Hi all,
this plugin allows to put on screen a variety of widgets as show in the below images.
EACH WIDGET CAN BE CONFIGURED AND HIDDEN, YOU DO NOT HAVE TO USE THEM ALL.For install instructions, plugin configuration, changes in versions and so on,
please read the .pdf file in the .zip. PLEASE. READ. IT. DOWNLOAD v2.2.7: (https://mega.nz/#F!dRsyARjI!ceFbX0UW01KgB93KY83hZA) <<-- THIS if for
GPB beta21,
WRS beta14,
KRP rel13 and
MXB beta18 Love this stuff and you want to show that ? Have too much money at hand and don't knowe what to do with it ? Donations are welcome 8)
PM me when donations are done, so that I can keep a donors list
HERE (http://forum.piboso.com/index.php?topic=6059.0).
(https://www.paypal.me/HornetMaX)
(https://i.imgur.com/sVqoL5N.jpg) | (https://i.imgur.com/vTGLNhk.jpg) |
(https://i.imgur.com/WJTUxOX.jpg) | (https://i.imgur.com/cXxuJKA.jpg) |
IMPORTANT: If you get a warning/error about missing dlls, or if nothing shows up once on track, install:
- Microsoft Visual C++ 2015,2017,2019 Redistributable Package (x64) (https://aka.ms/vs/16/release/vc_redist.x64.exe)
Updated for beta4 :)
MaX.
v1.3.0 out !
Changes:
- Left shift also allowed instead of right click to drag widgets (for Apple folks, tsk ...)
- Track map no longer needs .tcl files (thx Piboso): you can delete and replace the plugin data folder (MaxHUD_data) with the one in the archive (it contains less stuff). So now track map should work with all tracks.
MaX.
v1.3.1 out. Non changes unless you use compatibility=0 (if you don't know what this is, then there are no changes for you :) ).
Changes: Fix for a strange behavior of WritePrivateProfileString (when "compatibility=0" in core.ini, _szSavePath is empty).
MaX.
v1.4.0 out: map has now 4 modes, rotate ON/OFF and view range 0/non-0. From the PDF file, 2 params in the .ini:
- HUDMap__rotate: if false, the map orientation is fixed, if true the map will rotate with the bike (yaw) in order to always have the bike pointing "north" (i.e. towards the top of your screen, not geographically).
- HUDMap__range: positive integer (in meters). If 0 (zero) the whole map will be shown, else only a square "window" (side is 2 x range) will be show and the map will translate. Notice that if the range is such that the entire map fits in, the map will not translate.
For rotate and range, only 2 of the 4 possible combos should be of interest:
- HUDMap__rotate= false, HUDMap__range= 0: this is the default mode, track not rotating and shown entirely.
- HUDMap__rotate= true, HUDMap__range= 200 (or whatever you like): here the track rotates (i.e. the bike will always be heading "north" on the map) and translates (i.e. the bike will always be in the center of the widget and only +/-200m in each direction will be shown). This can be useful for long maps (NW200, Nordschleife, Mini TT, ...).
MaX.
P.S. for dibu:
Time to messify the code with a lot of #ifdef to make this plugin work for WRS too :)
v1.5.0 out: no big changes, except the fact it now works for WRS too (except the "Lean" widget).
Installation procedure slightly changed: read the .pdf file.
MaX.
Thank you very, very much MaX. :) Finaly also a version for us quadruped ;)
From a first short test I saw two small problems.
- The three timing screens don't work correctly. It seems they expect the fourth sector of GPB (WRS uses only three sectors)
- The map doesn't show splits, speed trap and S/F like in GPB
Edit: The Paul Ricard map shows splits etc, Victoria shows only my position and both show one green dot in the infield (split3?)
MaX, first for all, Thanks for your work.
i have 1 question, can I <off> something at HUD ? I mean, choose what I like to see in HUD. if yes, then how?
THX.
Read the manual !! Everything is in it !!
Quote from: neoraptor on January 14, 2014, 06:59:19 PM
Read the manual !! Everything is in it !!
then I go downloading )) I remember, how hard was in SIMBIN s old games, did this ))
THX again ;)
Quote from: dibu on January 14, 2014, 05:10:00 PM
Thank you very, very much MaX. :) Finaly also a version for us quadruped ;)
I just didn't want to be considered a racist :)
Quote from: dibu on January 14, 2014, 05:10:00 PM
From a first short test I saw two small problems.
- The three timing screens don't work correctly. It seems they expect the fourth sector of GPB (WRS uses only three sectors)
Oups, right. Have to fix that ... crap, more #ifdefs ...:)
Quote from: dibu on January 14, 2014, 05:10:00 PM
- The map doesn't show splits, speed trap and S/F like in GPB
Edit: The Paul Ricard map shows splits etc, Victoria shows only my position and both show one green dot in the infield (split3?)
No bug here: the plugin needs the <track>.rdf file to get the split/trap/finish line position. So to have them in victoria, you have to unpack tracks.pkz. Eventually you can only extract victoria.rdf and put it into gpb/tracks/victoria (create the folder, in case). Only necessary for victoria, of course.
MaX.
v1.5.1 out: no changes for GPB with respect to v1.5.0. Fixes for WRS (Timing widgets and Map widget now show the correct number of sectors).
MaX.
Quote from: HornetMaX on January 14, 2014, 08:47:23 PM
No bug here: the plugin needs the <track>.rdf file to get the split/trap/finish line position. So to have them in victoria, you have to unpack tracks.pkz. Eventually you can only extract victoria.rdf and put it into gpb/tracks/victoria (create the folder, in case). Only necessary for victoria, of course.
Good to know thanks. I'll test the new version when I'm back in the evening.
thank you max. Like ever, good and speed work.
v1.5.1 - first WRS test passed ;D thanks alot MaX:)
Doh, small big bug spotted: the input widget says "Handbrake" for GPB and "R Brake" for WRS ::)
I'll fix that in the next version, in which I'll add some sort of "graphical" method to change some major parameters (without having to edit the .ini file).
I was also wondering if I should merge the two plugins (helmet and hud): makes less work for me and I don't see a valid reason not to merge them into a single one.
MaX.
v1.6.0 out, some major changes (for once):
- MaxHELMET is now integrated in MaxHUD: you don't need both. If you have a previous MaxHELMET, remove it.
- Some settings are accessible via the plugin menu.
- Most of the widgets are now "scalable" (you can change their size).
- 1 single Timing widget (with 3 modes, more or less as the previous 3 separate widgets).
- Fix bug on the Inputs labels.
- Widgets settings are no longer bike/car specific.
MaX.
thx Max , good job
Nice update!
I was wondering would it be possible to have the speed show in MPH also?
Quote from: Klax75 on January 21, 2014, 04:00:16 PM
I was wondering would it be possible to have the speed show in MPH also?
I'm tempted to reply RTFM (read the fuckin' manual), but as I'm now in scotland, I've become a more civilized person, hence I'll stick to RTBM (read the bloody manual). ;D
It is already possible: CAPS-LOCK / Speed ... / Mkh/Mph
MaX.
its not difficult to read the fucking manual, take it and put it in your internet browser.
No offense klax75, you're not the first one to do this :) Just joking.
But read the manual :)
MaX.
I have to add this to my list of all things Brilliat. Thanks max it work so good now, I love the one time setup for all Bikes a god send ;D
v1.6.1 out:
- Fix bug in HUDMap (not showing the map in the right position sometimes).
Is it possible to get speed graph like AdvancedHUD (I do not know why it doesn't work on beta4)?
It is very useful, something like a ghost best lap...
Please...
Quote from: presix on February 07, 2014, 06:18:09 PM
Is it possible to get speed graph like AdvancedHUD (I do not know why it doesn't work on beta4)?
It is very useful, something like a ghost best lap...
Please...
Hmm ... possible yes, but I'm not very much for.
The livegap stuff already gives you this sort of "ghost-like" information (time gap between your best lap and your current lap at the current position).
Graphs are nice, but usually you don't look at them while riding/driving: this is the kind of information you look at in the pits, with some sort of telemetry software.
We had a great telemetry software for GPB/WRS, but the author (who is also the author of AdvancedHUD) left the forum and as GPB/WRS have been updated, the software no longer works. Without the source code, there's not a lot we can do (except creating a new one, which is not something I plan to do).
MaX.
the speed graph is useful to improve your best lap because it shows you where you can push more. I often used it in the beta3... I look to the graph while driving to understand where my speed could be a little bit more higher.
Quote from: presix on February 08, 2014, 06:27:08 PM
the speed graph is useful to improve your best lap because it shows you where you can push more. I often used it in the beta3... I look to the graph while driving to understand where my speed could be a little bit more higher.
The proper way to do this is with a telemetry analysis tool: knowing the speed without knowing the trajectory is not very useful.
What is on the X axis of the above graph in your opinion ?
MaX.
In the graph you have speed on y-axis and meter on track on x-axis. The trajectory is important but you cannot describe it in a graph. You can for sure describe the speed during the lap.. higher is the speed also in a curve, best is the lap time.
It is very funny try to change trajectory and see how many time you gain or lose on lap time... and speed on graph is very helpful for me.
I hope you can made available this graph asap.
Thanks a lot for your work to improve this wonderful game.
Quote from: presix on February 09, 2014, 05:58:40 PM
In the graph you have speed on y-axis and meter on track on x-axis.
Exact. More precisely, on the X axi syou have your position (in meters) with respect to the track centerline.
So when you take a different trajectory (which may or may not have a different speed) you also may have a different position on the track centerline (specially in low speed corners).
Quote from: presix on February 09, 2014, 05:58:40 PM
The trajectory is important but you cannot describe it in a graph.
With a proper telemetry analysis tool you can. It was possible in what random did (and, unfortunately, is no longer available).
You had a track map with your trajectory (for all the laps under analysis) and "normal" graphs with speed, throttle, brake or whatever.
So you can look at the same time at speed and trajectory.
Quote from: presix on February 09, 2014, 05:58:40 PM
You can for sure describe the speed during the lap.. higher is the speed also in a curve, best is the lap time.
Unless the fact of taking that corner at an higher speed makes you take the next one at a lower one ;)
MaX.
For sure.. so you can try the right mix of speed in order to improve your best lap.
At the end: could this feature be implemented again?
Please...
I'm not really convinced, but I keep a note of the request. I'll see next time I decide to work on the plugin.
MaX.
v1.6.2 out:
- Fix bug in HUDMap introduced with v1.6.1.
MaX.
Is this solved in v1.6.2? (as you see im running v1.6.1) downloading new one now.
(http://i.imgur.com/3Gw2jK0.jpg)
Quote from: PeterV on March 01, 2014, 04:06:03 PM
Iis this solved in v1.6.2? (as you see im running v1.6.1) downloading new one now.
Hi,
does it happen always for you ? I've seen it happen for me only 2 times in 3 months and restarting the game the thing goes away.
I'm not 100% sure it comes from the plugin but I'll keep an eye on it.
Anyway, 1.6.2 fixes a bad bug introduced with 1.6.1, so you should get it.
MaX.
Quote from: HornetMaX on March 01, 2014, 06:09:01 PM
Hi,
does it happen always for you ? I've seen it happen for me only 2 times in 3 months and restarting the game the thing goes away.
I'm not 100% sure it comes from the plugin but I'll keep an eye on it.
Quote
first time i see it, but only been using maxhud for 3 weeks or so.
btw sorry for the big picture, fixed that :P
Happen also to me (i would say always, but not sure) in V 1.6.1 , forgot to post it sorry.
Hmmm ... 1.6.1 had a bad bug but it should not lead to that.
If you have it always with 1.6.1 and never with 1.6.2, I'm very willing to say "I solved it" :)
But I'm not really sure, I think I 've seen it with 1.6.2 too, just very occasionally.
MaX.
Hi, I'm using Ubuntu and Wine.
I remember having some problems with beta3 version but could solve them (don't remember how either wich problem I had).
Now with new version I'm having again a very simple problem. Plugin seems not to start, there is no error message from missing dll, Caps Lock does nothing, nothing shown on screen, no .ini created within plugin folder.
Quote from: nor_bak on March 03, 2014, 09:10:57 PM
Hi, I'm using Ubuntu and Wine.
I remember having some problems with beta3 version but could solve them (don't remember how either wich problem I had).
Now with new version I'm having again a very simple problem. Plugin seems not to start, there is no error message from missing dll, Caps Lock does nothing, nothing shown on screen, no .ini created within plugin folder.
Weird. The plugin should work even if the .ini is not created. Not sure I can help a lot unfortunately.
MaX.
v1.6.3 out:
- Fix bug in HUDTiming (some garbage was shown sometimes, reported by PeterV/Warlock).
MaX.
Thank you man ! :)
Nice max.
Got lucky, happened to me yesterday evening and I was able to narrow down the suspects enough so that the bug was immediately found. Wish it was always that simple :)
MaX.
I was wondering about a small request. Would it be possible to add a option to just show the gear your in but not your speed? I'm not so much concerned with my speed, but would like to be able to tell the gear I am in on some of the bikes. Since most don't have a red light indicating the engine is revving to high.
Easily doable, next time I touch this code.
MaX.
Thanks Max!
Quote from: Klax75 on March 08, 2014, 03:19:44 AM
I was wondering about a small request. Would it be possible to add a option to just show the gear your in but not your speed? I'm not so much concerned with my speed, but would like to be able to tell the gear I am in on some of the bikes. Since most don't have a red light indicating the engine is revving to high.
