Quote:
Originally Posted by Oleg Maddox
It is really something like subwoofer which instead of sound wave distribute the floor/chair wave.... by other words sound wave trasmitts into mechanical vibartion ... It is working exactly like subwoofer in terms of connection to sound card or home theather. Digital sound? It is only depending of this device. No needs any special support of such device. Its a toy.
You may place several such devices and tune it for different frequency of sound range... then it will shake you from guns by one device, or from engine by other device. Our by both in case of shell hit...
It is very simple device in terms of engineering.
|
Oleg, thanks for response. Yes, it is a simple device, but one that works quite effectively for increasing immersion

By "digital" I meant that transitions in/out of the crossover frequency seem rather abrupt in IL-2 ("on" or "off"). Specifically, a more proportional response magnitude throughout the throttle range would seem to make it "perfect".
For instance, when the 109 is idling, the BK just about rattles one out of the chair. This is great, but the vibration amplitude tapers off quickly and "smooths out" when engine RPM is advanced past a certain "critical point". This gives the illusion of entering or exiting a vibration harmonic disturbance, instead of transitioning from a relatively "rough idle" to a "pleasant midrange engine-induced vibration hum". I spent some time adjusting/balancing the BKs freq cutoffs, crossover, and volume, and was able to get something "good", but IL-2 seems very "dynamically sensitive" when compared to other sims like MSFS, Lockon, etc... I attributed this to the complexity of the IL-2 sound engine with it's ability to play multiple tracks simultaneously to create the right "engine note" at any given frequency. In my mind, I surmised (incorrectly?) that the BK was "sliding" off an "amplitude step" on a low frequency track that the BK was picking up and therefore causing the abruptness.
It seems like BK-optimized code would have to use a Low Freq track of it's own, running very quietly in the "background" that could be turned up to the desired level using the BK...
Perhaps an independent "vibration track" to capture a balanced, realistic vibration throughout the freq range... A user could set the BK freq range anywhere, but setting it near a BK track "tuning freq" would force the BK to follow that predetermined "vibration amplitude map" that you specify.
Keep in mind this is all in the context of improving the IL-2 sound engine/BK experience that last 10%... I just wondered if any specific thought had gone into this...
Your suggestion to use multiple BKs was unique and so true... What a great idea! I had never thought of the advantages to that sort of setup.
Thanks for keeping the dialogue open for comments. It really is something amazing to chat with a developer. I've been simulating since the early 80's and all I can say is that you've made many dreams a reality. Can't wait to see the birth of SOW.