Gametrix Jet Seat

I just wrote to Andre - developer of 3rd party FFB tools for Gametix Jet Seat and sim shakers. He is interested supporting Elite Dangerous but he has no experience with Fdev team so far. To add support to his tool https://andres.shop/13-software he need an API exposing game telemetry data. Can we guys help him somehow ? Any idea where he should start ?

A great place to start would be to send me one and he could get FREE lifetime feedback :D
 
I own Gametrix jet seat for over a year, and its sound capture mode work great in ED. But true API support, as in DCS, is SO MUCH BETTER!

For the long time people (most of them make really awesome things) ask FD for API exposing game telemetry data, but still no luck:( We can only dream...
 
I own Gametrix jet seat for over a year, and its sound capture mode work great in ED. But true API support, as in DCS, is SO MUCH BETTER!

For the long time people (most of them make really awesome things) ask FD for API exposing game telemetry data, but still no luck:( We can only dream...


Totally agree.

I'm one of 'those guys' that builds motion simulators and regularly post my development work on the VR section of this forum. I've built 5 so far.

Sound will not replace actual motion. I have a home-built' 7-transducer system added to my 3DOF motion chair that I only use for ED. These transducers add that little extra simulation to the (up to 50 degree) motion I already have. It's good to feel the reciprocal forces from collisions, being shot at etc but this is not the same as actual motion.

The advantage is being able to take the sound waveforms and transduce them into movement (albeit, small movements) without the need of an API - so its an 'easier' way to add to the immersion. The future is an API providing motion data (which can lead to far more possibilities).

As I have experience of both, IMHO sound transducers are very good, motion is far better and API data motion is awesome! - I just posted my latest 6DOF motion (API) testing in the VR section if anyone is interested.
 
As I have experience of both, IMHO sound transducers are very good, motion is far better and API data motion is awesome! - I just posted my latest 6DOF motion (API) testing in the VR section if anyone is interested.
What the API do you use?
 
What the API do you use?


Hi,
that particular API in the video is for NL2 (NoLimits 2).

In ED I use a joystick plugin (works for HOTAS too).

'We' have the capability of writing in motion for any program/game (but this takes a lot of time and has to be done frequently). But to comply with the 'rules', we really need need an API from the developer - FD, in this case. Hence us continually requesting this from FD.

For the transducers - these are driven directly from the motor drives, so they work with the motion. Will use code mods to adapt this to sound-driven.
 
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Hi,
that particular API in the video is for NL2 (NoLimits 2).

In ED I use a joystick plugin (works for HOTAS too).

'We' have the capability of writing in motion for any program/game (but this takes a lot of time and has to be done frequently). But to comply with the 'rules', we really need need an API from the developer - FD, in this case. Hence us continually requesting this from FD.

For the transducers - these are driven directly from the motor drives, so they work with the motion. Will use code mods to adapt this to sound-driven.

Thank you.
Could you please give me a link to NL2 official API?
 
Hi Andre,

the API is already built into NL2 (full version only - not the demo). To activate it all you need to do is append the run target for NL2 with '--telemetry'. (Go to properties of NL2 and amend to "your drive letter\no limits 2\64bit\nolimits2app.exe" --telemetry
(note the two ' --'s before telemetry). That's it. When NL2 runs thereafter you will see it sets up its own internal telemetry server to output the motion data. When I run NL2 this motion data is outputted to my motion chair via this server.
The problem you may then have is being able to access/interpret that data. We (us motion simulator members) have access to custom plugin's for use with our SimTools motion sim software. If you check them out and join, you could use the same too - else you would have to write your code yourself.
 
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Looks interesting. Looking forward to your in-depth write-up.
Sure :) But pardon my english..