I was just coming on to ask the same thing lol.
Thank you for all your work
Back to my problem in Ubuntu 13.10-Wine 1.4.
I copied msvcp100.dll from Windows Vista in .wine/.../GPBikes folder and it's back to work.
Quote from: nor_bak on April 02, 2014, 06:17:23 PM
Back to my problem in Ubuntu 13.10-Wine 1.4.
I copied msvcp100.dll from Windows Vista in .wine/.../GPBikes folder and it's back to work.
Arf, I should have thought of that. Thanks for the info !
MaX.
Hello,
I have a big problem with max hud plugin.
From one day to second day without any changes the plugin works no more, i have tried many solution, and finally reinstall another windows7 64 professionnal, it was a win7 64 ultimate before from another CD.
Nothing has changed.
I launch gpbikes and windows says msvcp100.dll is missing, i clic ok and the game start without any problem.
I download msvcp100.dll and place it in the same folder as core.exe, because it doesn't works in system32 (strange), i launch the game and no more dll missing, all is ok but the max plugin hud. I hoped that a new windows install solve all my problem but it doesn't.
I placed the two files (MaxHUD_data and MaxHUD_GPB.dlo) here: C:\Program Files (x86)\GP Bikes\gpbikes\plugins
After a launch of the game i know that a file is created here: C:\Users\janaucarre\Documents\PiBoSo\GP Bikes
or here: C:\Users\janaucarre\Documents\PiBoSo\GP Bikes\profiles\janaucarre
but it doesn't, if someone has any solution please post here.
I am very disapointed because windows is fresh installed and only avast and motioninjoy 6.0005 64 are installed.
I really don't understand and if im alone in this case it's a really strange problem.
Remove the manually installed msvcp100.dll and install this properly:
http://www.microsoft.com/en-gb/download/details.aspx?id=5555 (http://www.microsoft.com/en-gb/download/details.aspx?id=5555)
MaX.
Thank you so much, it was the problem, visual c+.
I have downloaded 86 and 64 bit version and installed it. All is solved.
THANK YOU, THANK YOU, THANK YOU, THANK YOU, THANK YOU, THANK YOU, THANK YOU, THANK YOU, THANK YOU, THANK YOU,
v1.6.4 out:
- Allow to hide speed indicator (keeping gear only, HUDSpeed__hide_speed in .ini).
- Allow to show Lap/Split events (notify_events in .ini). Intended for debug only, off by default.
- Better lap numbering (trying to match GPB/WRS numbering).
- Improvement in handling of messy cases (out of pits lap, crashed crossings), in HUDTiming/LiveGap.
- Better finish line marker on HUDMap.
MaX.
I was wondering is there any way to put in graphics to show what my stick are doing on my controller on screen?
Quote from: Klax75 on June 02, 2014, 10:54:17 PM
I was wondering is there any way to put in graphics to show what my stick are doing on my controller on screen?
Short answer: no.
Long one: GPB/WRS/KRP provide to the pluging the "tranlated" inputs, i.e. throttle, brakes, clutch etc.
If for example on front brake you have no deadzone, 100% linearity and no smoothing, then the front brake indication corresponds to the stick.
But in any other case (and no matter what for the steering/leaning) they won't be identical.
I think too it would be interesting to have the "raw" inputs in the plugin (sometimes I don't realize I'm unconsciously pressing something, or the sticks are not well calibrated and the max value is never reached, ...) but I guess it doesn't go along well with the "simulation" philosophy.
MaX.
Ok thanks MaX. :)
Two other suggestions. lol
Would it be possible to put the engine mapping in your HUD? Reason is when I am riding with the helmet on I can't see it when I change it since the helmet covers it. :/ Would like to move it to another part of the screen.
Also a session clock possible? To be displayed while riding.
Quote from: Klax75 on June 03, 2014, 08:46:06 AM
Would it be possible to put the engine mapping in your HUD? Reason is when I am riding with the helmet on I can't see it when I change it since the helmet covers it. :/ Would like to move it to another part of the screen.
I'll have a look at that. It's a bit annoying as probably it's not a good idea to have it permanently on screen.
Quote from: Klax75 on June 03, 2014, 08:46:06 AM
Also a session clock possible? To be displayed while riding.
No, I don't have the session timing, GPB does not pass it.
MaX.
Thanks MaX for the reply. :D
v1.8.0 out:
- Updated for GPB beta5 (no changes for KRP and WRS).
MaX.
Quote from: HornetMaX on June 21, 2014, 12:50:17 AM
v1.8.0 out:
- Updated for GPB beta5 (no changes for KRP and WRS).
MaX.
Hi Max.
Thank you for your usual reliable speedy updates... Very much appreciated mate! ;D 8)
Hawk.
this has been around for so long and i try it first time yesterday,i have been missing a lot,thank you its very nice to have this in game helps a lot
Thanks for the kind words !
My PC will be kidnapped by the movers in 3 days and ,despite I've already paid the ransom, they will only give it back to me in more than a month, so I wanted to update before that. Luckily it was an easy thing to do this time.
MaX.
v1.8.0 does not work with beta 4b or ?
Witch version do I need for beta 4b and where to get? :>
Quote from: dude on July 29, 2014, 03:17:58 PM
v1.8.0 does not work with beta 4b or ?
No. Anytime the GPB plugin interface changes (as it is the case between beta4 and beta5), the plugin has to follow: this means it can't be backward compatible.
Quote from: dude on July 29, 2014, 03:17:58 PM
Witch version do I need for beta 4b and where to get? :>
v1.7.0
I've added a link on the 1st post as I know many dislike beta5 and want to play with beta4. However, I do not plan to keep track of all past versions: it's a PITA and it should not be necessary, as staying on old betas of GPB does not usually make much sense.
MaX.
Thank you very much!
MaX.. Is there a way I can have only the split times in the top left corner of the screen?
Quote from: BOBR6 84 on August 07, 2014, 02:02:38 PM
MaX.. Is there a way I can have only the split times in the top left corner of the screen?
The timing widget has 3 modes (Full / Compact / Tiny), but not sure any of those does what you want.
MaX.
I mean so all I have on screen is the splits in the corner.. Nothing else. That possible?
Quote from: BOBR6 84 on August 07, 2014, 03:50:46 PM
I mean so all I have on screen is the splits in the corner.. Nothing else. That possible?
you mean even deleting the speedometer?
yes! :) i know the whole MaxHud is very usefull but i dont like too much on the screen..
i dont mean the original speedometer..
Quote from: BOBR6 84 on August 07, 2014, 05:46:03 PM
yes! :) i know the whole MaxHud is very usefull but i dont like too much on the screen..
i dont mean the original speedometer..
OK, I'll go JamoZ style for once :)
You can switch ON/OFF each "part" (widget) of the MaxHUD.
MaX.
lol ;D ok thanks..
how do i..... just kidding :)
Quote from: BOBR6 84 on August 07, 2014, 08:23:22 PM
lol ;D ok thanks..
how do i..... just kidding :)
IT"S IN THE ARCHIVE !! THE BLOODY MANUAL IS IN THE FREAKIN' ARCHIVE !!
Oh, you found it ... nevermind. ;D ;D ;D
MaX.
P.S.
BTW: does it do what you want or at least something close ?
hang on.. iv downloaded this before, it was fine! i open the pdf file this time its just a load of jibberish like the matrix lol??
Quote from: BOBR6 84 on August 07, 2014, 08:47:07 PM
hang on.. iv downloaded this before, it was fine! i open the pdf file this time its just a load of jibberish like the matrix lol??
Uh ? I just tried, the pdf works fine for me. Re-download ?
MaX.
same again! all works fine in game.. just cant read or change anything when i open the file
WTF!!! adobe reader was uninstalled..... ::) :(
sorted now thanks..
and yes.. caps lock gives me everything i need thanks very much! nice work
Lol.... This is funny...... Talk about a "Comedy of errors!". It's like watching "Laural and Hardy"! Hehe
Hope Max has a stiff drink at his side...... Just count to ten Max. LOL ;D ;D
Hawk.
haaahahaha ;D my housemate wont help me.. tells me to go away lol he knows how bad i am with computers.. ::)
i really should make an effort to learn some stuff.. :-[
so yeah.. you might aswell buy a barrell of whiskey :P
learnt alot just from playing gpbikes! looooong way to go yet though :-\
To open a PDF Put your file in firefox:)
Quote from: HornetMaX on August 07, 2014, 07:28:31 PM
Quote from: BOBR6 84 on August 07, 2014, 05:46:03 PM
yes! :) i know the whole MaxHud is very usefull but i dont like too much on the screen..
i dont mean the original speedometer..
OK, I'll go JamoZ style for once :)
You can switch ON/OFF each "part" (widget) of the MaxHUD.
MaX.
Quote from: Hawk_UK on August 07, 2014, 09:26:07 PM
Hope Max has a stiff drink at his side...... Just count to ten Max. LOL ;D ;D
Better counting to 10 before the drink than after it ...
@BOBR6: don't worry, you're very far from the worst I've ever had in terms of questions or requests.
Once somebody told me that it would be good to make a manual for the plugin ... I think it is fair to assume he didn't read the actual manual before requesting that.
But the absolute worst, the real number 1, is a guy who asked me something, I pointed him to the manual and he said: I've seen it, it's too long, so I'm asking you cause it's quicker for me. Epic.
Really, as soon as you publish something you're in for a lot of fun :D
MaX.
Would it be possible to make a lap sector counter similar to the iRacing.com one on the top middle of the screen? When doing better then your previous lap sectors, it will grow green telling you minus how much time. If your going slower then your previous lap sectors it grows red plus how much time you lost?
Very easy to see out of your peripheral vision and look at while not having to read it when practicing it.
Lap Sector Time Counter:
http://www.youtube.com/v/odLDNH7BvxY
Hi Klax,
it looks kinda nice. I may want to try something similar (as soon as I can, i.e. not before 3 weeks or so).
If you don't hear anything from me in a while, ping me again on this.
MaX.
P.S.
Wait .... what do I see at 0:23s ? Is that a .... ghost ? In a simulator ? :P
P.P.S.
29 FPS ?! :o
Will do.
Yeah I still had "Reference Car" on when doing practice laps. Reference car is just for you of your previous lap or sector depending. If your close to the previous lap it will display the reference car the how time. If not it will just display it per sector.
They also have a "Ghost" feature, when you can join as a spectator in a session, in practice, qualifying, or a race. Then enter car and race on the track. The other competitors can't see your car at all. But you can drive on track, and see how you compare with out messing anyone up. Your lap times don't count as being in the race.
Quote from: Klax75 on August 21, 2014, 12:14:23 PM
Yeah I still had "Reference Car" on when doing practice laps. Reference car is just for you of your previous lap or sector depending. If your close to the previous lap it will display the reference car the how time. If not it will just display it per sector.
Yeah, that's what we call here "ghost". I was just joking about it, as we know PIboso is not a big fan of it :)
Quote from: Klax75 on August 21, 2014, 12:14:23 PM
They also have a "Ghost" feature, when you can join as a spectator in a session, in practice, qualifying, or a race. Then enter car and race on the track. The other competitors can't see your car at all. But you can drive on track, and see how you compare with out messing anyone up. Your lap times don't count as being in the race.
Could be nice to have too.
MaX.
Yeah. lol. Just want to explain the difference. When I first started iRacing.com they didn't have the reference car. They had ghost though. Usually I have reference off, since when your practicing hard then all of a sudden a transparent car covers your screen it has made me lose time. lol.
Where the red/green bar gives you just enough info quickly to let you know if you need to push harder.
v1.8.1 out:
- Updated for WRS beta5 (no changes for GPB and KRP).
MaX.
Quote from: Klax75 on August 21, 2014, 11:47:08 AM
Lap Sector Time Counter:
http://www.youtube.com/v/odLDNH7BvxY
Just a little reminder for you Max. :)
Quote from: Klax75 on September 15, 2014, 12:58:34 PM
Just a little reminder for you Max. :)
After a closer look, I see this in the iRacing widget:
- a bar indicating the advantage/retard with respect to your best lap (when the bar is to the right of the middle you're ahead, to the left you're behind).
- the bar colour (red/white/green) indicates if the time difference is growing or getting smaller (i.e. it's the time derivative of the time difference).
- the number indicating the gap is green when you're ahead and (I presume) red when you fall behind.
Some of the above info looks a bit redundant: the bar "height" and the number provide the same info, the number colour is the same as "bar left or right".
And I'm not sure I like the number that moves left/right with the bar.
I'll try to experiment a bit and see what makes sense. Technically everything is very easy.
That is, as soon as I have the time for that :)
MaX.
I'm sorry if i did miss it but is it possible to display a rev counter?
Quote from: Boerenlater on September 16, 2014, 12:35:15 PM
I'm sorry if i did miss it but is it possible to display a rev counter?
Hmm ... I'm not a big fan of the idea but I could be persuaded. How should the revs be displayed ? Just the number (as I do for the speed) or a gauge ?
MaX.
P.S.
@Klax: the "Lap Sector counter" a la iRacing is almost ready. I quite like the result, so much I may be tempted to remove the old LiveGap indicator.
Sounds good Max
Quote from: HornetMaX on September 29, 2014, 07:47:01 AM
Quote from: Boerenlater on September 16, 2014, 12:35:15 PM
I'm sorry if i did miss it but is it possible to display a rev counter?
Hmm ... I'm not a big fan of the idea but I could be persuaded. How should the revs be displayed ? Just the number (as I do for the speed) or a gauge ?
