I have the older jet pad. Same deal with 8 motors. The software for it takes telemetry for the effects right out of IL2 and MSFS that I play and DCS that I don't plus a lot of other sims. I have a Buttkicker too for extra thump with guns and damage. Works really well for IL2 and DCS. I've tried it with AH but since it doesn't do the direct telemetry thru the software you have to use it in "sound mode" where it's just using the game sounds. That would work fine but with integrated vox it vibes every time anybody speaks. No way to separate it out that I've found.
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Thanks for the info. I was not sure if IL-2 did telemetry. So "SimShaker" with the sound module won't allow you to filter out the voice frequencies?
Back in the 90's I had a "ThunderSeat" (basically a hollow plastic chair with a subwoofer in the base) hooked up to an amp/equalizer. Took some fiddling, but was able to filter out most voice comms.
Telemetry data seems to be the "state of the art" for combat flight sims. I have been seeing a resurgence of force feedback controller posts and hope that tech becomes more mainstream as well.
It amazes me the influx of new combat flight sim hardware that has appeared over the last few years.
I dont do Scenarios or FSO but the first frame of the last 3 FSOs have had 75-90 players. The "Masters of the Air" scenario that just started this last weekend had over 115 players and was well received from what I hear. Are these numbers worst than before? I dont know but I hear they are still having fun.
Glad the MA is doing better. When I left AH (beginning of 2022) the FSO numbers had dropped from around 180 to 120 in less than a year. The end of year WWI party dropped from 250 to 90 in the same time period. I still pull the AH FSO logs once in a while to see how my old squad is doing and unfortunately find the player numbers continue to drop.