I'd call that a win. Any advice? Erik
  6. I have 4 BST-1s running off a 5.1 home theater amp that somebody was discarding due to some high freq whine. Free. Using the F/C/R outputs from my Soundblaster card into the amp; I'd tried using Toslink, but that doesn't support 5.1 audio signal, oddly. At 50 watts, the Daytons are more than powerful enough, especially with 4. (They were enough with two mounted just below my hips, but I wanted two near the feet also for driving). I have to turn them down to about half power after the kids go to bed or the whole house shakes. Isolating the rig from the floor also helps, both with the house shake, but also keeping the feels focused on the rig. I got some clothes dryer risers on amazon for about $15 that do the job. I also have a DA puck that I'm going to mount directly to my flight stick for control surface effects specifically (stall, buffet, etc), but haven't gotten to that point yet (spending too much time flying). Be warned: you will be spoiled by the feels. Flying/driving anything that lacks vibes afterwards feels like flying a coffin. And I don't think I spent more than $50 a piece for the BSTs; don't remember if it was from Parts Express or Amazon. I have a fifth BST for a planned Huey door gunner controller. MWAHAHAHAHAHAHAHAHA.
  7. Yes, you are correct. One driver (transducer) to each channel, to keep it simple. In terms of language, each speaker terminal pair is considered a channel; left channel, right channel. If you have a LFE output, you can add a second amp to that, but it will likely only have mono input. It can get a little confusing because a mono sub amp can have several speaker terminals, but it will play the same mono signal through all its drivers (which isn't really a problem for simshakers, because there's not a lot of stereo separation). If you step up to a 5.1, 6.1, or 7.1 surround receiver, you can have that many drivers as well. But start with what you have and go from there. If you have an A pair of terminals L and R, and a B pair of terminals, look for a selector to chose between A and B. If your amp has an option for A+B, you can use all four channels at the same time, for four drivers. I don't know if it goes without saying, but red terminal on the amp to red terminal on driver, black to black. They should also be labeled + and - also. And make sure you're keeping the paired terminals to their own drivers; it matters. The JetSeats are USB, so all you need for them is an open USB port and an outlet to plug in the power supply. (I'm assuming all this, as I don't own one, but I've read enough to understand them... I think). They are independent of the amps. If you post the model of Yamiha amp you have, it becomes less theoretical...
  8. I’m running 4 BST-1s off a dysfunctional 5.1 home theater amp (one of the channels has a high-freq whine that makes it unusable for its original purpose, and it was thus available on Freecycle). be careful when you’re wiring multiple drivers to a single channel on an amp, as the resistance will either double or halve depending on whether they’re wired in series or parallel. Best practice would be to have one driver per channel, and if it weee me (and it was), I’d go for the 8 ohm. I’m not sure how friendly home amps are with 16ohm loads, but it definitely limits the power output. HOWEVER, if you were going to use TWO pucks, you could wire them in parallel at 16ohms each and your amp would see them as a combined 8ohms. Which is why (I would assume) they even make a 16ohm version. My experience with home audio is that it’s built assuming 8ohm loads, but I haven’t paid much attention to it; car audio is more my forté. If the “B” speaker output you’re referring to is a separate left/right pair of channels, then make sure your amp will power both the A+B pair at the same time; many stereo amps will only do one or the other. LFE output is *usually* a line-level output, meaning that it’s not amplified; it’s meant to feed a sub-specific amp. But that would be your gateway to a second amp.
  9. Awesome; will try that. thanks!! erik EDIT: I can confirm this is working! I left it as the Mi-8 (as 100% tactile fidelity is lost on me), and I’m getting all the feels in the Blackhawk. Thanks again for pointing me in the right direction!
  10. Sorry if this has been asked before, but is there a way to add a module on our end? like, specifically, add the UH-60 mod, even if it means having it masquerade as a Ka-50? so far it’s a great addition to DCS, but without vibes, it’s like flying a coffin. Thanks a lot for making SSA/SM such an essential aspect of my simming experience; it’s ruined me for anything else.
  11. I tried the Leap sensor a few months ago and didn't have any original success, so I uninstalled. Seeing the recent comments, I'm going to follow this thread now and see if I can get back to troubleshooting.
  12. I've got 4 Dayton Audio BST-1s just installed. Are there any recommended base adjustments to the settings/sliders for a good starting point? I've got the compressor enabled in settings since I get some pretty strong clipping from time to time without it. I've been enjoying the added immersion from the two I initially installed, but just spent the time getting ASIO4ALL figured out and working so I could have 6.1. In addition to the 4 BST-1s I have at the corners, I have one of the Dayton pucks, which I'm going to mount low on the joystick extension and feed only control surface related effects (stall, etc.) to I via the center channel. Also, I have an extra BST-1 set aside for a dedicated Huey door gunner controller to run off the sub channel. It looks like it should work, right? I can direct specific effects to specific channels like I see I can do in SimShaker-Wheels? Thanks for all the help Erik
  13. Ok, I've found the export settings function under the File menu, now that I have the app running again. I *think* the reason for the socket error had to do with the Windows sound output dropdown was set to the SPDIF-out unintentionally, and SSA was trying to access it. I'll have to see if there's a way to hide that so I don't accidentally select it again...
  14. Thanks for the response. I'd ask where in the application I can do that from, except I can't (again) get SSABeta to launch without error. As soon as DCS launches, I get an unhandled exception error, "an attempt was made to access a socket in a way forbidden by its access permissions" I thought I'd killed this by un/re-installing SSA, but now (the next day and a restart later), it's back. I can't find logs anywhere; where are they supposed to be? Erik
  15. Thanks for the response. I see nothing about aircraft in the SSA app on C:/ProgramFiles(x86)/SimShakerBeta. several .dll and .exe and a couple folders. /Data would seem to hold what I want, but no, nothing related to aircraft in that or its subs. I want to copy/export the aircraft settings so I can reinstall SSA and not have to redo all of the effect values per plane. Erik
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