MaX.
P.S.
@Klax: the "Lap Sector counter" a la iRacing is almost ready. I quite like the result, so much I may be tempted to remove the old LiveGap indicator.
A gauge is better so you can see when you have to shift.
Cool looking forward to using it!
Quote from: Boerenlater on September 29, 2014, 02:20:50 PM
Quote from: HornetMaX on September 29, 2014, 07:47:01 AM
Quote from: Boerenlater on September 16, 2014, 12:35:15 PM
I'm sorry if i did miss it but is it possible to display a rev counter?
Hmm ... I'm not a big fan of the idea but I could be persuaded. How should the revs be displayed ? Just the number (as I do for the speed) or a gauge ?
MaX.
P.S.
@Klax: the "Lap Sector counter" a la iRacing is almost ready. I quite like the result, so much I may be tempted to remove the old LiveGap indicator.
A gauge is better so you can see when you have to shift.
The speed indicator provided with the plugin turns orange and then red when it's time to shift gear up. Is that what you're looking for ?
MaX.
v1.9.0 out:
- LiveGapBar replaces LiveGap (Klax75 suggestion, similar to iRacing indicator).
- Plugin rate bumped at 50Hz (from 20Hz): shouldn't be a problem and makes everything smoother.
- Widgets cannot be moved out of the screen.
- Widgets cannot be moved if they are not enabled.
- Interpolated colors in HUDInputs (just eye candy).
- Some default sizes are slightly changed.
- .ini file structure modified (one section per widget + global section).
- .ini file version bumped to 7: you will lose your plugin settings as they will be reset to defaults.
MaX.
I love it! I was able to instantly tell where I am losing time and was able to do some personal faster laps! Thanks MaX!!
Yes i like it.....thanks Max
Really like the new live gap timer :D Great work Max!
I'm not 100% sure the splits/lap time is very visible being over the bar itself ... I'll try to figure out something better (maybe have a little "tab" above/below the bar to accommodate the red/green text on a dark background).
MaX.
Quote from: HornetMaX on September 29, 2014, 03:18:45 PM
Quote from: Boerenlater on September 29, 2014, 02:20:50 PM
Quote from: HornetMaX on September 29, 2014, 07:47:01 AM
Quote from: Boerenlater on September 16, 2014, 12:35:15 PM
I'm sorry if i did miss it but is it possible to display a rev counter?
Hmm ... I'm not a big fan of the idea but I could be persuaded. How should the revs be displayed ? Just the number (as I do for the speed) or a gauge ?
MaX.
P.S.
@Klax: the "Lap Sector counter" a la iRacing is almost ready. I quite like the result, so much I may be tempted to remove the old LiveGap indicator.
A gauge is better so you can see when you have to shift.
The speed indicator provided with the plugin turns orange and then red when it's time to shift gear up. Is that what you're looking for ?
MaX.
I never noticed that. Maybe I'm doing something wrong?
edit: I have to try your new version.
thx max, installing now
Thanks Max! ;) ;D
Hawk
Nice work!!
v1.9.1 out:
- Fix a bunch of bugs in LiveGapBar (I must have been very drunk).
MaX.
Will you update for MX Bikes too?
Quote from: Klax75 on October 01, 2014, 02:00:19 AM
Will you update for MX Bikes too?
Yes. I was about to do it yesterday but had to fix the bugs before :)
MaX.
Max my bad, the shift indicator was already in. Next time I will look better ;)
v1.9.2 out:
- Now works for MXB too (no changes for other versions).
MaX.
Nice! Did you add a visor and goggles to the MaXhelmet? :D
Quote from: BOBR6 84 on October 01, 2014, 09:17:41 PM
Nice! Did you add a visor and goggles to the MaXhelmet? :D
Doable, just need to find somebody with half-decent skills in Photoshop or similar.
I'll see if I can disturb Juju :)
MaX.
Max was curious is it possible to record lap times from previous sessions for LiveGap? So if I come back to a track it will still have my times from a different session that I can try to compare against. Instead of the fastest lap for that session.
Quote from: Klax75 on October 02, 2014, 12:12:28 AM
Max was curious is it possible to record lap times from previous sessions for LiveGap? So if I come back to a track it will still have my times from a different session that I can try to compare against. Instead of the fastest lap for that session.
Hi Klax, it has recently been requested by dibu in the WRS section, but it's a bit of a pain t implement it in the plugin:
http://forum.piboso.com/index.php?topic=520.msg21026#msg21026 (http://forum.piboso.com/index.php?topic=520.msg21026#msg21026)
MaX.
Does your plugin work with Beta 6b Max? Not tried it with Beta 6 myself yet. ;)
Hawk.
No it doesn't. I guess Piboso has modified the plugin interface so I need him to publish then new interface version before updating the plugin.
MaX.
Quote from: HornetMaX on October 29, 2014, 06:49:39 PM
No it doesn't. I guess Piboso has modified the plugin interface so I need him to publish then new interface version before updating the plugin.
MaX.
Thanks for that Max... I know you'll update as soon as possible mate. ;)
Hawk.
v1.9.4 out:
- Update for GPB beta6/6b (no changes for MXB, KRP and WRS).
MaX.
Quote from: HornetMaX on October 29, 2014, 08:25:03 PM
v1.9.4 out:
- Update for GPB beta6/6b (no changes for MXB, KRP and WRS).
MaX.
Wow! That was quick!! ;D
Great work.... Thanks Max, appreciated as always mate! ;) ;D
Hawk.
;)
Thanx so much Max, dang quick work buddy.
Thank you :)
A MUST HAVE ON ALL PIBOSO SIM!
Thanks Max!!
Thanks for the fast update.
Was wondering would it be possible for the next version to have a new window for the ECU controls? I'm asking because with the new STK1000 Bike Set, and eventually when the old bikes get converted. The dash board from helmet view doesn't show the new features for changing the ECU settings of the bike while your riding. Like how you can see them on the 990. Would it be possible to make a window in your HUD to do the job to display this info since the dash on MOD bikes doesn't?
Quote from: Klax75 on November 09, 2014, 02:18:09 AM
Was wondering would it be possible for the next version to have a new window for the ECU controls?
+1
Quote from: Klax75 on November 09, 2014, 02:18:09 AM
Was wondering would it be possible for the next version to have a new window for the ECU controls?
Doable. How would you like them to be shown ? Plain text ? Mini-dash ?
MaX.
Is showing the tyrewear an option?
Quote from: Boerenlater on November 09, 2014, 11:05:59 AM
Is showing the tyrewear an option?
No, as it's not passed to the plugin by GPB.
MaX.
Yeah just something small so in helmet view we can still get the same readings, but doesn't take up a lot of the screen. Something for a quick glance at.
Quote from: Boerenlater on November 09, 2014, 11:05:59 AM
Is showing the tyrewear an option?
If you ride in 3rd person view, the tyre wear does show up, though not in a data format. The tyre tread surface gradually gets lighter in colour the more wear it has.
I didn't know this until I rode a tyre to total destruction the other day.
Hawk.
QuoteWas wondering would it be possible for the next version to have a new window for the ECU controls?
I was thinking something similar but in the form of an alert for TC and AW action.
Something like a dashboard blinkin LED, just to check where is the limit from sliding to TC engine cutting.
Quote from: Mac on November 09, 2014, 10:05:43 PM
QuoteWas wondering would it be possible for the next version to have a new window for the ECU controls?
I was thinking something similar but in the form of an alert for TC and AW action.
Something like a dashboard blinkin LED, just to check where is the limit from sliding to TC engine cutting.
Not doable, as the only info passed to the plugin is the current level of TC and EB (plus short engine map name).
There's no data field indicating when the TC is actually in action.
I think it would make sense to have it (first in GPB, on the 3rd person view dash and on the bike dash) and then maybe even in the plugin interface.
MaX.
Ok, I'll add this to the wishlist for beta7. ;)
v1.9.5 out:
- Update for KRP beta12 (no changes for GPB, MXB and WRS).
MaX.
i try to download it for beta 6 but i cant.......i end in Google Docs when i hit the link :-\.......Help
I have 1.9.4 if you need it Abigor?
Link if you do https://www.dropbox.com/s/wetdg6t2786c9yz/MaXHUD%20-%20v1.9.4.rar?dl=0 (https://www.dropbox.com/s/wetdg6t2786c9yz/MaXHUD%20-%20v1.9.4.rar?dl=0)
Just checked link and it works so Just got 1.9.5 so here it is
https://www.dropbox.com/s/pwv0svajxbm838m/MaXHUD%20-%20v1.9.5.zip?dl=0 (https://www.dropbox.com/s/pwv0svajxbm838m/MaXHUD%20-%20v1.9.5.zip?dl=0)
DD
Thank you
Quote from: Abigor on February 22, 2015, 09:47:33 PM
i try to download it for beta 6 but i cant.......i end in Google Docs when i hit the link :-\.......Help
Weird. I just tried and it works in Chrome, Firefox and IE.
Don't right click on the link, just click on it.
MaX.
Heya!
Is this possible to see online peoples on the minimap ?
Quote from: Wh1t34Gl3(SAS) on February 28, 2015, 09:54:58 PM
Heya!
Is this possible to see online peoples on the minimap ?
No, as GPB does not pass this info (position of other players) to the plugins.
From what he said once, Piboso may be thinking about changing that.
MaX.
Would be great, because sometimes peoples arrive at 280 km/h when i just crashed and i don't know where they are when i respawn. Then.. Bam... Would be cool to regroup everyone as well. :3
Quote from: Wh1t34Gl3(SAS) on March 01, 2015, 05:12:44 PM
Would be great, because sometimes peoples arrive at 280 km/h when i just crashed and i don't know where they are when i respawn. Then.. Bam... Would be cool to regroup everyone as well. :3
Although it's very honourable to want to wait for a safe space to respawn(and I agree with that were possible), I think majority will still press that respawn button as soon as they can without taking into account whether a rider is coming up on there respawn position or not, they just won't look. What's really needed is for the respawn position to be altered to a safe place off track. Hopefully in the next beta this will be implemented. :)
Hawk.
yep.. or the ability to look around like a free camera once you have crashed.
i spawned right infront of Toomes whilst he was doing mach 10 on stoner corner!!!! ooops :( :-[
all i could do was listen for a safe spot.. didnt work.
I meant in the case of a training, free "race". I know that in race, peoples will press it directly, get **** then rage. xD They have no choice..
Didn't use MaxHud before because there was to much stuff on the screen and I only wanted sectors, then i read the pdf :')
Quote from: LAWSON40 on April 03, 2015, 05:42:54 PM
Didn't use MaxHud before because there was to much stuff on the screen and I only wanted sectors, then i read the pdf :')
So you've only just realised how good it is? ;D
You should've said something, we would've been able to see you right mate. ;)
Hawk.
Quote from: Hawk UK on April 03, 2015, 05:50:48 PM
Quote from: LAWSON40 on April 03, 2015, 05:42:54 PM
Didn't use MaxHud before because there was to much stuff on the screen and I only wanted sectors, then i read the pdf :')
8)
So you've only just realised how good it is? ;D
You should've said something, we would've been able to see you right mate. ;)
Hawk.
I didn't want to sound like an idiot that couldn't carry out basic instruction hahaha. :')
LAWSON
Quote from: LAWSON40 on April 03, 2015, 06:51:33 PM
I didn't want to sound like an idiot that couldn't carry out basic instruction hahaha. :')
Always better to sound like an idiot once and then evolve than staying an idiot forever :)
MaX.
Quote from: HornetMaX on April 03, 2015, 09:17:04 PM
Always better to sound like an idiot once and then evolve than staying an idiot forever :)
That one i liked 8)
Guess Im buggered then
DD
Hey Max,
Used MaxHud today and loved it. I'm not sure how many times I fell off watching the suspension compressions and similarly not sure how sad-in-the-head that makes me but thanks.
Have MaxTM downloaded so that's next, ;D
Great job.
Quote from: Napalm Nick on April 13, 2015, 06:07:55 PM
Hey Max,
Used MaxHud today and loved it. I'm not sure how many times I fell off watching the suspension compressions
Same here, anytime I try to look at it I lose focus :)
MaX.
Max, would it be possible to do a "sit"/"stand"-indicator for MX-bikes? A simple on/off light would do. And in GP-Bikes, the same light might be used for pit limiter for example? Just a thought...
Cheers,
/David "Gonzo" Boda #46
Quote from: davidboda46 on April 14, 2015, 03:11:46 PM
Max, would it be possible to do a "sit"/"stand"-indicator for MX-bikes? A simple on/off light would do. And in GP-Bikes, the same light might be used for pit limiter for example? Just a thought...
Hi David,
the pit limiter indicator is possible in GPB (because the status of such input is passed to the plugins).
As it is already available in 3rd person view, I guess you want it for rider view, right ?
Would it be OK if I somehow show it with the 4 inputs (throttle, f/r brake, clutch) ?
For the sit/stand in MXB, that's not possible at the moment as that info is not passed in the plugin interface.
I know it's a popular request on MXB forum, I guess Piboso should implement it in the game directly.
MaX.
Quote from: HornetMaX on April 14, 2015, 10:29:32 PM
Quote from: davidboda46 on April 14, 2015, 03:11:46 PM
Max, would it be possible to do a "sit"/"stand"-indicator for MX-bikes? A simple on/off light would do. And in GP-Bikes, the same light might be used for pit limiter for example? Just a thought...
