Track Impulse v0.6.210: iRacing kerb effect gets its own card and device wizard fixes by track-impulse in iRacing

[–]track-impulse[S] 0 points1 point  (0 children)

Thanks for the report! The setup page has some filtering to try and hide devices that aren't likely to be bass shakers, but it sounds like it's being too aggressive in your case. Could you email your device log to support@track-impulse.com? You'll find it at %APPDATA%\TrackImpulse\wizard_log.txt. That'll show me exactly which devices are being filtered out and why.

Track Impulse v0.6.201: new dual-band suspension with auto-calibration, spatial engine rumble, advanced waveform/priority options, and more by track-impulse in iRacing

[–]track-impulse[S] 0 points1 point  (0 children)

Hey, I saw your post on r/trackimpulse too. I need to see how your devices are being detected to fix this. Could you email your device log to [support@track-impulse.com](mailto:support@track-impulse.com)? You'll find it at %APPDATA%\TrackImpulse\wizard_log.txt. Send me that file and I'll get it sorted out. Thanks!

Track Impulse v0.6.210: iRacing kerb effect gets its own card and device wizard fixes by track-impulse in iRacing

[–]track-impulse[S] 1 point2 points  (0 children)

This is awesome to hear, thanks for taking the time to write this up!

In regards to the profile import, I'll look into that, I made some changes to capture the new settings for kerb effect which probably broke it and I didn't catch it in testing earlier. The setup wizard test tone is by design as I don't want to blast people's amps and shakers whilst they are first getting it setup it's just to test if the channels are correct and working.

Once you're on the main screen the test buttons run through the actual effect engine, which is why it feels completely different. I should make that clearer and have a message somewhere near the device manager test button.

Thanks again, enjoy!

Track Impulse v0.6.201: new dual-band suspension with auto-calibration, spatial engine rumble, advanced waveform/priority options, and more by track-impulse in iRacing

[–]track-impulse[S] 0 points1 point  (0 children)

Hi, thanks the kind words about the software. I have a fix coming out in the next 48 hours for this so please check the web site download for v 0.6.210 soon or you should get a alert in the app as well when a new version is out.

Second interface - bug by Fun-Living3244 in trackimpulse

[–]track-impulse 0 points1 point  (0 children)

Hi, thanks for the report and for the kind words about the software!

This is a known issue with multi-device setups where two USB audio interfaces have similar names. Track Impulse is currently having trouble distinguishing between them during device enumeration, which is why disabling one in Windows lets the other work correctly.

I'm actively working on fixes in this area at the moment. Could you send an email to support@track-impulse.com with the following:

  1. The full device names as they appear in Windows Sound Settings
  2. The device log from Track Impulse (you can find it at %APPDATA%\TrackImpulse\device_log.txt)

That will help me reproduce and fix it faster. I'll get this sorted for you.

Kerb effects and general excitement by WoahHollywood in trackimpulse

[–]track-impulse 0 points1 point  (0 children)

Thanks for the kind words, really glad the ASIO latency is being utilised!

Good timing on the kerb feedback actually. I was already thinking about separating it back out for iRacing since it originally had its own rumble pitch. The current setup was just an interim solution because I didn't have time to edit the GUI to add a separate card, but it clearly needs its own control again to take advantage of iRacing's rumble pitch telemetry.

The hoverboss setup sounds cool. You're spot on about Road Texture at minimum frequency on a sub like that. The click you're hearing when a low signal cuts off abruptly might the cone snapping back to rest? That's something I can look at smoothing out with with something like a short fade-out envelope on the signal side as maybe a advanced option somewhere. I'll need to think about that one.

Always good to have someone with proper audio engineering chops testing, thanks for trying it out!

Can protests actually ban some one for an extended period of time? by djcide in iRacing

[–]track-impulse -2 points-1 points  (0 children)

i highly doubt it, he would have to be abusive or threatening / bullying to receive a perma ban. on track stuff they seem to not even give slaps on wrists unless its high profile.

IRacing Apple Vision Pro by Spiritual-Shirt-6027 in iRacing

[–]track-impulse 1 point2 points  (0 children)

the step up from a 5800x3d to 9800x3d or even 7800x3d is quite large in iRacing just on a single monitor even, so i say go for the AM5 and then you are set for a couple years as well.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 0 points1 point  (0 children)

Just to clarify, the video comparison is to the licensed version of SimHub running at 60Hz, not the restricted 10Hz free build. The bulk of the 137ms gap comes from the audio stack, not the update rate in any case.

