ShakeIt: haptics in SimHub
Last updated · SimHub 9.11.22
ShakeIt is SimHub's haptics system, and it is two separate subsystems that people frequently confuse. ShakeIt Bass Shakers drives tactile transducers through your sound card as audio, so it needs a dedicated audio interface. ShakeIt Motors drives vibration motors, rumble pads and actuators through an Arduino or supported hardware, not through audio. Both are at version 3. Gain is multiplied across four levels — general, effect, channel, and effect-per-channel — and the official design guidance is to avoid more than three effects on any one shaker.
Wind is a third, smaller subsystem with its own tab. All three are free; the licence only raises how often SimHub updates the hardware, which sharpens short transients rather than unlocking anything.
Bass Shakers or Motors — which one you want
SimHub's left menu lists ShakeIt Wind, ShakeIt Bass Shakers and ShakeIt Motors as three separate entries. The first thing to get right is which of the last two your hardware belongs to, because the configuration is not interchangeable.
| ShakeIt Bass Shakers | ShakeIt Motors | |
|---|---|---|
| What it drives | Tactile transducers — Dayton Audio pucks, ButtKicker and similar | Vibration motors, rumble pads, actuators |
| How the signal gets there | As audio, through a sound card and an amplifier | As control data, over Arduino or USB |
| What you need | A dedicated audio interface and an amp | An Arduino with a motor shield, or supported hardware |
| Feels like | Bass you can feel — impacts, texture, engine | Rumble and buzz, localised to a pedal or a seat pad |
| Typical use | Seat, pedal tray, rig frame | Pedals, wheel, seat pads |
If your hardware plugs into an amplifier, it is a bass shaker. If it plugs into an Arduino, a USB port or is a Gametrix, ForceFeel or Next Level Racing HF8 pad, it is Motors. Some rigs run both, which is fine — they are independent.
How gain works, in plain English
This is the part that makes ShakeIt confusing until it suddenly does not. There is no single volume control — there are four, and they multiply. The official formula, verbatim:
Effect gain at one output = effect gain × effect per channel gain × channel gain × general gain
- General gain
- The master. Everything passes through it. Turn this down when the whole rig is too loud.
- Effect gain
- How strong one effect is, everywhere it is sent.
- Channel gain
- How strong one physical output is, for everything sent to it. Turn this down when one shaker is drowning the others.
- Effect per channel gain
- How strong one specific effect is on one specific output. This is the fine adjustment — the same effect can be strong under the pedals and subtle in the seat.
Because these multiply rather than add, four settings at 50% do not give you half — they give you about 6%. That is the single most common reason a setup that looks configured produces almost nothing. When something is inaudible, check every one of the four levels before you assume the hardware is at fault.
The response filters
Beyond gain, each effect has shaping controls that decide how the raw telemetry number becomes a force:
- Gamma factor
- Bends the response curve. Below 1 emphasises small inputs, above 1 emphasises large ones. This is how you make light kerbs noticeable without making heavy ones overwhelming.
- Threshold
- Ignores everything below a level. Use it to stop an effect chattering constantly at low intensity.
- Minimum force
- The opposite — it lifts weak signals to a level the hardware can actually reproduce. Essential for devices with a voltage floor that simply do nothing below a certain drive.
- Input gain
- Scales the incoming telemetry before any of the above.
Threshold and minimum force are often confused. Threshold removes the bottom of the range; minimum force raises it. On a shaker that does nothing until it is driven reasonably hard, you want minimum force, not more gain.
Why fewer effects is better
The official guidance is unusually direct about this, and it is the advice most new setups ignore:
From the official configuration guide: "Always remember that less is more… avoid fitting more than 3 effects on a single shaker/motor (not counting gear change effect being punctual)."
The physics is straightforward. One transducer can only be in one position at a time. Send it six continuous effects and they sum into a single average vibration that carries no information — you feel that something is happening, but not what. Send it three and each remains distinguishable.
Note the parenthesis: a gear-change effect is punctual — a short pulse rather than a continuous signal — so it does not compete for the same bandwidth and is excluded from the count. The same logic applies to any brief transient effect.
The practical convention the community has settled on is to split by body location rather than piling everything into one place: braking and front-wheel cues to the pedal tray, where your feet are already sensing what the front axle is doing; gear shifts, rear grip and light road texture through the seat.
Does the licence matter for haptics?
ShakeIt works completely on the free version. What the licence changes is the update rate for connected hardware — 10 times a second free, up to 60 with a licence.
For haptics this is one of the clearer cases for buying. Effects that represent something sharp — a kerb strike, an impact, a gear change — are transients, and a transient sampled ten times a second arrives blunted. Continuous effects like engine vibration or road texture are much less affected. Full detail on the licence page.
Everything in this section
- The effects, and the catalogue that does not exist What each effect represents, which telemetry drives it — and an honest account of why no complete list has ever been published.
- Setting up bass shakers Audio interface requirements, the Windows settings that silence them, channel maps and a tuning method.
- ShakeIt Motors Arduino outputs, Gametrix and ForceFeel pads, Fanatec pedal motors, threshold and minimum force.
- Wind simulator Fans on an Arduino: parts, cost, the twelve channels, and the wiring warning worth reading first.
- When shakers go silent Exclusive mode, Voicemeeter, sample rates and the known intermittent-output issue.
Common questions
What is the difference between ShakeIt Bass Shakers and ShakeIt Motors?
Bass Shakers sends effects as audio through a sound card to tactile transducers and an amplifier. Motors sends control data over Arduino or USB to vibration motors, rumble pads and actuators. They are separate subsystems with separate configuration, and which one you use is decided by what your hardware plugs into.
Why are my bass shakers so quiet even at high gain?
Because the four gain levels multiply rather than add. General, effect, channel and effect-per-channel gain all apply to the same signal — four settings at 50% leave you at about 6%, not 50%. Check all four before suspecting the hardware.
How many effects should I put on one shaker?
No more than three continuous effects, per the official guidance. A single transducer can only occupy one position at a time, so more than three sum into an undifferentiated buzz. Short punctual effects like gear changes do not count towards the limit.
What is the difference between threshold and minimum force?
Threshold ignores signals below a level, to stop an effect chattering constantly. Minimum force raises weak signals up to a level the hardware can actually reproduce, for devices that do nothing below a certain drive voltage. They sound similar and do opposite things.
Do I need a licence for ShakeIt?
No. ShakeIt is fully functional free. The licence raises hardware update rates from 10FPS to 60FPS, which noticeably sharpens short transient effects like kerb strikes and impacts, and matters much less for continuous effects like engine vibration.
Can I run bass shakers and rumble motors at the same time?
Yes. They are independent subsystems with independent configuration and independent gain. Many rigs use transducers for the seat and frame and small motors for the pedals.
Sources
SimHub is developed independently by Wotever and is not affiliated with oesimracing. This page was checked against SimHub 9.11.22 on 4 August 2026; where the interface has moved on since, the version stamp tells you how far. More on what SimHub is and what it costs.