Hi David,
the pit limiter indicator is possible in GPB (because the status of such input is passed to the plugins).
As it is already available in 3rd person view, I guess you want it for rider view, right ?
Would it be OK if I somehow show it with the 4 inputs (throttle, f/r brake, clutch) ?
For the sit/stand in MXB, that's not possible at the moment as that info is not passed in the plugin interface.
I know it's a popular request on MXB forum, I guess Piboso should implement it in the game directly.
MaX.
Thanks for the quick reply. Yeah, in input control would work. Maybe as simple as the throttle indicator being red instead of green - or something like that?
Cheers,
/David "Gonzo" Boda #46
Quote from: davidboda46 on April 14, 2015, 10:59:42 PM
Thanks for the quick reply. Yeah, in input control would work. Maybe as simple as the throttle indicator being red instead of green - or something like that?
Doable. Another possibility would be the Speed/gear indicator (e.g. replace the gear with a L when limiter is on).
Next time I put my hands on the MaxHUD I'll throw this in (could be soon, I have another minor but handy thing on the to do list).
MaX.
v1.9.6 out:
- New helmet for MXB, thanks to TheFatController (MXB forum).
- When pit limiter is used (GPB and WRS only), the gear indicator now turns into a 'L' and the input bar for throttle changes shape (davidboda46 suggestion).
- Fixed the documentation.
MaX.
Sweet Max Great work.
v1.9.7 out:
- Changes for WRS beta6 (no changes for GPB, KRP and MXB).
MaX.
Thank you MaX, fast as always. :)
With your plugin the sims are much more fun. ;D
i also need to say: thanks for all your great work mate!
Quote from: JJS209 on May 26, 2015, 09:03:50 PM
i also need to say: thanks for all your great work mate!
+1 ;)
David "Gonzo" Boda #46
Hey Max,
whilst up the Mountain suddenly the Helmet flickered and disappeared. The plugin still seemed to function Ok and other things still worked but the helmet went. Restarted track and helmet still gone (and couldn't be switched on), restarted game and helmet back but flickered a few times and disappeared again.
No Biggie I just suspect you would like the feedback. Never seen it before until the Mountain course. ???
QuoteNo Biggie I just suspect you would like the feedback. Never seen it before until the Mountain course.
so is would suspect something wrong with the track , not with MaxHUD if it´s the only track which has this issue.
Indeed.
I agree and I just know Max will be on it like a sniffer dog at a rave party. What crashes a Plugin could crash a game etc!
Thanks for the report.
I'm not sure I'll switch to "sniffer dog mode" on this: I'd think it's fairly unlikely that the plugin itself is responsible.
I'd blame 50-50% the track and GPB (well, I could even push it 100% on GPB, because even if the track has problems, this kind of things should just not happen).
Can you reproduce it regularly ?
MaX.
I'm pondering having a new widget in the HUD: something that shows the raw joypad input (2 sticks + 2 triggers). Would this be interesting ?
Question 2: anybody interested in something that displays the raw input (of a generic input device, not necessarily a joypad) ?
E.g. 8 bars showing 8 analog axes ?
MaX.
not for me :)
but i have a question:
its not possible to add temp and pressure?
if it would be possible you would have added it already, i think.
Quote from: HornetMaX on June 25, 2015, 09:35:04 AM
I'm pondering having a new widget in the HUD: something that shows the raw joypad input (2 sticks + 2 triggers). Would this be interesting ?
Question 2: anybody interested in something that displays the raw input (of a generic input device, not necessarily a joypad) ?
E.g. 8 bars showing 8 analog axes ?
MaX.
I had a problem the other week were my steering stops had moved and I'd not noticed so wasn't getting full lock on right turns, permanently fixed now but for while was like WTF?? I use your plugin mainly for timings and live input clarification so it would be useful for me if steering was included in the way brake inputs etc are. These things wander so slowly sometimes, due to worn pots or pivots, you just don't notice.
Quote from: JJS209 on June 25, 2015, 10:11:23 AM
its not possible to add temp and pressure?
if it would be possible you would have added it already, i think.
At the moment not possible, GPB does not pass this info. If GPB passes it, then I'll surely do it.
Quote from: teeds on June 25, 2015, 11:03:39 AM
These things wander so slowly sometimes, due to worn pots or pivots, you just don't notice.
That's the idea of the usage.
At the moment I have something that shows a separate widget with a representation of the two sticks + 2 triggers, but it may make sense to also have a "steering" bar in the currently available input widget. Will look into that.
MaX.
I would like the steering widgetized so I can monitor my low speed lean. Sweet
for someone like myself, still getting to grips with how the sim is working and responding to my inputs, any extra input info in HUD format would be much appreciated. ;)
Quote from: HornetMaX on June 25, 2015, 09:35:04 AM
I'm pondering having a new widget in the HUD: something that shows the raw joypad input (2 sticks + 2 triggers). Would this be interesting ?
Question 2: anybody interested in something that displays the raw input (of a generic input device, not necessarily a joypad) ?
E.g. 8 bars showing 8 analog axes ?
MaX.
Please do, I want to see in DST how much opposite steering I'm doing in turns and how much in put I'm using for the rider and for steering. I remember I asked you about this a couple years ago but couldn't be done. :)
Quote from: Klax75 on June 25, 2015, 05:52:17 PM
Please do, I want to see in DST how much opposite steering I'm doing in turns and how much in put I'm using for the rider and for steering.
Hmm .. .you mean you'd like to visualise also rider lean L/R and F/B ?
Quote from: Klax75 on June 25, 2015, 05:52:17 PM
I remember I asked you about this a couple years ago but couldn't be done. :)
Couldn't be done the easy way (GPB passing the values to the plugin), so I had to do it the hard way (the plugin itself fetching the values of input devices, using external libraries).
MaX.
Quote from: HornetMaX on June 25, 2015, 05:58:56 PM
Quote from: Klax75 on June 25, 2015, 05:52:17 PM
Please do, I want to see in DST how much opposite steering I'm doing in turns and how much in put I'm using for the rider and for steering.
Hmm .. .you mean you'd like to visualise also rider lean L/R and F/B ?
Quote from: Klax75 on June 25, 2015, 05:52:17 PM
I remember I asked you about this a couple years ago but couldn't be done. :)
Couldn't be done the easy way (GPB passing the values to the plugin), so I had to do it the hard way (the plugin itself fetching the values of input devices, using external libraries).
MaX.
Sorry for the delay in writing back. Yes rider input l/r, f/b would be great too. My main thing would be to have on the screen showing what both sticks are doing. So if I make a video you could see that at certain points I am pushing the sticks towards each other, and other times away from each other. When using DST, been trying to think how to film it so I could show what my hands are doing as I am going around the track, but also what is going on in the sim. If there was a wedget that showed the sticks movements would be great. Maybe a circle with zones for each stick, and a little small circle inside it to show were the stick is in the sticks movement area.
Quote from: Klax75 on June 27, 2015, 09:03:46 AM
Sorry for the delay in writing back. Yes rider input l/r, f/b would be great too. My main thing would be to have on the screen showing what both sticks are doing. So if I make a video you could see that at certain points I am pushing the sticks towards each other, and other times away from each other. When using DST, been trying to think how to film it so I could show what my hands are doing as I am going around the track, but also what is going on in the sim. If there was a wedget that showed the sticks movements would be great. Maybe a circle with zones for each stick, and a little small circle inside it to show were the stick is in the sticks movement area.
It's already done :)
I'll wait for beta7 to come out.
MaX.
Good news! :)
v1.9.8 out:
- Shows steering in Inputs widget.
- New widget to show joypad output.
- Other minor changes.
IMPORTANT:
- It will erase your current config for the plugin: you'll have to manually reconfigure it (options and widget positions).
- To use the steering and the new widget showing the joypad output you have to select the input device and the appropriate axes. Read the .pdf manual.
- The joypad widget shows the triggers as combined (even if you're using XInput). I know, it sucks a bit, bit I'm not going to spend too much time on that.
MaX.
very nice thank you max!
Supoibe!
Thanks Max :D
All set up - looking good! Now I can also control analogue sticks with my nose on the touch screen display 8) :P
v1.9.9 out:
- Added HUDRumble to enable rumble on XInput devices.
- For GPB/MXB, HUDInputs now show the "lean input" and the steering angle.
IMPORTANT: the rumble stuff has been tested on GPB only (and very briefly). Read the manual for the details (it saves you asking here and me replying "It's in the manual").
MaX.
nice, thank you max!
Nice one MaX!! 8)
thx, very much Max
This is great ;D even get some rumble when the front lands after a wheelie.. the input displays show how bad my 360 pad is with deadzones lol. roll on the GPX!! good stuff 8)
Yes this rumble gives some good immersion! Well done!
:) :) :) :) :) :) :) :) :) :) :)
Awesome !
I have read the manual and tweaked the gearshift vibration and duration down a bit, increased the velocity and reduced the thresh hold and it feels great (very convincing) on the bumpy donnington track. I think we all obsess with force feedback, but a lot of the riding experience is the bumps and vibrations that normally feed back through the bars and foot pegs, the feeding of the acceleration data continually to the rumble motors seems to capture this quite well.
I have not tried it on a smooth track yet, having too much fun with the bumps. If we ever get a really good road race track this will add a lot to the experience.
If anyone wants the rumble it pays to experiment with the .ini file values to get the best experience with your particular controller, just altering the values by very small increments made a big difference to the feel.
Rumble motors in the GPX controller are great and you can sense a lot of detail in magnitude and frequency and they do not just clatter randomly like my friends console playstation rumble controllers. Probably the best implementation of rumble i have experienced. ;D 8) Even my rumble lighting works (not very useful but fun) 8)
Observations so far;
Strange rumble when bike resets to the edge of the track, maybe 0 mph = no velocity rumble would fix this
Magnitude seems higher when the bike is more upright, bumps in corners with high lean do not seem to have comparable rumble magnitude. Is this a function of world/bike axis interpolation ? Maybe all 3 axis need to be resolved before being sent to the rumble filter.
Might be nice to mix in a bit of steer torque value when the bars are flapping about and the values become more 'dynamic'.
Utterly excellent and really adds a lot to the riding experience.
Thanks MaX.
I'm not picking cos there is a LOT to love here but if the game crashes - my controller vibrates continuously either until I can get back to the track or pull the Controller USB plug out lol!
Vibratey! :o
Not had a game crash scenario yet, maybe MaX can trap can track a 'watchdog' to tell when the plugin in no longer receiving fresh data and exit gracefully shutting the rumble motors down on the way out.
But i have tried a smoother track now (Mallory) and with my current rumble ini settings i am surprised how much 'feedback' appears on the rumble. It is an insight into just how much processing is going on with the bike modelling, every little fluctuation in surface and wheel traction seems to feed through. Does not seem to have as much variation in magnitude with the bike leaned over either.
Had to try it ;) 'threshold=0' brilliant ! Constant vibes from low level to 'the shakes'
Well, it seems you guys like the feature :)
Honestly, I haven't tested it: only a few random laps to debug it (on the 990, Victoria) and that's all.
In particular, no idea how appropriate it is for the other games, MXB in particular (as KRP and WRS are not usually played with a joypad).
Anyway, once you've tried it (including playing with the different settings), let me know for each option what seems to work best for you and if you'd need more /less range in the options.
Quote from: h106frp on July 18, 2015, 08:10:39 PM
If anyone wants the rumble it pays to experiment with the .ini file values to get the best experience with your particular controller, just altering the values by very small increments made a big difference to the feel.
Uh, you shouldn't be playing with the .ini file, all the options are accessible via the menu (Caps-Lock while on the track): much easier !
All the options are integers: if you change (for example) a 1 into a 1.2, then likely the value is ignored and set back to its default.
Quote from: h106frp on July 18, 2015, 08:10:39 PM
Observations so far;
Strange rumble when bike resets to the edge of the track, maybe 0 mph = no velocity rumble would fix this
Yep I've seen it: it seems GPB puts the bike back on track but with the suspesions at a pre-set height, so that as soon as the physics simulation starts, the bike "falls" down triggering some rumble.
I'll try to find a workaround (on top of what I had already put in place, namely detect respawns and reset the filter status).
Quote from: h106frp on July 18, 2015, 08:10:39 PM
Magnitude seems higher when the bike is more upright, bumps in corners with high lean do not seem to have comparable rumble magnitude. Is this a function of world/bike axis interpolation ? Maybe all 3 axis need to be resolved before being sent to the rumble filter.
Yes, it comes from the fact I use VelY as signal ("vertical" velocity, in bike's frame): when the bike is leaning, this is no longer so meaningful.
I can probably get the real vertical velocity using the bike's Y and Z (or Y and X, can't remember) plus the lean angle.
Quote from: h106frp on July 18, 2015, 08:10:39 PM
Might be nice to mix in a bit of steer torque value when the bars are flapping about and the values become more 'dynamic'.
Thought about it, but if the bars are flapping, then the bike should be vibrating hence it should already rumble.
Quote from: h106frp on July 18, 2015, 09:17:14 PM
Quote from: Napalm Nick on July 18, 2015, 08:53:11 PM
I'm not picking cos there is a LOT to love here but if the game crashes - my controller vibrates continuously either until I can get back to the track or pull the Controller USB plug out lol!
Vibratey! :o
Not had a game crash scenario yet, maybe MaX can trap can track a 'watchdog' to tell when the plugin in no longer receiving fresh data and exit gracefully shutting the rumble motors down on the way out.
