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Messages - HornetMaX

Pages: [1] 2 3 ... 397
1
Plugins / Re: Proxy plugin
« on: January 12, 2019, 04:27:13 PM »
Thanks Max, I appreciate it!
I just have a feeling something obvious is missed so maybe second look can help. Insterestingly though, state parameter of the structure is read well, problem is just with telemetry data.
I can post a code but there's just copy paste from Piboso's and your code from the first page.
Just tested it, works fine for me.

Be sure to:
  • Compile as x64.
  • Use latest definitiopns for data structures (the ones I currently use are below).

Code: [Select]
typedef struct
{
char m_szRiderName[100];
char m_szBikeID[100];
char m_szBikeName[100];
int m_iNumberOfGears;
int m_iMaxRPM;
int m_iLimiter;
int m_iShiftRPM;
float m_fEngineOptTemperature; /* degrees Celsius */
float m_afEngineTemperatureAlarm[2]; /* degrees Celsius. Lower and upper limits */
float m_fMaxFuel; /* fuel tank capacity. liters */
float m_afSuspMaxTravel[2]; /* maximum travel of the shocks. meters. 0 = front; 1 = rear. */
float m_fSteerLock; /* degrees */
char m_szCategory[100];
char m_szTrackID[100];
char m_szTrackName[100];
float m_fTrackLength; /* centerline length. meters */
int m_iType; /* 1 = testing; 2 = race */
} SPluginsBikeEvent_t;

typedef struct
{
int m_iSession; /* testing: always 0. Race: 0 = waiting; 1 = practice; 2 = qualify; 3 = warmup; 4 = race */
int m_iConditions; /* 0 = sunny; 1 = cloudy; 2 = rainy */
float m_fAirTemperature; /* degrees Celsius */
float m_fTrackTemperature; /* degrees Celsius */
char m_szSetupFileName[100];
} SPluginsBikeSession_t;

typedef struct
{
int m_iRPM; /* engine rpm */
float m_fEngineTemperature; /* degrees Celsius */
float m_fWaterTemperature; /* degrees Celsius */
int m_iGear; /* 0 = Neutral */
float m_fFuel; /* liters */
float m_fSpeedometer; /* meters/second */
float m_fPosX,m_fPosY,m_fPosZ; /* world position of a reference point attached to chassis ( not CG ) */
float m_fVelocityX,m_fVelocityY,m_fVelocityZ; /* velocity of CG in world coordinates. meters/second */
float m_fAccelerationX,m_fAccelerationY,m_fAccelerationZ; /* acceleration of CG local to chassis rotation, expressed in G ( 9.81 m/s2 ) and averaged over the latest 10ms */
float m_aafRot[3][3]; /* rotation matrix of the chassis. It incorporates lean and wheeling */
float m_fYaw,m_fPitch,m_fRoll; /* degrees, -180 to 180 */
float m_fYawVelocity,m_fPitchVelocity,m_fRollVelocity; /* degress / second */
float m_afSuspLength[2]; /* shocks length. meters. 0 = front; 1 = rear. */
float m_afSuspVelocity[2]; /* shocks velocity. meters/second. 0 = front; 1 = rear */
int m_iCrashed; /* 1 = rider is detached from bike */
float m_fSteer; /* degrees. Negative = right  */
float m_fThrottle; /* 0 to 1 */
float m_fFrontBrake; /* 0 to 1 */
float m_fRearBrake; /* 0 to 1 */
float m_fClutch; /* 0 to 1. 0 = Fully engaged */
float m_afWheelSpeed[2]; /* meters/second. 0 = front; 1 = rear */
int m_aiWheelMaterial[2]; /* material index. 0 = not in contact */
float m_fSteerTorque; /* Nm */
int m_iPitLimiter; /* 1 = pit limiter is activated */
int m_iECUMode; /* 0 = engine mapping; 1 = traction control; 2 = engine braking */
char m_szEngineMapping[3];
int m_iTractionControl;
int m_iEngineBraking;
int m_iAntiWheeling;
int m_iECUState; /* bit field. Bit 1 = TC active; bit 2 = engine braking active; bit 3 = antiwheeling active */
} SPluginsBikeData_t;

typedef struct
{
int m_iLapNum; /* lap index */
int m_iInvalid;
int m_iLapTime; /* milliseconds */
int m_iBest; /* 1 = best lap */
} SPluginsBikeLap_t;

typedef struct
{
int m_iSplit; /* split index */
int m_iSplitTime; /* milliseconds */
int m_iBestDiff; /* milliseconds. Difference with best lap */
} SPluginsBikeSplit_t;

typedef struct
{
int m_iVersion;
int m_iState; /* -1: software not running; 0: software running; 1: on-track, simulation paused; 2: on-track, simulation running */
SPluginsBikeEvent_t m_sEvent;
SPluginsBikeSession_t m_sSession;
SPluginsBikeLap_t m_sLap;
int m_iSplit;
SPluginsBikeSplit_t m_sSplit;
SPluginsBikeData_t m_sData;
float m_fTime;
float m_fPos;
} SProxyData_t;

2
Suggestions and wishlist / Re: Pretty please
« on: January 06, 2019, 02:19:17 PM »
Thanks for working on this !

3
General Discussion / Re: Bike SIM Experience - new motorcycle game?
« on: January 04, 2019, 02:30:02 PM »
https://www.youtube.com/watch?v=j4rWfPyf-hk

Hmm, Unity doesn't seem so bad ...