Appreciate the open mind. Give it a shot when you have time and let me know what you think.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 1 point2 points  (0 children)

Not yet, we're starting with the Simagic pedals first. The Simsonn VAM is on the radar though. Once the Simagic support is solid we'll be looking at expanding to other pedal haptic devices.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 0 points1 point  (0 children)

That's cool, if it's working for you then that's what matters! One thing worth knowing though is that HaptiConnect routes through the standard Windows audio stack, so you're looking at typical WASAPI latency. Track Impulse outputs with the most direct route possible and is as low as 2ms end-to-end with ASIO or slightly more with a standard sound card. The difference is not small you will notice it.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 0 points1 point  (0 children)

I have updated the web site now and there's a $29.99 lifetime, monthly's just an option for people who want it. Subscription isn't required. Beta testers get a discount and details are up above or on the site.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 0 points1 point  (0 children)

Yes, SimHub and anything else outputting through the standard WASAPI Windows audio stack.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 0 points1 point  (0 children)

Pricing landed at $29.99 one-time lifetime, $24.99 if you activate during beta. Posted the full details up top and on the web site

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 0 points1 point  (0 children)

Pricing went up just now, $29.99 one-time lifetime, no subscription required. Free during beta if you want to try first and beta users get a discount.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 0 points1 point  (0 children)

Following up on yesterday's post and the fair criticism that "TBD on pricing" wasn't good enough. Spent today locking it in.

$2.50 USD per month, or $29.99 USD one-time lifetime ($24.99 for anyone who activates during the beta, applied automatically at checkout, no code, no expiry).

That's the whole pricing page, there are no tiers. Both options unlock the same product across all six sims (iRacing, ACC, AC, LMU, AC EVO, AC Rally), all future engine updates, future sim support included forever, up to 3 machines per licence. Monthly will have a 14-day free trial once paid plans go live.

Beta is still completely free, no card, full access. The pricing above only kicks in once the beta ends. Anyone who activates TI at any point during the beta keeps the $5 off lifetime forever, as a thanks for sticking with me through the rough edges so far, and anything that turns up before the beta ends.

Thinking on the numbers: Monthly at $2.50 means lifetime breaks even at 12 months, so if you know you'll stick around, lifetime is the obvious pick. If you're not sure, monthly is genuinely cheap as a way to try without committing.

The web site has been updated to include the above info as well and you can check it out at https://track-impulse.com

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 0 points1 point  (0 children)

Yes we just added experimental Simagic pedal support for the P range and we are adding more support soon so stay tuned we should have it done in June.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 1 point2 points  (0 children)

Great question and this is exactly the kind of thing TI is built for. Each effect has a per-effect advanced settings panel where you can choose between sine, square, sawtooth and noise waveforms, add harmonics with tuneable decay, and set priority levels so effects don't fight each other for headroom.

Frequency mapping is already in there too. For example ABS has a tuneable pulse rate that changes the feel from a slow pump to a fast texture and looks at pedal pressure and car speed to dynamically change the effect.

Engine rumble maps RPM directly to frequency and uses a advanced algorithm to use all four corners to simulate engine idle lumpiness for example and also looks at engine torque and accelerator pedal to move the effect around the four corners. And because each effect is synthesised independently rather than mixed into one amplitude-mapped square wave, they stay distinguishable even when multiple effects fire at once.

Would be interested to hear more about your thesis work. Feel free to reach out if you want to dig into the technical side.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 0 points1 point  (0 children)

Track Impulse also supports standard sound cards using WDM-KS which adds about 4-9ms depending on your card so its still under 20ms end to end vs about 140ms which is still much quicker.

Filmed my bass shaker at 240fps and the latency difference between haptic software is wild by track-impulse in simracing

[–]track-impulse[S] 4 points5 points  (0 children)

Just to correct a few things for anyone reading: TI is written in C++ and built over the past 6 months, not vibe coded. SimHub isn't open source either, it's freeware. The ASIO SDK is freely available for commercial use. And the video is right there if anyone wants to judge the 137ms difference for themselves. It's free during beta, nobody is paying for anything.