Haven't had a crash but I was aware this could happen. Unfortunately there's nothing I can do about that, except eventually providing a small .exe that, when executed, stops all rumble.
When GPB crashes the plugin dies (it's not a separate process, it's just a dll called by GPB).
MaX.
That's what happens when you read the manual first ::) . Fortunately i have stayed with the range of integer values reflected by the menu options that i have now found :)
Loving this plug in :)
Quote from: HornetMaX on July 18, 2015, 11:17:05 PM
Quote from: h106frp on July 18, 2015, 08:10:39 PM
Magnitude seems higher when the bike is more upright, bumps in corners with high lean do not seem to have comparable rumble magnitude. Is this a function of world/bike axis interpolation ? Maybe all 3 axis need to be resolved before being sent to the rumble filter.
Yes, it comes from the fact I use VelY as signal ("vertical" velocity, in bike's frame): when the bike is leaning, this is no longer so meaningful.
I can probably get the real vertical velocity using the bike's Y and Z (or Y and X, can't remember) plus the lean angle.
Have to correct myself: the VelY signal is in *world* coords, not bike's coords.
So, despite that not being really optimal neither (e.g. on a slope ...), I can't see why the rumble would be less when leaning.
MaX.
It might just be a feature of the Donnington track, on a smoother track the magnitude seems more consistent.
It would be interesting to be able to select any of the 3 axis or a 'combined' output to compare the differences.
Thanks for the update max. I found interesting using rumble for additional info.
The gear shift rumble is fantastic, I can know now when I'm shifting down without looking the dash (as sometimes you try to shift down but the bike doesn't want to).
What I feel weird, and of course is a personal opinion, is the "Y axis" rumble. For me it doesn't give any extra info and it is quite random (you know, not random but in strange situations)
I'd like it to work for example when a wheel is sliding (wheel speed difference), or when steers moves (like in slow corners that the front starts to shake, but the Y axis rumble does not work at least for me)
Quote from: LOOPATELI on July 20, 2015, 11:54:44 AM
What I feel weird, and of course is a personal opinion, is the "Y axis" rumble. For me it doesn't give any extra info and it is quite random (you know, not random but in strange situations)
I'd like it to work for example when a wheel is sliding (wheel speed difference), or when steers moves (like in slow corners that the front starts to shake, but the Y axis rumble does not work at least for me)
Even if I have to use it a bit more, I tend to agree: it doesn't provide useful information, it's just "cosmetic".
Associating rumble to some more interesting data (e.g. wheel speed difference) is something I could do, but I find it questionable: assuming it works (and it could), it may give players with the plugin an advantage with respect to players without.
I've opened this topic to gather any feedback: http://forum.piboso.com/index.php?topic=2497.0 (http://forum.piboso.com/index.php?topic=2497.0)
MaX.
Some of the Y axis rumble is definitely due to how you are applying the power to the rear wheel.
I noticed that for the same piece of track nice smooth power delivery and sensible gear choice give low rumble. More aggressive riding causes almost continual rumble, its as if the rear wheel is chattering on the track surface and this translates to constant velocity changes of the bikes axis. I have mainly been testing with the 990 which has quite harsh power delivery.
I think this might be masking some of the other rumble detail.
I do enjoy the rumble though, now i am used to it switching it off makes the game feel a bit 'broken' ;D
I think it would be interesting to examine the other axis to see if different details emerge for different bike situations. I am considering coding up my spare USB PIC microcontroller board to drive a linear shaker with 'live' amplitude and frequency control.
The buttkicker gamer2 seems a good package but is in short supply and prices are high at the moment - due to improve in the Autumn - not sure sound driven would work well with GPB as the sound modelling is not very detailed, but driven by a signal(s) from the telemetry it could be very convincing. Some cheap experiments with an old speaker driver are possibly a way forwardfor now. ;)
First time I've tried this plugin, Max I love it specially now that I have the gpx lightback controller the rumble is sweet I like.
Hi Toomes,
You grabbed the GPX then. 8)
Interested in how these compare to other controllers, any chance of a quick summary/comparison with your old controller?
Quote from: h106frp on July 21, 2015, 07:38:56 PM
Hi Toomes,
You grabbed the GPX then. 8)
Interested in how these compare to other controllers, any chance of a quick summary/comparison with your old controller?
+1 8)
(still waiting for the postman pfft)
I reckon your postman is too busy playing GPB with his shiny new GPX controller ;)
Lol as long as he's happy with it.. ;D ::)
My fault, forgot to update my payment details.. Payment declined, Doh :-[
Shouldnt be long now..
Quote from: h106frp on July 21, 2015, 07:38:56 PM
Hi Toomes,
You grabbed the GPX then. 8)
Interested in how these compare to other controllers, any chance of a quick summary/comparison with your old controller?
To sum up the gpx it's much more precise compared to the xbox360 controller - plug and play so no setting up of riders control, the rumble is a nice addition also adding some feel which is a bonus for me. The light speed gauges also light up according to how much pressure you apply to LT and RT triggers, good idea if you can have one eye on the screen and the other eye on the controller.all in all a brilliant controller for Gpbikes just for £31 from ebuyer.
DD this controller does not compare to yours I'm just saying its the coolest handheld controller mate.
Max, tried your new version last night with the new steering input indicator. It works but didn't seem to show full travel, only moved about 25% for full travel of my controller, have I missed a setting maybe?
Quote from: teeds on July 22, 2015, 10:22:55 AM
Max, tried your new version last night with the new steering input indicator. It works but didn't seem to show full travel, only moved about 25% for full travel of my controller, have I missed a setting maybe?
Assuming that you you are talking about GPB (or MXB) and that you are
not using direct steer angle or torque: there are two indicators (bars), one for the
target lean angle (labeled "Lean input") and one for the
steering angle (labeled "Steering").
The target lean angle corresponds to your stick movement, so this should go full left/right when your stick goes full left/right. If it doesn't, well that's strange :)
For the steering angle, this is decided by GPB/MXB virtual rider. Typically a race bike has something like 20-22 deg steering angle (so 40-44 lock-to-lock), but except at very low speed and in extreme situations, the steering angle stays very small (e.g. < 5deg). Less true for MXB, of course.
In the plugin you can select the scale of the steering bar: if you put it at, for example, 40 degrees on a bike that has a 20 deg steering max, it will only reach 50%.
If you put the scale at 5deg, you'll be able to better see the small steering movements (what matters on a track) but obviously the bar will "saturate" above 5deg.
I hope I'm clear but I fear I'm not :)
MaX.
P.S.
If one is using direct steer angle/torque (hi Klax75 !), then the bar for the target lean still moves as the joystick, but of course it no longer represents the target lean: it represents the target steer angle / the steer torque (rider applied). The bar for the steering angle still represents the steering angle.
Crystal Max ;)
The steering bar is working fine but check out this video of me at stand still going full lock and then while moving, my controller is giving full lock in the game settings at this point. The plugin doesn't seem to match the game input. Are others getting different results with game pads or joysticks?
https://www.youtube.com/v/VhNgXnn4B5c
Quote from: teeds on July 22, 2015, 01:10:41 PM
The steering bar is working fine but check out this video of me at stand still going full lock and then while moving, my controller is giving full lock in the game settings at this point. The plugin doesn't seem to match the game input.
Uhm weird ... I'll have a look tonight, just to be sure I haven't screwed something up badly.
When you say "my controller", is that your custom controller ? Is it DirectInput or XInput ?
MaX.
Quote from: HornetMaX on July 22, 2015, 01:16:06 PM
When you say "my controller", is that your custom controller ? Is it DirectInput or XInput ?
Yes is my custom rig, no idea if it's X or direct input though TBH, guess I can find out when I get back home later if needed.
Quote from: teeds on July 22, 2015, 01:37:56 PM
Quote from: HornetMaX on July 22, 2015, 01:16:06 PM
When you say "my controller", is that your custom controller ? Is it DirectInput or XInput ?
Yes is my custom rig, no idea if it's X or direct input though TBH, guess I can find out when I get back home later if needed.
99.9% it's direct input. Possible to calibrate it in windows and then re-run GPB ?
MaX.
Spot on Max, I don't run the windows calibration normally but having done so the input bar now works fine, cheers :)
Quote from: teeds on July 23, 2015, 07:28:04 AM
Spot on Max, I don't run the windows calibration normally but having done so the input bar now works fine, cheers :)
w00t!!1
MaX.
v1.9.9b out:
- Improved HUDRumble: acceleration-based rumble, no need for "fake" gear shift rumble.
- Improved handling of settings file (MaxHUD.ini): sorry, but it will overwrite your current one (will have to reconfigure everything). In the future, it will happen less often thanks to the improvements in this release.
- Logging to MaxHUD.log is always now on (tiny file, no impact).
IMPORTANT:
- It will erase your current config for the plugin: you'll have to manually reconfigure it (options and widget positions).
MaX.
v1.9.9c out:
- Updated for KRP beta14.
- Fix bug: MaxHUD.log was never erased (hence growing over time). Now it's erased at startup.
- Fix bug: starting the game and exiting right after (i.e. without going to track) was messing up the MaxHUD.ini file (possible loss of parameters).
MaX.
v1.9.9d out:
- Sort out some issues with saving options in .ini file (hopefully).
MaX.
You have been busy lately Max.... Thanks for your work and updates mate. Greatly appreciated. ;) 8)
Hawk.
Actually I've put more or less everything on standby due to the recent (non-) events.
And that despite having plenty of spare time at the moment. Yawn ...
MaX.
Just a minor thing..... When I change the speed from KMH to MPH the KMH label still shows. I think it does calculate in MPH when you change it to MPH but might be worth checking too. ;)
Hawk.
Quote from: Hawk UK on August 12, 2015, 09:49:55 PM
Just a minor thing..... When I change the speed from KMH to MPH the KMH label still shows. I think it does calculate in MPH when you change it to MPH but might be worth checking too. ;)
Well spotted. Silly typo screwed the thing. Will be in the next version, unless you convince me you can't use GPB because of that bug (which, to be honest, will take a lot of persuasion :) ).
Thx !
MaX.
Hi Max. First of, thanks again for the amazing work that you put into GP-bikes.
I have a question: would it be possible to also show MAX Hud widgets in replay, with no changes to the interface/functionality compared to the "live" mode?
Just thought that sometimes it would be cool to be able to show (and see) riders inputs, speed etc. That way we could also more easily learn from each other.
Would be especially cool with helmet cam replay, but blame for the lack of that option does not fall upon you... (hrrrmm, hrrrmm, developer, hrrrmmm...) :D
Cheers,
/David "Gonzo" Boda #46
Hi David,
short answer: no.
Details: GPB does not allow output plugins to run while in replay mode.
To be honest, in KRP beta14 there're changes that seem to show that something is moving towards this direction but as always there's zero documentation from Piboso so I'd have to work out what could be done.
To be extra-honest I even started working on it in KRP beta14, but the recent news from the GPB front have put me in "zero-will-to-spend-my-time-on-that" mode.
MaX.
Quote from: HornetMaX on August 31, 2015, 07:12:41 AM
To be extra-honest I even started working on it in KRP beta14, but the recent news from the GPB front have put me in "zero-will-to-spend-my-time-on-that" mode.
MaX.
I hear you mate. Know the feeling.
Cheers,
/David "Gonzo" Boda #46
Quote from: davidboda46 on August 31, 2015, 02:45:25 PM
Quote from: HornetMaX on August 31, 2015, 07:12:41 AM
To be extra-honest I even started working on it in KRP beta14, but the recent news from the GPB front have put me in "zero-will-to-spend-my-time-on-that" mode.
I hear you mate. Know the feeling.
The annoying thing is that even my decision bothers me a lot as, in the end, the one who "suffer" from it are the players like you and me. Kind of the opposite of a win-win situation ...
MaX.
Quote from: HornetMaX on August 31, 2015, 02:59:21 PM
Quote from: davidboda46 on August 31, 2015, 02:45:25 PM
Quote from: HornetMaX on August 31, 2015, 07:12:41 AM
To be extra-honest I even started working on it in KRP beta14, but the recent news from the GPB front have put me in "zero-will-to-spend-my-time-on-that" mode.
I hear you mate. Know the feeling.
The annoying thing is that even my decision bothers me a lot as, in the end, the one who "suffer" from it are the players like you and me. Kind of the opposite of a win-win situation ...
MaX.
Sometimes it's better to take a break. If you don't feel the motivation, the work will suffer anyway. To have MAX Hud in replays is more of an "extra feature", just to have it in-game is brilliant already. And you've done so much in this community already, you deserve a breather ;) Let's just wait and see if future versions of GP-bikes will give us more motivation. I certainly hope that will be the case.
/David
Quote from: HornetMaX on August 31, 2015, 02:59:21 PM
The annoying thing is that even my decision bothers me a lot as, in the end, the one who "suffer" from it are the players like you and me. Kind of the opposite of a win-win situation ...
At least you understand the situation well in addition to many flying kite people...
Quote from: HornetMaX on August 31, 2015, 02:59:21 PM
The annoying thing is that even my decision bothers me a lot as, in the end, the one who "suffer" from it are the players like you and me. Kind of the opposite of a win-win situation ...
MaX.
Totally agree with you on that Max. ;)
Even though I was greatly disappointed with Piboso's actions and decisions recently and in the past(it's becoming quite a distinct pattern to say the least), I decided that to just give up and quit would be the wrong thing to do and would only be "Cutting off my own nose to spite my face", because despite the work still needed on GPB I still enjoy playing online and racing/taking part in events with everyone else in the community, as well as organising the Track Downloads Database and Track Modding.