Quote
Megacity is a project built on our data-oriented design tech alongside tons of optimizations we're aiming to bring to Unity in 2019. The results are jaw-dropping.

4.5M Mesh renderers
200K Unique objects per building
100K Individual audio sources
5K Dynamic vehicles
60 FPS

4
Off Topic / Well, time to say ...
« on: January 01, 2019, 09:02:02 AM »
... Happy New Year to all. And to PiBoSo in particular :)


5
Plugins / Re: Proxy plugin
« on: December 26, 2018, 10:31:02 AM »
Will have to have a look. Won't happen before a week or two.

6
Suggestions and wishlist / Re: Pretty please
« on: December 22, 2018, 04:40:57 PM »

Is the dynamic track surface still causing problems?

Or is that an option that would be useful regardless?
Can't really judge if we have enough activity at the moment to figure out if DS is still an issue.
To be on the safe side, I'd like the option so that a modder can do only one version, issue or no issue.
Server admin (or client, when playing offline) can then take the decision.

7
Suggestions and wishlist / Pretty please
« on: December 22, 2018, 12:53:11 PM »
Can we have a server side option to disable dynamic surface ?
This would avoid having two versions of each track (DS and NDS).

It's a pain for the modders, it's a pain for the players, it's a pain for the ones maintaining the track list/download site.

8
Plugins / Re: Proxy plugin
« on: December 21, 2018, 10:44:45 AM »
Hi,

I don't have the time to look into this, hence just speculating: looks like garbage, so potentially data structure misalignment.
Have you compiled your app as x64 ?

9
General Discussion / Re: New official track
« on: December 20, 2018, 09:15:10 AM »
My 2c: it has to be a modern track, something MotoGP or WSBK race on frequently.

Local / club / obscure tracks = big no no (no matter how nice they are).
Oldies = big no no. People tend to live in the present. There are exceptions but well, they are exceptions.

Brno, Mugello and even Portimao look reasonable to me.

10
Bikes / Re: EWC ZX10R "eXcentive" - prototype
« on: December 20, 2018, 07:58:56 AM »
We have the ability (i believe)

We just need to know how the frig it works in GPBikes modding :P
Really not sure about that. To model it properly you'd need to model the linkages, don't think this is possible at the moment.
It would be more or less the same work PiBoSo did for the rear suspension types a while ago, I think.

11
Plugins / Re: MaxSCL - A tool to edit .scl files (engine sounds)
« on: December 20, 2018, 07:23:17 AM »
Probably a really stupid question, but whenever I try to load the some scl files, I don't get any sound when playing. Am I missing something obvious, as some sounds work and others not so?

From the 1st post in this thread:
IMPORTANT: some samples are provided in the Samples folder (just from GPB, but it's the same for MXB).
Notice that you will be able to load the default bikes (e.g the 'murasama_rc990_03' for GPB) but you won't be able to "play" the sounds, as the .wav of the default bikes are encrypted. The samples are provided anyway:
  • to show how a properly done .scl is: you can replace the default (encrypted) .wav with your own ones and play with them.
  • to show which files are needed by the tool. Basically the .scl, the bike.cfg, the .engn (all of them, if more than one), the tyreset .cfg, all the .tyre and all the .wav referenced by the .scl.

12
General Discussion / Re: Ride 3 from Gamescom 2018
« on: December 03, 2018, 10:42:15 PM »
My conclusion from the few videos I saw is :
GPBikes just needs a good graphic engine, better sounds and more bikes and tracks to become the absolute, non discutable, beating them all, 5 stars, top, best, bester bike game of all times...

Yeah, just that. Easy peasy.

13
General Discussion / Re: Crowdfunding 2...
« on: November 21, 2018, 08:53:36 AM »
I'll spare useless bytes: crowdfunding yes, for tracks no (and for "exotic" tracks like Nord or IOM even less). Just my opinion.

14
Ohh.. that's a bummer   :-\  , true the legal akra still an aberration .....
Well, pretty sure you will find a way to put the race one sooner or later, a man just can't live with that huge can in one side of the bike  ;D
This time it's gonna be hard: most of the yummy slip-ons are not road-legal and if you happen to find a road-legal one, usually Aprilia dealers are not happy to apply you the modified map (because of course they have the order to only do this for the "official" Akra ones). Yawn ...

15
Thanks all.

Weather is still very reasonable, although this morning I've seen only 5C (but during the day it's way better). Problem is time to ride it, should be a bit better from December on.

Run-off areas: definitely something I hope not to need / test :)

Akra: one of the thing that really sucks on the 2018 Tuono is that to comply woth Euro4, they had to put an exhaust valve and it is in the silencer, not in the collectors. So swapping the gigantinc OEM silencer is a bit of a nightmare (small electronic stuff to make the ECU think the valve is still there + remapping of the ECU). And of course, all this is not homologated (i.e. non street-legal). Only street-legal option is the dedicated Akra, which has 2 issues to me: first it's still big as fuck (so no aesthetic gain and essentially no weight gain) and second it costs a little fortune. That's annoying ... on Euro3 models you had plenty of choices for aftermarket slip-ons ...


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