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Question SimTools 2.2?

Discussion in 'SimTools Pro & Entertainment Version' started by Zed, Aug 12, 2017.

  1. Spit40

    Spit40 VR Flyer

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    So GameVibe beta comes with 2.2 - that's cool. If it's not too pushy, will any tweaks to those washout filters to get rid of the steppiness make it into 2.2?
  2. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    I'm not sure i understand?
    why try to use an Arduino as a sound card?
    What would the advantage be?
  3. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    To be honest, When I use the filter with traction loss, it seems to work fine?
    Maybe PM me with how your getting the steppiness plz buddy.
    yobuddy
  4. riton

    riton Active Member

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    Yes, the advantage:
    you can use Simtools and tuning center as with a motor.
    you put the effects as usual.
    output instead of connecting a motor, you plug the amp and the Butikiker.

    I'm not a developer, but maybe it's another working track?
  5. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Cant say for certain but I’d bet that would only work if you were doing your own stuff in GameDash. Otherwise you'd need to program the Arduino to mimic a sound card and the communications protocol for that to work with GameVibe since it sounds like GameVibe is only expecting to talk to sound cards. Cheaper and easier to just buy a USB sound card and call it a day. The ones I got are $7 on Amazon while a true Arduino R3 is $30, but either way you also need amplifiers.
  6. paddyman

    paddyman New Member Gold Contributor

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    Also really looking forward to gamevibe effects in my DCS KA-50 :). Cannon will be awesome!
  7. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    I'm not sure an Arduino could make the possible 14 channels of sound needed should you go all out.
    Just seems like a sound card is the tool for the job?
    yobuddy
    Last edited: Nov 24, 2017
  8. mirkobastianini

    mirkobastianini Active Member

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    Any updates regarding GameVIbe? Thanks
  9. Mu-KwangKim

    Mu-KwangKim Run, Run, Run SimAxe Beta Tester Gold Contributor

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    @yobuddy // I am very curious about the release schedule of 2.2. The ability to control two SCNs per interface is essential. I am waiting very much. I would like to use a test version if the schedule is not yet. I desperately want it.
    Last edited: Dec 10, 2017
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    If you want a member's attention it is no good just mentioning their user name, you need to tag them like this so they receive an automatic notification: https://www.xsimulator.net/community/faq/tag-a-member.73/
  11. Mu-KwangKim

    Mu-KwangKim Run, Run, Run SimAxe Beta Tester Gold Contributor

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  12. Anubis9

    Anubis9 New Member

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    Connected my Auras today! Just with the sound it's mostly gear changes that you can feel, nothing else really. Impatiently waiting for GameVibe. :)
  13. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Hi Everyone,
    After a very long weekend, I believe I have finished SimTools v2.2 and GameVibe. ;)
    Both SimTools v2.2 and GameVibe even scale correctly now for any dpi and font size i throw at them.
    And I am 100% done with testing SimTools v2.2, and I am very happy with it!

    I have done more testing on GameVibe than i would ever admit. lol
    I believe I'm about done with all the testing I need to do before public consumption.
    I can only really think of 3 more things to go over. o_O

    1) I re-wrote the audio plugins tonight to be as fast as possible.
    I need to test them out to make sure i did not make any stupid mistakes.
    2) I got 3D Collisions working. :thumbs
    It may need some fine tuning, but its really pretty cool.
    Both the Collision L/R (Sway) & Collision F/B (Surge) flip flop to the side they get struck from.

    For example a collision to the front/right corner, would cause then to both fire at a given %.
    With the Collision L/R (Sway) flipping to the right side.
    And with the Collision F/B (Surge) flipping to the front.
    Giving a nice 3D Collision effect. :D

    I need to test this out with profiling to make sure it scales correctly and places the bumps on the right side (as often as possible) even when 'profiling' a input value.

    3) I need to re-test the 3D Chassis setup with the new bump detection routine i made for it.
    And make sure it still works as i intend it too.
    So a bit more testing to do on this.
    I can't see it being much longer guys! :cheers
    As soon as i get this all done, I'll have a couple of people test drive it looking for any stupid mistakes.
    And then open the public beta.
    yobuddy
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  14. frankrizzo2

    frankrizzo2 Member

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    Wow!! This is great news!! I'm amazed at the progress that has been made to this software since it's creation!! Congratulations on such an achievement and a big thank you to all involved in making this available to this great community!! Looks like my simulator 2.0 will be starting very soon!!
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  15. Anubis9

    Anubis9 New Member

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    Thanks for the update, and the progress on the development, it all sounds very exciting!
    Even though I have just 2 (L/R) shakers at the moment, can't wait! :)
  16. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    No worries, as GameVibe is completely configurable to any type of setup. :thumbs
    yobuddy
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  17. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Made stupid mistakes & fixed stupid mistakes, Part 1 is done!. :grin
    yobuddy
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  18. mirkobastianini

    mirkobastianini Active Member

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    Just a question to understand...I'm now using a bass shaker splitting audio signal directly from pc, with a crossover and amplifier. With Gamevibe I will always need crossover? Or Gamevibe can directly send only low frequencies to bass shaker?
  19. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Basically, you would plug your setup into another sound card attached to the same PC.
    I don't see a need for the crossover thou, as we can adjust how each sound outputs.
    But i can't see it hurting anything either?

    So instead of simply playing all low end frequency's from the game on the kicker.
    (All the stuff we want to feel, but also allot of stuff we don't)
    We now can select some Vibe's (sound effects) that make sense for our setups.
    Dial in how we think each Vibe (sound) should play like. (Vibe Creation)
    And then set the boundaries of when the Vibe should play (according to the incoming game data).
    Giving us the clean 'rips' we are looking for.

    I'll have to write up a manual of sorts to get everyone started.
    As there may be a bit of a learning curve to it (much like SimTools itself).

    I will probably limit the amount of frequency range we have at first, as i can always expand it without breaking anyone's settings.
    If I want to lower them, then everyone would have to reinstall to play it safe.
    (or you may get a value out of bounds errors on load)

    Take care,
    yobuddy
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  20. Brett Horton

    Brett Horton Active Member

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    ^^ Looking forward to testing this, as I have many many hours tweaking Sim Commander.
    Expecting better things from this community