It's the community just as much as GPB itself that make this simulation what it is right now, and I'd like to see it carry on progressing to it's full potential. That would be easier and quicker if Piboso would update GPB at a reasonably regular pace, but Piboso is what he is and GPB is the only real race bike simulation out there right now(what choice do we have), it would be great if someone else would stand up to the plate and give him some real competition. That I would love to see! ;D ;D 8) 8)
Hawk.
Quote from: Hawk UK on August 31, 2015, 11:26:23 PM
... despite the work still needed on GPB I still enjoy playing online and racing/taking part in events with everyone else in the community
Sorry, can't do. Not anymore. I try to play from time to time, but after 2-5-10min a glaring bug that could have been fixed months ago hits my face and I can't avoid saying to myself that I have better things to do. I simply can't find the joy in it anymore. I'm as low as considering playing freakin' gungame mod in cod4 a better usage of my free time. And that says a lot.
So yes, I'll be a good sheep and wait for beta8 (or whichever beta will be good enough). Anyway, waiting is everything we're being asked to do.
Quote from: Hawk UK on August 31, 2015, 11:26:23 PM
as well as organising the Track Downloads Database and Track Modding.
For which I'm personally very grateful: you've done a great job on that, for sure.
MaX.
Cheer up MaX, it might never happen! :D
v1.9.9e out:
- Updated for WRS beta7.
- HUDSpeed has option to show background (color in .ini file).
MaX.
Thanks MaX ;)
AHHHHHHHHH! This is just what I was waiting for. Thanks Max. ;)
Sweeet thanks Max!
OH a Rumble terminator cool!
Ta :D
Rumble restored ;D
Thanks MaX
Thx Max.
Brilliant with the updates as always Max. Thank you mate! ;D 8)
Hawk.
v1.9.9g out:
- Fix bug leading to crash (when going to replay immediately after connecting).
MaX.
PodÃais poner bien lo del mapa, para que se vea donde esta cada piloto en pista, también podrÃais incrementar un hud para ver el desgaste y calentamiento de las ruedas.
perdón por escribir en español, pero no se ingles, asà que lo traducÃs como hago yo con el ingles.
Quote from: Alexhrc on November 20, 2015, 12:06:42 PM
PodÃais poner bien lo del mapa, para que se vea donde esta cada piloto en pista, también podrÃais incrementar un hud para ver el desgaste y calentamiento de las ruedas.
Tyre wear and tyre temperature: no I can't (GPB does not pass this info to the plugins).
Other riders on track: this is now more or less doable (since beta7), it's on my todo list.
;) ;) ;) ;)
The latest plugin in at least GPB doesn't seem to show the lean angle any more, it instead seems to match the clutch input? :)
Can´t confirm that.
Is working fine at lean angles.
Quote from: teeds on November 20, 2015, 12:35:38 PM
The latest plugin in at least GPB doesn't seem to show the lean angle any more, it instead seems to match the clutch input? :)
In the input widget ? Most likely you have to assign the right joypad axes.
What do you reckon Max, do I need to adjust something? My windows controller calibration seems fine this time.
https://www.youtube.com/v/3UxFkU3hhV4&feature=youtu.be
Quote from: teeds on November 20, 2015, 06:38:47 PM
What do you reckon Max, do I need to adjust something? My windows controller calibration seems fine this time.
Go on track, click on caps lock, in the HUD menu click on the "..." beside "HUDInputs", then check that the right device is associated (which is likely already the case) and that the righ taxis is associated to the steering.
Cheers max, totally forgotten about that bit
With the sometimes iffy lap timing do you think it would be possible to add a manual lap timer to MaxHUD ?
Quote from: h106frp on November 30, 2015, 12:25:16 AM
With the sometimes iffy lap timing do you think it would be possible to add a manual lap timer to MaxHUD ?
What do you mean exactly ?
Just a normal stopwatch style thing lie one of the cheap ones you used to be able buy. Maybe spacebar start/stop/split/reset
I'm sure GP500 used to have this facility.
Just simple functions like this online one;
http://www.online-stopwatch.com/split-timer/ (http://www.online-stopwatch.com/split-timer/)
It was just that i ran Nordschleife and the timer did not work and its a very long way around to try again. Also noticed quite a few comments for different tracks where timing fails are common. You could also use it for measuring your own point to point times if you are trying to improve on one area of a track.
Thanks
Hmmm ... I'd prefer by far the GPB timer not to go nuts :)
I write down the suggestion, I'll see.
Maximillion,
my head hurts,
any chance of us being able to input a race distance (laps) that decreases each lap, so the fuel remaining (laps remaining estimate) can be displayed next to the actual laps remaining.
Even simple mental arithmetic at 215mph is difficult (for some of us).
I think its quite realistic if that is an issue, we all have lap counters don't we?
Thank you for considering eet.
Nah, I really don't like the idea of allowing the user to enter the number of laps. It's cumbersome and fugly: handling user input in the plugins is a nightmare.
But just to be sure: the number of laps is shown on the pitboard at each lap, no ? I can't remember if it's the number of laps done or to go ... are you saying that the pitboard shows the number of laps done and you have to mentally compute (rofl) the number of laps to go ? Maybe in that case it would be better to have an option in GPB to show the number of laps to go in the pitboard (instead of the number of laps done).
But I can have a look, in the recent RaceData stuff I think I've seen the race length somewhere ...
Fair enough no-one likes a fugly. I was thinking it might be like changing the map scale or something :eg click the figure to go up the lap length.
Whilst I would have responded immediately that the lapboard shows the laps done, you have injected some doubt in now and I am also not sure. LOL. Some tracks its hard to read too. Its surprising how much distance you travel at speed just mentally computing 21-8=???um...ah....feck corner!
And it is "Be kind to old blokes" week isn't it? ;D
Anyway thanks for looking into it :)
Quote from: Napalm Nick on November 30, 2015, 01:44:55 PM
Fair enough no-one likes a fugly. I was thinking it might be like changing the map scale or something :eg click the figure to go up the lap length.
Which is fugly :)
Quote from: Napalm Nick on November 30, 2015, 01:44:55 PM
Whilst I would have responded immediately that the lapboard shows the laps done, you have injected some doubt in now and I am also not sure. LOL. Some tracks its hard to read too.
Don't we have an option somewhere to show the pitboard at a fixed position on the screen (instead of at its proper position along the wall) ? Can't remember ...
Quote from: Napalm Nick on November 30, 2015, 01:44:55 PM
And it is "Be kind to old blokes" week isn't it? ;D
Oh come on ... you're not a bloke yet ;D
hahaha lool.
Yes there is an option to display 2d pit boards. Not something I have tried yet tbh. Doesn't sound Gucci. But I will. Later today I will be educating myself in all these things (if I can leave my boobs alone long enough).
Quote from: Napalm Nick on November 30, 2015, 02:12:53 PM
hahaha lool.
Yes there is an option to display 2d pit boards. Not something I have tried yet tbh. Doesn't sound Gucci. But I will. Later today I will be educating myself in all these things (if I can leave my boobs alone long enough).
Hmm .. this ? :) http://forum.piboso.com/index.php?topic=2778.msg42235;topicseen#msg42235 (http://forum.piboso.com/index.php?topic=2778.msg42235;topicseen#msg42235)
Be careful with that though: http://forum.piboso.com/index.php?topic=503.msg3859;topicseen#msg3859 (http://forum.piboso.com/index.php?topic=503.msg3859;topicseen#msg3859) (Settings / Misc / Help).
Ah it is 2D flags not 2D pitboards the memory is old and fugly too it seems.
That first link was the pitboard fix that allows it in practice sessions.
Quote from: Napalm Nick on November 30, 2015, 02:32:46 PM
That first link was the pitboard fix that allows it in practice sessions.
Yeah but it shows the 2d board in a "easy to read" location (easier than the 3d pitboard).
OK tested - lapboard shows laps to go and as long as you have Help ON/Min you can actually read the 2D one on most tracks.
So I guess if I move the fuel readout under the normal 2d pitboard position that will help.
Bit of a fugly solution tho haha ;)
I was half tempted to add some sort of dash, maybe configurable (i.e. you could select what you want to appear in the dash).
But then, I'm half tempted by plenty of things :)
OK so I have moved them around and this is a great help.
Notice in this picture it is a practice session so the laps are actually counting UP on the board, whereas in a RACE they count down.
Which is really awesome - chuck ups for PiBoSo again.
Whilst a tidier solution inside of MaxHUD would be the cake icing, having Max and PiB together is awesome and somewhat understated.
So chuck ups to Max too MaxFuelmanagement! Thanks. :)
Addendum: Yes a MaxDash would be awesome and guess what - we could revisit the old thread of tyre wear display hahaaha. OK maybe not then. Hmm how do we bribe you?
Quote from: Napalm Nick on November 30, 2015, 03:52:14 PM
Addendum: Yes a MaxDash would be awesome and guess what - we could revisit the old thread of tyre wear display hahaaha. OK maybe not then. Hmm how do we bribe you?
Paypal, simple and effective ;)
I send you my last borns Piggy Bank and a hammer. :-X
Ah so that's what 2D flags does lol :-[
I'm having some issue with the rumble function. Somehow it cause gpb to crash suddenly. Any ideas what it can be?
I'm using the Demo version atm.
Thank you.
Little more information would probably be helpful :D
I, for example, get crashes when I load a track with the gamepad turned off (this is caused by the Xinput plugin, though).
Quote from: RedDawn on December 11, 2015, 09:56:22 PM
I'm having some issue with the rumble function. Somehow it cause gpb to crash suddenly. Any ideas what it can be?
Sound unlikely. What do you mean exactly ?
Quote from: vin97 on December 11, 2015, 10:22:17 PM
I, for example, get crashes when I load a track with the gamepad turned off (this is caused by the Xinput plugin, though).
What do you mean with "the gamepad turned off" ?
Max there are two things i would like to ask if possible to look over implementing in the future.
1. The helmet would be nice to vibrate while on the move more and not so much while the motorcycle is standing still(i think also it will give a better immersion that way)
2. There are many mod bikes that i personally don't like racing in helmet view cause of the false visor position or not working dashes, so when i change view to 3rd person the helmet is still there, while normaly it would be good not to.
Quote from: tseklias on December 12, 2015, 01:22:48 PM
1. The helmet would be nice to vibrate while on the move more and not so much while the motorcycle is standing still(i think also it will give a better immersion that way)
The helmet vibration in MaxHUD is totally fake. If I recall correctly, it vibrates depending on the RPMs.
Quote from: tseklias on December 12, 2015, 01:22:48 PM
2. There are many mod bikes that i personally don't like racing in helmet view cause of the false visor position or not working dashes, so when i change view to 3rd person the helmet is still there, while normaly it would be good not to.
Can't do that: I have no way to check if you're using 1st person or 3rd person view.
Hmm... I can't remember my helmet vibrating when I used to ride or race bikes. Sounds a bit arcadey to me? :P
Hawk.
I use the Xbox 360 pad with Microsoft's wireless USB receiver.
It has nothing to do with your plugin, Max. Just seems to be some weird bug with Xinput.
I recently started having problems with the MaxHUD Plugin. Before it have been working just perfect.
all of a sudden, the MaxHUD plugin have stopped working in my game, nothing is showing in game. I have tried to delete all the MaxHUD files in the GP bikes folders, including the .ini file and reinstalling the latest MaxHUD.
I also tried making a new profile ingame, to see if it was my profile that was the problem, but as it seems now, nothing have worked so far, anyone got a solution?
@Mayer#12: a few easy things to check:
- Which GPB version, which MaxHUD version ?
- Reinstall GPB too (on top, no need to clean install)
- Reinstall the msvc redist package (as described in the .pdf manual)
- Are you on Win10 ?
Quote from: HornetMaX on January 02, 2016, 10:54:08 PM
@Mayer#12: a few easy things to check:
- Which GPB version, which MaxHUD version ?
- Reinstall GPB too (on top, no need to clean install)
- Reinstall the msvc redist package (as described in the .pdf manual)
- Are you on Win10 ?
1. GPB version 7b, MaxHUD version 1.9.9g
2. haven't tested this, wanted to wait and see if there was another solution
3. haven't tried this, might try this plus 2. later.
4. i am using windows 8.1
GPB reinstall on top of existing install is almost free (I think you only lose the custom settings in core.ini, if any).
thanks for the help, will test tomorrow :)
something like this?
@Deinner: it's doable, but I already hear the purists crying at another arcade-like feature.
Quote from: HornetMaX on January 04, 2016, 07:29:56 AM
@Deinner: it's doable, but I already hear the purists crying at another arcade-like feature.
I consider myself a purist, but I would actually use this feature! It would compensate for the insufficient sound immersion in first person view, which makes it sometimes hard to determine how near other riders actually are.
If you should decide to implement this feature, I would prefer to have indicators showing where the other rider is (e.g. indicator on left bottom of screen if rider is coming from behind and trying to pass left) and the indicator color changing with proximity (e.g. <3m --> yellow; <2m --> orange; < 1m --> light red; ; < 0,5m --> dark red).
Quote from: Stout Johnson on January 04, 2016, 11:23:00 AM
I consider myself a purist, but I would actually use this feature! It would compensate for the insufficient sound immersion in first person view, which makes it sometimes hard to determine how near other riders actually are.
