Collision based bas...
 
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Collision based bass shaker profile for iRacing


Knowpistons
(@knowpistons)
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Joined: 3 weeks ago
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Topic starter  

I use Simhub for my bass shaker control and it is working great.  However, I think it would be very useful in many racing games if the bass shakers could be activated when you make contact with another object in the game. This would help either bump drafting or knowing when to immediately make a correction after making incidental contact with the wall or another car.   Is there a way to do this with a custom effect in simhub?   


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Romainrob
(@romainrob)
Trusted Member
Joined: 1 year ago
Posts: 90
 

Hi,
This would be really cool indeed.
Sadly, I believe the data required to reliably feed this type of contact/impact effect is lacking from most games, if not all of them 🙁


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Knowpistons
(@knowpistons)
New Member
Joined: 3 weeks ago
Posts: 2
Topic starter  

I do see under "Available Properties" and "DataCorePlugin" it has 

GameData.CarDamagesAvg Computed

GameData.CarDamagesMax Computed

GameData.CarDamagesMin Computed

Would this be that data? I have no idea how to even make this work if this is the right data, but if it is I think it would help many people out.  


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Romainrob
(@romainrob)
Trusted Member
Joined: 1 year ago
Posts: 90
 

I don't think you can make an interesting effect from the damage values.
Ideally, you would need dedicated data, giving the localization/direction and strength of the impacts.
Especially for small contacts. These would be the tricky ones to detect accurately.
Massive hits already trigger a bunch of other effects anyway (suspensions, and wheels). An impact effect wouldn't add much to big crashes.


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