I understand what you mean. My idea was also to simply attach two shakers to the seat. I've done a lot of reading, here in the forum, in a German forum, and on Discord channels. Since I haven't purchased any hardware yet, I opted for the exciter solution, and I'm excited to see how it turns out. There are certainly many ways to achieve a goal, to each their own. I think the idea of a "certified" system is a great one. You can develop profiles that work for every player, and you can also eliminate errors. Immersion lives and dies with these, and I think that's why commercially available systems won't prevail on the market. But this is just a hobby; we shouldn't lose sight of fun and tolerance.
My own stance would be that...
No packaged solution on the market, even by any specialist sim companies. Has sought applying a solution with potential hardware, that offers the best dynamic range in frequencies. This should be deemed as not only beneficial but also vitally important when it comes to what level of immersion can then be achieved with effects creation. Yet it brings challenges and its own factors/issues.
None of the community based approaches like that of GV or the guys that split from that, to form Mass Effects have a specific agreed hardware configuration. In which effects are then specifically developed for and then tuned to suit each users preferences. Additionally, you cannot go to @ Simhub Discord and find a full solution as everyone disagrees, has their own ideas or will not stick to the idea of discovering and work collectively to a tried/tested format.
The idea you can have multiple types of soundcards/amps/transducers/exciters all working ideally with pre-made effects and settings within Simhub is people either being ignorant or dumb. Thats before we even consider major differences in the installations/seats or materials each users setup may use.
What one person, is going to experience will not be the same as another.
So ask yourself, when the creator of the actual effects.
What they deem with their own setup/hardware towardsachieving specific felt sensations or characteristics for different effects. Each perhaps offering their individual feel/activity. Then who else or how do other people achieve those same sensations he/she developed into the effect to uniquely offer? What you end up with is a bunch of people feeling something, based on the the majority of frequencies the effects use, operating on the different hardware that each user owns. Their is no consistency and little possibility, to then develop effects with specific felt sensations others can experience as perhaps intended, This is a reality, when we do not seek a fixed hardware and installation approach to then specifically develop effects for.
If its any interest for seats...
Ive looked specifically at the two current best hardware options in exciters, each has their own slight pros/cons.
Three main differences with my perspective on things. Which Peter from GV or the guys that broke off from it to do Mass Effecfs are...
1. Avoid the "use what you own appoach" and hope it will be okay, with an "it will do mentality"
This shows a lack of understanding regards audio and the targetted goals desired from generated effects.
2. Multi-stereo is the best approach when targetting body regions to more efficently define different types of effects operating at once.
3. An installation approach that offers the "wider dynamic range abilities" and doing so by addressing multiple contact points of those over the body.
This offers, greater potential in effects creation in how and where effects are applied directly into the body. Certain things are not possible with singular units or configurations that adhere to a mono based installation configuration.
4. Most approaches with effects, do not take into account the very building blocks regards how audio works.
Their is no musical connection between different types of effects or in how effects apply specific frequencies. I have ongoing work involved with this, which will resume later this year. This is another main difference in my own methods/understanding of seeking to develop effects to a higher standard. Attempting in doing so, based on the principles of audio and points 1,2,3 above.
Direct to body commerical options below...
Cushions / Seat Pads can offer detailed activity
However to some, at increased volume. these may feel too direct/pin point.
What I refer to as a hot-spot which can detract somewhat from the immersion if feeling unnatural?
Here the users body becomes the primary vibrated object. A seat with tactile differs, in that the whole seat becomes the vibrated object, which the body then has multi-contact with. One may feel, more like sitting on, rather than in the generated immersion being offered. Possibly very much based on the users preferences and perceptions.
RF8 = Low definition rumble motors / increased delay and limited felt response
U Shake 6 = Uses Dayton TT25 / limited dynamic range / small community with pay for membership / basic effects
This is currently the newest and most advanced off the shelf solution, which I have openly shared and discussed at Overtake forums.
It has both its own software and also Simhub compatibility. Very clean and no fuss with leads, amps etc.
Introducing the MTC-P – The ultimate SimRacing Upgrade. Delivering a unparalleled racing experience by simulating the physical sensations of driving with professional-grade haptics technology. - 14 Hi-Res actuators - 5ms unbeatable response time - 20.000Hz Resolution
shop.sensithaptics.com