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May 10, 2024, 12:56:26 AM

News:

GP Bikes beta21c available! :)


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Messages - h106frp

1666
Bikes / RC30 would be a great addition
July 18, 2015, 10:02:34 AM
Would really love to see this in game (with a really good on board view  ;) );



An iconic classic bike with a totally different engine character to in-lines and 2 cylinder 'v's

I would have a go, but i have no idea how to do a bike in GPB and the only modeller i have used is Blender.

1667
Well, i looked again and realized that it actually does appear in opentrack on the 'yaw' raw data, the normal axis appear as 'y' and 'z' -  ???
(Started working after i re-selected the source device drop down)

So a bit of messing with the axis translations and i have tilt in game - but the other observation still stands. You need the game to tilt with the bike and the tracker to counter the tilt to be correct for simulation.

At the moment you actually tilt your head in the wrong direction to create the tilt effect artificially. It feels very weird.

I think the best solution would be to allow either the normal current tilt with tracking (as some might find this is a better solution) and/or fully simulate the bike tilt / head tilt effect.
1668
Hello PB,

I notice that when head tracking is enabled 'tilt' is disabled, is it possible to re-enable the default tilt (auto 0-20 degrees) ?

Ed-tracker only has 2DOF enabled at the moment (although it has rotation in the hardware this is not brought out in the tracker interface) so you lose 'tilt' altogether. I think it would be unnatural to control tilt with the tracker directly anyway as you would really be wanting to counter the natural tilt caused by the bike by using the tracker, i.e. the tilt value would be the bike angle - tracker tilt.

Looks much more natural in first person with some tilt enabled - hope this is not too late for b7

Thank you.  :)
1669
Sounds promising, looking forward to giving it a try.
1670
Quote from: HornetMaX on July 17, 2015, 07:38:31 AM
Quote from: SKD on July 17, 2015, 05:56:16 AM
Yes It might be that it's a useless feature, but I think the rumble when shifting or maybe when going over curbs or bumps could still be a fun feature.
Rumble when shifting is done, that was trivial.

Rumble when on curbs: not sure I can detect that. Curbs in GPB tends to be either pretty flat or totally unusable (when not flat).

Rumble on bumps: which bumps ?! In GPB I can't think of a single track where there's a bump I'd like to have rumble on. Any examples ?

MaX.

For a lovely bumpy track try Donnington national - not for everyone but i think its great fun, reminds me a lot of old GP500 tracks for some reason  ;D

When i started the thread i was hoping that most of the vibrations would be described by the accelerations acting on the model as you see it on the screen -  do you think this is probably not the case?
1671
Racing / Re: Online servers ?
July 16, 2015, 10:12:22 PM
Is this any help ?
http://www.w7forums.com/threads/disappearing-files.8536/

Something to do with 'group by' in explorer  - never used it myself and did not realize it had so many confusing options

1672
Racing / Re: Online servers ?
July 16, 2015, 09:11:27 PM
Have you checked recycle bin ? - bit obvious i know

Have you ever had any auto file sync type software installed ?

Anything in file type associations that might get upset when you browse the directories ?
1673
Quote from: SKD on July 16, 2015, 12:11:30 PM
Happy to here you're working on this. I think the main problem with bike sims at the moment is that no matter how realistic it is, it still doesn't feel that way because you only have visual feedback. Feeling when you're near the limit could be a useful and fun feature.
Does Force Feedback with gamepads only feature vibration? Or also forces against the controll sticks? Just recently bought a force feedback gamepad but only played gp bikes so far, so I don't know. The force feedback for driving wheels is a very cool and useful feature!

Gamepads only tend to be rumble and we only have the data normally output to the plug in to work with but hopefully some meaningful vibration effects can be added in  :). Using the bike local accelerations hopefully some of the vibrations acting on the bike model will be reflected in the rumble signal,

I might finally get to see the 'rumble lighting' on my new GPX lightback controller working   ;D
1674
Quote from: BOBR6 84 on July 15, 2015, 09:07:07 PM
Waiting for the postman.. Long wait too! End of next week. Amazon  :-\

Often the amazon stuff arrives much quicker than quoted, never know  :)
1675
Are you waiting on the postman or have you got it already?
1676
No, not yet. I think DD has plans to use it for body movement capture.

It should work perfectly as i have had no issues with tracking during hours of gameplay. Only thing to watch for is magnetometer bias, if the output seems to have got a bit 'jumpy' it is this bias value that is calculated each time it is powered up. Just need to keep it fixed for about 20 seconds during initial power up (plug in) or use the bias cal routine from the host program. Normally expect the tracking to be super smooth.
1677
I think you will like using it.  I suppose the loss of opensource was inevitable at some point but when a hobby develops into a business you have to ensure it is at least self funding and balances the time you invest in it. Still sensibly priced though for a device that performs so well.

Currently have mine fitted to a baseball cap peak as its too hot to be wearing headphones but i switched back to 'normal' look to corner for a couple of evenings while i was finding a suitable cap and really missed the head tracking.

I have found that i am much quicker with the tracking especially hairpins and slow corners which feel much more natural when your looking up the track towards the turn exit rather than being focused on the apex. It really works best when you forget your using it and let your view and riding line flow in a real life natural style.

Takes a while (couple of evenings) to shift into a normal real life riding style where you look up the track to whats coming next on the horizon rather than game style of looking down over the fairing, you might find you turn in too much on the apex of sweeping turns at first while you make the switch  ;).
1678
Looks neat, i think the wireless version planed for later in the year might be going on my Christmas prezzie list  :)
1679
I like the idea of a bit of a bump from shifting gears and as you mention easy to detect in the telemetry. Rider off bike would be another easy one to trigger :)

I was wondering if you could separate the two motor  frequency ranges using a simple rolling average filter on the acceleration data stream, maybe with a kernel (cut off) equal to 1/4 or 1/2 a second worth of samples. The low passed output value going to the low frequency motor and the difference between this mean value and the peak in the kernel sample length going to the high frequency motor, a very simple but low overhead low/high pass filter.
1680
Work all day  :( but i will have a look this evening  :)

What is is like if you just feed the scaled values constantly to the vibration output?

The available range 0 to 65,535 might suggest an exponential non linear scaling could work best to give more output for more severe bumps. This would mean the small stuff is barely felt in the background running of the rumble motor.

Not sure how the 2 different motors 'feel' as i have not had a good game that used them effectively yet. From the description it would seem you would need to have a 'running' filter if you have to decide which motor due to event frequency  :(

I would guess the vertical acceleration would be the most useful for representing the vibrations felt through the bars and pegs.

Looking forward to giving this a try  :) Is the plugin a standalone or is it part of the telemetry plugin?