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problems with rumble motors after update to 6.9.0

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(@janm20001)
New Member
Joined: 5 years ago
Posts: 3
Topic starter  

Hello,

I recently updated my SimHub software from 6.7.8 (or smth like that) to the newest 6.9.0 to be able to use it with F1 2019. But since the update i can't get my rumble motors (and 1 fan) to work properly. I've 1 rumble motor on each pedal, on the brake for "wheel lock", on the throttle for "acceleration slide" (at least it was called that in the old version) and a fan dependin g on the speed as a "wind-simulator".

1. I can't find the option to adjust the idle vibration of the motors (since the motors and the fan were very slow to react I let them spin at 10% underlying idle, so the could react to sudden wheel lock/spin etc.)

2. I can't find the profile for "acceleration slide" at all, the closest I think is maybe "wheel slip" (but it doesn't feel quite right to me after ~400hrs of using "acceleration slide")

3. The "minimum force" option for "speed" is also gone?

Maybe I don't get the new terminology or something was "patched" for some reason, but maybe someone can help me to find/fix these problems

regards janm20001


   
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(@admin5435)
Prominent Member Admin
Joined: 7 years ago
Posts: 736
 

Hi !

You can find the configuration help here : https://github.com/SHWotever/SimHub/wiki/ShakeIt-V3-Motors---Output-Configuration
More specifically :Β 

1 - It's gone indeed on effects where it was not significant but you can configure it on the output itselfΒ  : https://github.com/SHWotever/SimHub/wiki/ShakeIt-V3-Motors---Output-Configuration#configuring-outputs-behaviours-
2 - Acceleration slide was effectively "wheel slip only when accelerating", it has been merged into a single effect wheel slip to make it more clear about what it does, you can reproduce the old behavior simply by checking the following option :

3 - Same as 1 actually πŸ˜€

Β 


   
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(@janm20001)
New Member
Joined: 5 years ago
Posts: 3
Topic starter  

Hi Wotever,

I think my wheelslip works now as before, so tanks for that!😀Β 

Regarding the idle I'm still lost, I've been to the wiki before and tried the following: "Threshold" 0% (so to say "always", in theory) and the "Minimum Force" to 10% (corresponding the 10% idle). To my understanding the motors should now always spin with 10% since the minimum value possible is 0, which is also the Threshold and therefore always equal or bigger.

Well they're not 😥; while standing in the pits, cruising on a straight or stuck in gravelΒ  for example the motors don't turn (before the idled at 10% regardless the driving situation).

It's a difficult to describe so I attach 2 picture of the setting i try to recreate: pic1 & pic2

regards janm20001


   
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(@admin5435)
Prominent Member Admin
Joined: 7 years ago
Posts: 736
 

@janm20001

Well you got it right except one small detail, the "0" value will cut the motor it will only start when signal is not 0 so the motor will cut when there are no effects

Ah i see the "idle" you were talking about, as a workaround you can use the "static wind" effect to simulate that, it's intended to make a permanent fan effect, but it will work as well for motors.


   
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(@janm20001)
New Member
Joined: 5 years ago
Posts: 3
Topic starter  

ahhhh yes "static wind", didn't get that 🤣Β 

one thing I'm wondering; is it possible to assign multiple "static winds", since I'm just lucky that the 10% "idle" fits all

PS: if anyone is wondering, I'm using these rumble motors: click click they're pretty similar to the ones in the xbox 360 controllers and tend to be a bit slow reacting to wheel lock/spin, therefore i hacked/bodged them with the "idle" so they don't have to overcome the inertia due to run-up everytime


   
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(@admin5435)
Prominent Member Admin
Joined: 7 years ago
Posts: 736
 

Hi ! Yes it's possible, you will just have to setup a custom channel allocation like shown here to be able to separate it output per output : https://github.com/SHWotever/SimHub/wiki/ShakeIt-V3-Effects-configuration#custom-channel-allocation


   
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