But then the solution is either better sound immersion or accept that that's an intrinsic difficulty of first person view.
Anyway, if there's enough interest, I'll have a look. First sight, I prefer the radar-like solution: your car/bike in the middle + the others within a configurable limit distance (e.g.3 / 5 / 10 m).
I ride first person all the time and after a while you can start to hear the difference. (It deffenetly needs work though!) Its been a while since ive hit anyone because i havent seen them. I just have to constantly look backwords :P
But i would like to see this in game, it certinaly would help spacial awareness. :D
This would fill a big hole in the 1st person opponent awareness problem, I would use it all the time until I can naturally look around myself in game, which will hopefully be the case within about 3 months 8)
Quote from: teeds on January 04, 2016, 12:14:20 PM
I would use it all the time until I can naturally look around myself in game, which will hopefully be the case within about 3 months 8)
EDTracker ==> problem solved ?
Quote from: HornetMaX on January 04, 2016, 11:33:24 AM
But then the solution is either better sound immersion or accept that that's an intrinsic difficulty of first person view.
For better sound immersion, we both know there is someone else responsible and looking at it realistically it is not on the priority list (if on any list at all for that matter). ;) I have to say, it is kind of frustrating to have to discuss these proposals, anytime I wish for something that helps me in first person view, trying to achieve a level of immersion that is similar to reality - be it a sound slider or now an indicator helping to determine other vehicles proximity. Especially if there are much clearer arcade features like 3rd person view, virtual pit boards, virtual mirrors in WRS and things like that. ::)
In real life, I have 3d sound available and I can pretty accurately tell where another bike is in reference to myself. In GPB the sound is very rough, only alternating between left and right sound source and assessing the distance of other riders is also only very rough compared to reality (as it has already been discussed here numerous times). I am riding in 1st person view in GPB for a long time now and I can estimate the position of other riders. But it is far from what I am able to do in real life. And waiting for it to be fixed is wishful thinking at the moment for sure. So any way to minimize this problem would be much appreciated.
Quote from: HornetMaX on January 04, 2016, 11:33:24 AM
Anyway, if there's enough interest, I'll have a look. First sight, I prefer the radar-like solution: your car/bike in the middle + the others within a configurable limit distance (e.g.3 / 5 / 10 m).
It is your call, of course. I just want to put into consideration that having just see pop up a colored marker into direction of the other incoming vehicles would make it easy to detect while being able to keep my eyes in the middle of the screen looking for the apex. It would make it much more natural. If I would have to look at a certain radar it would make it harder. But again, your call of course.
Quote from: HornetMaX on January 04, 2016, 12:16:48 PM
EDTracker ==> problem solved ?
Tried that, no go as for me I can't get on with moving my head to change the view while moving my eyes to keep my view central. My tracker might now be a joystick at some point, but the previously mention soon to be with us device might cover that need too with eventual game support.
Quote from: Stout Johnson on January 04, 2016, 12:43:05 PM
I have to say, it is kind of frustrating to have to discuss these proposals, anytime I wish for something that helps me in first person view, trying to achieve a level of immersion that is similar to reality - be it a sound slider or now an indicator helping to determine other vehicles proximity.
Uh well ... OK then, I'll just code the features without any discussion, to avoid any further frustration.
Quote from: Stout Johnson on January 04, 2016, 12:43:05 PM
Especially if there are much clearer arcade features like 3rd person view, virtual pit boards, virtual mirrors in WRS and things like that. ::)
This is the point I don't get: some here complains about stuff that is too arcade and then the very same ask for arcade-like stuff, saying "there's other arcade stuff" as justification. Sounds wrong.
Quote from: Stout Johnson on January 04, 2016, 12:43:05 PM
Quote from: HornetMaX on January 04, 2016, 11:33:24 AM
Anyway, if there's enough interest, I'll have a look. First sight, I prefer the radar-like solution: your car/bike in the middle + the others within a configurable limit distance (e.g.3 / 5 / 10 m).
It is your call, of course. I just want to put into consideration that having just see pop up a colored marker into direction of the other incoming vehicles would make it easy to detect while being able to keep my eyes in the middle of the screen looking for the apex. It would make it much more natural. If I would have to look at a certain radar it would make it harder. But again, your call of course.
Could be. I still think that as (in most cases) the mini-radar is in your filed of view (because the entire screen is), you can "keep an eye on it" without moving the focus away from the apex.
Likely, even putting the radar in the lower left (or right) corner would do it. But I'll consider the indicators too: in the image posted by Deinner there's a red triangle (top right) that seems to be an indicator for the car that is passing.
Quote from: teeds on January 04, 2016, 12:59:15 PM
Quote from: HornetMaX on January 04, 2016, 12:16:48 PM
EDTracker ==> problem solved ?
Tried that, no go as for me I can't get on with moving my head to change the view while moving my eyes to keep my view central.
You'll have to play with the yaw curves (in opentrack) to find something usable, but it's true it's not very natural.
Typically you have some sort of slow slope for small yaw movements (so that you can still look left/right naturally for small angles) and then an high slope so that when you reach that threshold, in-game you will look straight back. I can post you a screenshot of the curves I have, if needed.
Quote from: HornetMaX on January 04, 2016, 01:21:18 PM
Uh well ... OK then, I'll just code the features without any discussion, to avoid any further frustration.
Cool move, appreciate it :)
Quote from: HornetMaX on January 04, 2016, 01:21:18 PM
Quote from: Stout Johnson on January 04, 2016, 12:43:05 PM
Especially if there are much clearer arcade features like 3rd person view, virtual pit boards, virtual mirrors in WRS and things like that. ::)
This is the point I don't get: some here complains about stuff that is too arcade and then the very same ask for arcade-like stuff, saying "there's other arcade stuff" as justification. Sounds wrong.
Well not that hard to understand. I am only considering this visual helper because the sound engine of GPB is very deficient as it is at the moment. It shall help me
make up for a problem that should not be there in the first place. If the sound engine will be perfect at some time, you won't find me here discussing this helper. I am an all-hardcore guy in general (don't mean that in relation to internet content :P). Other things like 3rd person view, virtual overlays etc are not
helping with a deficiency. They are providing a view and an angle of view that simply is not there in real life and imo should not be there in a sim. And discussing a helper that is just there to
help with a deficiency while not even mentioning/questioning 100%arcade stuff is the thing that always makes me shake my head.
I kind of understand if you are reluctant to implemement something that should not be needed in the first place. But since it is (unfortunately) needed in first person view, it would be a great thing to have until maybe sometimes the sound engine is more elaborate. So don't shoot the messenger ;)
Quote from: HornetMaX on January 04, 2016, 11:33:24 AM
But I'll consider the indicators too: in the image posted by Deinner there's a red triangle (top right) that seems to be an indicator for the car that is passing.
Yes, something like that would be perfect. It would allow to see it subconsciously from the corner of one's eye.
Quote from: Stout Johnson on January 04, 2016, 01:44:11 PM
Quote from: HornetMaX on January 04, 2016, 01:21:18 PM
Uh well ... OK then, I'll just code the features without any discussion, to avoid any further frustration.
Cool move, appreciate it :)
Some sarcasm went unnoticed I guess, but that's OK.
Quote from: Stout Johnson on January 04, 2016, 01:44:11 PM
Quote from: HornetMaX on January 04, 2016, 11:33:24 AM
But I'll consider the indicators too: in the image posted by Deinner there's a red triangle (top right) that seems to be an indicator for the car that is passing.
Yes, something like that would be perfect. It would allow to see it subconsciously from the corner of one's eye.
Do you mean the triangle/marker will be at fixed positions ? E.g. left/middle/right along the bottom of the screen ? What about if there are more than one vehicles close to you ?
In the pic above, it seems to me the triangle/marker moves around (either along the screen left/bottom/right borders or around a circle/ellipse).
Quote from: HornetMaX on January 04, 2016, 11:33:24 AM
Do you mean the triangle/marker will be at fixed positions ? E.g. left/middle/right along the bottom of the screen ? What about if there are more than one vehicles close to you ?
In the pic above, it seems to me the triangle/marker moves around (either along the screen left/bottom/right borders or around a circle/ellipse).
My personal notion:
- area for the marker
-if possible not fixed, but moving in relation to other vehicles; moving around like in the pic above
-moving in the outer area of the screen
-indicator not too big, not too small (maybe even size setting by user?), with a bit of transparency (maybe even transparency setting by user?)
-if the indicator is moving over another overlay of your plugin, then the indicator should be 'on top'
- numerous vehicles
only display marker for nearest vehicle
Final note: I cannot really estimate how much work it is for you to code this. Please only do it, if it is somehow justified. I bet it will be much appreciated by the onboard guys, but it will probably not be used much by the 3rd person view majority (yes I do consider the onboard view fraction the minority, despite the recent poll here that seemed to suggest otherwise ;))
It should be a quick one, something like 1h for a 1st implementation. Likely I will spend more time in trying it and figuring out what makes sense than in actually coding: finding a server with 2-3 players is not that easy these days ...
<chortle> sarcasm appreciated by this British sarcasm expert (lowest form of wit and all that haha!)
I think it would be a nice thing for 1st P view. You know I am a bit hardcore but I have mellow edges.
My stance on this (if anyone gives a damn lol) is that a simulated GAME can never be 100% REAL. As long as the main drive is physics REALITY then those bits that can NEVER be/are UNLIKELY to be/are not currently, simulated, can have artificial assistance. In this case, where good spacial awareness is limited I think a widget of sorts is OK.
My opinion (its what happens on forums, opinions and all that) and anyone is allowed to disagree
Either way I think you know we all really appreciate your MaxStuff. ;)
Quote from: HornetMaX on January 04, 2016, 01:21:18 PM
Quote from: teeds on January 04, 2016, 12:59:15 PM
Quote from: HornetMaX on January 04, 2016, 12:16:48 PM
EDTracker ==> problem solved ?
Tried that, no go as for me I can't get on with moving my head to change the view while moving my eyes to keep my view central.
You'll have to play with the yaw curves (in opentrack) to find something usable, but it's true it's not very natural.
Typically you have some sort of slow slope for small yaw movements (so that you can still look left/right naturally for small angles) and then an high slope so that when you reach that threshold, in-game you will look straight back. I can post you a screenshot of the curves I have, if needed.
Will have a play at some point to get the lean working as required, maybe get back to you then cheers. Think I'll need saturation at 30-40% and about a 10% deadzone, this possible?
Quote from: HornetMaX on January 04, 2016, 02:29:04 PM
Likely I will spend more time in trying it and figuring out what makes sense than in actually coding: finding a server with 2-3 players is not that easy these days ...
Just shout and I can be available to test with you if required on one evening, no problem, and i'm sure others would join too.
Only problem I have with the widget side of things is introducing new stuff that gives an advantage but is not available in real life. And yes, seeing the bike next to you is available in real life so I think we're good with this one.
Quote from: teeds on January 04, 2016, 03:15:38 PM
Think I'll need saturation at 30-40% and about a 10% deadzone, this possible?
In opentrack you can define the entire response curve, so yes, you can set any deadzone and any saturation.
cool suggesstion but i feel like proper sound would be the better solution.
at the moment gp bikes sound is way too simplified.
for example you only have mono sound when the bike is leaned over which is obviously completely unrealistic :D
something like this would come in handy for those who use first person
https://www.youtube.com/watch?v=v0EdqeHXLI0
I would like to see sound fully working and having a quick read through the OpenAL programmers notes i am not sure why it does not - seems fairly straightforward to do spacial sound.
For other rider visual tracking what about the flight sim style, arrows that run along the bottom/sides to indicate approach position and get larger with proximity. Very easy to know where everything is and not too intrusive.
Quote from: vin97 on January 04, 2016, 05:25:56 PM
cool suggesstion but i feel like proper sound would be the better solution.
And I agree :)
Quote from: vin97 on January 04, 2016, 05:25:56 PM
at the moment gp bikes sound is way too simplified.
for example you only have mono sound when the bike is leaned over which is obviously completely unrealistic :D
It's not mono for me when the bike is leaned.
Quote from: h106frp on January 04, 2016, 07:12:43 PM
I would like to see sound fully working and having a quick read through the OpenAL programmers notes i am not sure why it does not - seems fairly straightforward to do spacial sound.
GPB already has spatial (positional) sound, including doppler effect.
Max is it possible to make a HUD widget tied to a sound?
Since in another thread I was talking about knee slider sounds I can't seem to hear them. Then I was thinking GP Bikes has to know when they need to be played when your knee is down. So a visual reference say a red dot on the screen when the knee slider sound is played. Especially useful for using DST
@Klax: no it's not possible. GPB knows when the knee is down, but this info is not passed to the plugins (and to be honest, there's no good reason to pass it).
IMO, the whole "knee slider sound" debate could be solved by simply increasing the volume of the slider sound (something Piboso can do easily), instead of playing with all the other sounds.
Quote from: vin97 on January 04, 2016, 05:25:56 PM
cool suggesstion but i feel like proper sound would be the better solution.
Quote from: Stout Johnson on January 04, 2016, 01:44:11 PM
I am only considering this visual helper because the sound engine of GPB is very deficient as it is at the moment. It shall help me make up for a problem that should not be there in the first place. If the sound engine will be perfect at some time, you won't find me here discussing this
Quote from: HornetMaX on January 04, 2016, 07:31:14 PMQuote from: vin97 on January 04, 2016, 05:25:56 PM
at the moment gp bikes sound is way too simplified.
for example you only have mono sound when the bike is leaned over which is obviously completely unrealistic :D
It's not mono for me when the bike is leaned.
