sicsix Posted May 10 Posted May 10 (edited) IL2Shaker is a bass shaker driver for Great Battles designed for Buttkickers, Daytons, or any shaker device that accepts an audio input. I built v1 and released it for free 3 years ago now but was significantly limited in what I could do by the undocumented and sparse telemetry data. The latest update augments the existing telemetry with a whole host of new data to generate highly detailed output in real time with no canned FX. For example, it now detects engine RPM, torque, cylinder count, gearbox reduction ratio, prop blade count, ignition state, and damage level to drive a multipart vibration simulation includes crankshaft, combustion, propshaft, blade pass, and special handling for frequencies that fall below shaker output range. This all works completely automatically and each engine will have a unique signature that varies in response to load, RPM, and damage condition. There are also new pressure wave effects so you can feel nearby bomb blasts and flak bursts, terrain contact that's calculated using all the aircraft contact points, and much better handled gunfire due to directly polling the guns at 500hz. This direct polling means the gun cadence is accurately represented, including when firing through props or during overheating or misfiring events. A whole host of audio balancing tricks, a built-in equaliser to adjust for your gear and resonance frequency, and a heap of parameters have been exposed if you want to dial in certain effects. You can read more about it and grab a completely unlocked 3-day trial over here: https://sicsix.itch.io/il2shaker Edited June 3 by sicsix
eszyman Posted May 20 Posted May 20 Tried this out last night and I was impressed. This is so much better than the original IL2Shaker. I think I'm going to be ditching simshaker for this, hoping for dual (separate) channel support. 1
sicsix Posted June 2 Author Posted June 2 (edited) Hi all. I've released v2.10, details below. Improved WW1 engine effects, jet engines, and balancing Combustion frequency now conditionally adjusted based on output frequency range of the engine - the effect of this is that WW1 engines should feel much more lively Max engine torque now fetched from engine specs at runtime rather than using a reference value with autoscaling - the reference value was fine for WW2 aircaraft but for WW1 aircraft that never exceeded the reference torque this could lead to a flat engine feel Adjusted crankshaft/propshaft output balance calculation when gear reduction ratio is 1.0 - this typically affects WW1 aircraft and reduces the stacking effect of crankshaft/propshaft to improve the overall feel Reworked the combustion frequency for the 24 cylinder Napier Sabre II engine in the Typhoon/Tempest to bring it into a more sane output range for bass shakers Corrected to use Max RPM instead of Cruise RPM when determining RPM contribution to the amplitude of the piston engine effect Low pass filter disabled by default Changes to the default frequency ranges for several effects Jet engine effects added - using a multilayered system including noise, with an optional frequency halving Edited June 2 by sicsix 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now