As we know Gametrix in games can be used in 2 modes - "sound mode" where we get less tactical informations but still the feelings are very strong and realistic,
more effective and informative "usb mode" using game telemetry through additional drivers and software.
There is also a massage function but because in my case the mat is adjacent to a reliable massage chair, excuse me but I will not to test it :)
So far, I've tested it on several sims and I will share my insights and impressions with you.
At the beginning for 2 hours I flew in Elite with HTC Vive hmd, isolating myself additionally with the Senheisser HD 800 headphones, mat set to "sound mode"
- it worked better than I expected, I didn't have to set anything, I got strong vibrations when jumping between systems, landing on pads, planets, etc.
Gametrix tactically and strongly vibrates when ships passing by, I can be dazzled by the sense of vibrations of the directions from which the enemy is flying. The front zone vibrates adequately when I shoots the MC- guns, lasers, torpedoes, etc., all fighting sounds intensify the impression resulting from the mat.
I missing only proper effects / vibrations when my ship hit asteroids or impacts on the ground.
IL2 BoS with additional DLC "Cuban" went to my the next fire!
Not only this game offers IMHO the best VR mode implementation with a detailed and diverse surface area (tops and hills) of all my flight sims . In addition, Gametrix in the "sound mode" offers us a really hot kick during the fight - I'm absolutely delighted with the impressions and FFB with 20 mm and 37 mm guns mounted on the fighters' deck. At first, a delicate drrrr , drrr and after starting the second pair of guns, the mat began to vibrate in a way that was impulsive and almost started dancing on it :D Amazing !!
All my senses have been reshaped - playing, I felt that I was on the front of the WW II :) The whirr of Spitfire V engines, felt hits by the enemy - all works!

Still testing the "USB mode" - which require additional software from Andre store ( SimShaker Wheels and SS for Wings)

So far tested Asseto Corsa and Dirt Rally almost 2 hours with Gematrix device.
Driving gives a lot of extra informations from mat - sliding, traversing, engines, acceleration, braking effect, impact to the surroundings etc.
Everything works - however, I noticed in Asseto Corsa that when too many effects are included at once, the impressions are less realistic and introduce too much FFB mess with my T500 RS wheel.
After turning off some options driving start to be really good. I can hotlap!
Dirt Rally with Gametrix I liked the best - in the rally the suspension working hard all the time combined with changing of gear give immediate imerssion improvement.

Some Cons:
- cables could be longer and come out from the bottom of the mat
not a bigger problem but I had to buy an additional 2 meters audio and USB cables
- no USB mode for ED and IL 2 BoS

In summary - I strongly recommend to all VR owners or multi monitors setups.
Gametrix gives you an extra "sense" after the image and audio we have very pleasant vibrations and cockpit feel
Playing yesterday more than 6 hours , for the first time in a long time I don't feel any fatigue resulting of my back pain.
And this is an additional attribute for me!

Below a few photos from my installation on the chair.
https://i.imgur.com/yohXXje.jpg
http://i.imgur.com/ujK71Dk.jpg
https://i.imgur.com/JmGaVzf.jpg
 
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Sure :) But pardon my english..

As we know Gametrix in games can be used in 2 modes - "sound mode" where we get less tactical informations but still the feelings are very strong and realistic,
more effective and informative "usb mode" using game telemetry through additional drivers and software.
There is also a massage function but because in my case the mat is adjacent to a reliable massage chair, excuse me but I will not to test it :)
So far, I've tested it on several sims and I will share my insights and impressions with you.
At the beginning for 2 hours I flew in Elite with HTC Vive hmd, isolating myself additionally with the Senheisser HD 800 headphones, mat set to "sound mode"
- it worked better than I expected, I didn't have to set anything, I got strong vibrations when jumping between systems, landing on pads, planets, etc.
Gametrix tactically and strongly vibrates when ships passing by, I can be dazzled by the sense of vibrations of the directions from which the enemy is flying. The front zone vibrates adequately when I shoots the MC- guns, lasers, torpedoes, etc., all fighting sounds intensify the impression resulting from the mat.
I missing only proper effects / vibrations when my ship hit asteroids or impacts on the ground.
Thanks for the mini-review! I'm seriously considering getting one.
 
Well guys,
I've tried my Gametrix JetSeat in its sound capture mode with ED.
It was pretty good. Game sounds have enough low frequency components to make JetSeat working and that really adds impression of the game.
I think it may help to reduce nausea in VR as well.

How did you connect it up for sound mode to work. I'm using Rift earphones and don't see any way to get sound into the JetSeat. It's shameful that ED doesn't fully supports this product.
 
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