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Road bumps heave channel likely triggers when airborne #33

Description

@Mhytee

Issue

Road bumps' heave channel renders from the instantaneous heave magnitude
above a threshold. In games where heave reads ~0 at rest (which the effect
relies on to stay silent on smooth roads), freefall reads ~9.8 m/s², above
the default full scale, so a jump likely produces full-strength rumble for
the whole flight. Code-derived prediction, not yet observed; the test
settles it.

Test

Disable all effects except road bumps. Disable airborne ducking. Jump.

Any title other than Forza works (heave is the only road bumps input
everywhere else); Wreckfest 2 or AC are good candidates.

  • Before fix: continuous rumble while airborne confirms it; silence clears
    this issue.
  • After fix: silent while airborne; curbs, potholes, and landing impacts
    still trigger road bumps haptics.

Possible fix

High-pass the heave channel: bumps are transients, sustained freefall is a
DC offset. A high-pass ignores freefall while keeping curb hits and landing
thumps. Applies inside the effect, so it covers every telemetry source;
titles whose freefall heave reads ~0 see no change. The filter must be
time-based, since sources tick at different rates.

Related: #30, #32, #35.

Activity

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