Even in first person view?
Quote from: vin97 on January 04, 2016, 09:45:52 PM
Quote from: HornetMaX on January 04, 2016, 07:31:14 PMQuote from: vin97 on January 04, 2016, 05:25:56 PM
at the moment gp bikes sound is way too simplified.
for example you only have mono sound when the bike is leaned over which is obviously completely unrealistic :D
It's not mono for me when the bike is leaned.
Even in first person view?
Even in 1st person view. If I lean the bike, I have sound on both left and right channel. Don't you ?
But I'm no longer sure what do you mean exactly with "mono". The engine sound (as emitted) is mono (in GPB and in reality), that's normal.
Do you expect to hear a different/louder sound between the left/right channel when the bike is leaned over ?
Quote from: HornetMaX on January 04, 2016, 09:54:11 PM
...But I'm no longer sure what do you mean exactly with "mono". The engine sound (as emitted) is mono (in GPB and in reality), that's normal.
How's that possible?
One sound source. = one bike = mono. Your ears are hearing a mono sound.
With two bikes in proximity you have two sound sources (and maybe more - think another bike coming towards on the other side of the barrier) and the signal of each/everything is split into channels relating to direction and in the case of the oncoming bike its Doppler effect too. GPBikes does do this so it is already "Stereo" capable.
I think we had this discussion lol. Max got mad at me for saying we need stereo sounds - so watch out. haha! <kidding>. He teaches like a Jedi.
Bottom line is what we have (the directional channel splitting resultant noise) aint very good yet.
Did I get anything right there Max?
Strong become you have, young Nick. Careful though, it seems these are not good times for Jedis ...
A sound is emitted by one source, hence it's always "mono". But you have two ears (typically), so you perceive two different "versions" of the same sound, depending on your relative position (and velocity) with the sound source. GPB already have all that thanks to openAL.
But how can you say that? I mean you can hear seperately all the different parts' sounds(pistons, transmission, exhaust, chain..), so how can it be considered mono?
Quote from: tseklias on January 05, 2016, 09:50:29 AM
But how can you say that? I mean you can hear seperately all the different parts' sounds(pistons, transmission, exhaust, chain..), so how can it be considered mono?
I think you don't understand what mono means. Mono/stereo has nothing to do with the number of "separate" sound sources.
Your brain hears a stereo sound always, because you have two ears, no matter if the sound is emitted by a single loudspeaker (hence a "mono" sound), a headset with separate left and right channels (so potentially a stereo sound) or a 7.1 system.
GPB has mono sounds for everything (engine, transmission, knee sliders etc): virtually they are "emitted" in the virtual 3d space and "recorder" by two "virtual ears" (listeners) and this generates the stereo sound that you hear in your headset/speakers.
Max, but don't you think that the stereo is too much? I mean:
Fritas person view, you lean right and all the sound goes to the left speaker,you can't hear anything from the right speaker (or headphones): I think this is way too much, and it feels so weird.
The same happens with some of the replay cameras.
I think the sound has to be a little more "mono", don't know how to explain it in english
Quote from: LOOPATELI on January 05, 2016, 10:30:07 AM
Max, but don't you think that the stereo is too much? I mean:
Fritas person view, you lean right and all the sound goes to the left speaker,you can't hear anything from the right speaker (or headphones): I think this is way too much, and it feels so weird.
Doesn't happen for me: 1st person view, lean right --> I still have sound on both channels, not only on right (or left) channel.
Quote from: LOOPATELI on January 05, 2016, 10:30:07 AM
The same happens with some of the replay cameras.
What do you mean exactly ? let's say you have a camera trackside on the finish line at victoria, pointed along the finish line (so looking at the pits).
If the camera is not moving (nor rotating), bikes comes from the left: it's normal to hear a louder sound on the left channel first, and then louder on the right channel after.
Ok so I have a problem with my sound engine, maybe a fresh reinstall? Don't think so because this happen to me since I arrived in beta 4. maybe the pc's hardware...
but yeah when i lean i have all the sound in one channel and nothing in the other, it's too drastic. Same happen as I said in replays (on board cameras and TV cameras and so)
Quote from: LOOPATELI on January 05, 2016, 11:00:05 AM
Ok so I have a problem with my sound engine, maybe a fresh reinstall? Don't think so because this happen to me since I arrived in beta 4. maybe the pc's hardware...
but yeah when i lean i have all the sound in one channel and nothing in the other, it's too drastic. Same happen as I said in replays (on board cameras and TV cameras and so)
If you you record a video while playing (or while watching a replay), watching the video do you have the same problem (audio only on one channel) ?
If yes, upload the video somewhere and let me know.
If you upload on youtube, watch it on youtube to confirm you only hear audio from one channel even in youtube.
Quote from: LOOPATELI on January 05, 2016, 11:00:05 AM
Ok so I have a problem with my sound engine, maybe a fresh reinstall? Don't think so because this happen to me since I arrived in beta 4. maybe the pc's hardware...
but yeah when i lean i have all the sound in one channel and nothing in the other, it's too drastic. Same happen as I said in replays (on board cameras and TV cameras and so)
I have to double check when I am at home, but I was also under the impression that when leaning only one channel is played. That's why I said the sound engine in GPB was very rough.
That makes 3 with the same problem/impression. Worth a dedicated post because if it is confirmed, it sounds like a bug or something wrong between GPB/OpenAL and your hardware.
Quote from: HornetMaX on January 03, 2016, 12:02:56 AM
GPB reinstall on top of existing install is almost free (I think you only lose the custom settings in core.ini, if any).
First got time to test now, but the reinstall on top fixed my MaxHud problem, thanks a lot!
Quote from: HornetMaX on January 05, 2016, 10:07:14 AM
I think you don't understand what mono means. Mono/stereo has nothing to do with the number of "separate" sound sources.
Your brain hears a stereo sound always, because you have two ears, no matter if the sound is emitted by a single loudspeaker (hence a "mono" sound), a headset with separate left and right channels (so potentially a stereo sound) or a 7.1 system.
GPB has mono sounds for everything (engine, transmission, knee sliders etc): virtually they are "emitted" in the virtual 3d space and "recorder" by two "virtual ears" (listeners) and this generates the stereo sound that you hear in your headset/speakers.
No, i actually don't but from your explanation wasn't hard to understand. Thanks Max.
Quote from: LOOPATELI on January 05, 2016, 10:30:07 AM
Fritas person view, you lean right and all the sound goes to the left speaker,you can't hear anything from the right speaker (or headphones): I think this is way too much, and it feels so weird.
I have the same "problem". Thought that wasn't a problem actually(that this was intentionally for somewhat reason that way made) but since it's mentioned i can tell you that at all 3 pcs i have changed so far, it worked this way. One side is deaf when leaning.
OK, let's discuss the sound issue (that is not related to MaxHUD) in the dedicated topic created by LOOPA: http://forum.piboso.com/index.php?topic=3031.msg46887#msg46887 (http://forum.piboso.com/index.php?topic=3031.msg46887#msg46887)
@Meyer#12: glad you solved your problem. In my experience, from time to time something goes really wrong in GPB an a re-install (on-top) really helps.
Hey, I noticed something, with the new widget for the thumb stick inputs it also has throttle and brake on it. But in that widget throttle is listed as red, and brake green. Where as the other widget for throttle, brake, rear brake, and clutch. Throttle is green and brake is red. :)
Quote from: Klax75 on February 09, 2016, 11:06:00 AM
Hey, I noticed something, with the new widget for the thumb stick inputs it also has throttle and brake on it. But in that widget throttle is listed as red, and brake green. Where as the other widget for throttle, brake, rear brake, and clutch. Throttle is green and brake is red. :)
That widget doesn't know what's brake and what's throttle, it only knows about left trigger and right trigger (plus left/right joystick).
I may want to change the colors though, just to avoid the confusion.
Will this work on B8?
Works OK for me 8)
It works for beta8 (by chance, but it works).
Quote from: HornetMaX on February 18, 2016, 08:46:31 PM
It works for beta8 (by chance, but it works).
I was wondering if we needed any update for this but apparently not.... That is great news! ;D
Don't know what we'd do without this plugin of yours, Max, it's become an essential add-on. Thanks Max! ;D 8)
Hawk.
Awesome news!
/David "Gonzo" Boda #46
Can't get it to work with mx bikes beta 4... should it, or do you have to update it Max?
Cheers,
/David "Gonzo" Boda 46
I'll have to update it.
As a general rule, on the 1st page of this thread there's always an indication of which version of each sim that is compatible with the current version of the plugin:
Quote from: HornetMaX on September 26, 2013, 04:34:50 PM
DOWNLOAD v1.9.9g: (https://mega.nz/#F!dRsyARjI!ceFbX0UW01KgB93KY83hZA) <<-- THIS if for GPB beta7, WRS beta7b, KRP beta14 and MXB beta1/2/3
[I'll add GPB b8 and WRS b8 to the above, as they are compatible with the current version of the plugin]
Quote from: HornetMaX on March 03, 2016, 07:29:06 AM
I'll have to update it.
As a general rule, on the 1st page of this thread there's always an indication of which version of each sim that is compatible with the current version of the plugin:
Quote from: HornetMaX on September 26, 2013, 04:34:50 PM
DOWNLOAD v1.9.9g: (https://mega.nz/#F!dRsyARjI!ceFbX0UW01KgB93KY83hZA) <<-- THIS if for GPB beta7, WRS beta7b, KRP beta14 and MXB beta1/2/3
[I'll add GPB b8 and WRS b8 to the above, as they are compatible with the current version of the plugin]
I know, I just thought because it worked with GPB b8 it would work with the latest MX as well. Thanks for the info. I'll wait for your magic fingers to do the trick :)
Cheers,
/David "Gonzo" Boda
v2.0.0 out:
- Updates for GPB b8, WRS b8, MXB b4, KRP b14
- Track map widget now shows also other vehicles (up to 20) and the race numbers.
- New radar widget: can show a radar and/or "flying markers" (around the screen). Should help people using 1st person view to be more aware of nearby vehicles.
- Helmet now has an option to rotate with the bike lean (with a factor specifying how much it will rotate). @ddcc: Play around with that and let me know. The manual has a few extra details about how this works.
Wow! Sounds like a brilliant job there Max! I'll be testing this shortly for sure! ;D
Appreciated Max as always. ;) 8)
Hawk.
Hehehe, so finally you got it! :)
Thanks man!
Saw you popping in and out online, wondered if you was testing something with plenty of traffic around, hopes and dreams were answered!
Cant wait to try this! Thanks Max!
this is just great, thx very much Max.
Helmet tilt is great, much less disorienting in 1P view than before - got it set to about 50%
Quote from: Napalm Nick on March 05, 2016, 09:23:34 AM
Saw you popping in and out online, wondered if you was testing something with plenty of traffic around, hopes and dreams were answered!
I was doing exactly that :)
Oh my God Max that is absolutely stunning!
race numbers, sector and speed trap markers on the map, 2 methods of proximity marking, wow 8)
Really, really impressed with that - thank you so much!
(Yet to test the onboard head tilt, will let you know if it is anything other than amazing! ;D)
Quote from: Napalm Nick on March 05, 2016, 12:39:12 PM
race numbers, sector and speed trap markers on the map, 2 methods of proximity marking, wow 8)
Sectors and speed trap markers (and finish line) were there even before.
Next thing on my todo list (except minor improvements here and there) is something showing live standings / gaps.
I'll probably wait for KRP to catch up with GPB/WRS/MXB in terms of plugin interface, as working with the differences between them is a PITA.
Yeh sweet! 'Gappage would be great'
The radar is a good touch but I prefer the markers to help with the missing 'spatial' personally, great to have both though I might use the radar more lets see how it goes in the race. I am kind of easy going with these improvements, I mean some might argue it is getting a bit arcade (turn em off!) but I say they are compensating for missing physics in the game (awareness) so I am good with it.
Oh yeh of course those markers were there I forgot! Just brought to my attention because I rarely use the map and this time wanted to see the other rider position markings. I am a 'der' brain sometimes! But I love the other rider markers so I might leave it on now.
Personally I use everything with no background to avoid clutter. So now helmet, proximity dots, map, fuel and laptimes will be my race weekend regulars.
Great stuff!
Edit: added Proximity dots and helmut!
I have not fully used it yet but it is frickin awesome dude, thank you very much. Helmet rotation is great .........but could you make it so it could be reversed in tilt? When I lean it is so different than for most of you guys. As my body is leaning quite a lot I actually follow the bikes lean as you would in real life, my head follows that line too so I actually would have my head in the opposite angle to start with then it reduces as my head compensates for the bikes angle.
Dang its hard for a dumb ass like me to explain but basically I would need a reversal of the rotation to what it is. I would think it real easy for YOU to make switchable???
Thank you so much for this brilliant work oh Wonderous Add-On King.
DD
Any comment on the radar stuff is welcome. I didn't try it too much, seems kind of OK to me, but if you have ideas about how to improve it, just fire.
@ddcc: easy to do the reverse thing. It will be in the next update.
Your Da Bomb dude
DD
How do you enable 'flying markers' ?
The new version is awesome!
Quote from: h106frp on March 05, 2016, 03:51:32 PM
How do you enable 'flying markers' ?
It's ON by default ("Show markers" set to yes). You see them only when other bikes are within the associated range (e.g. 20 meters).
If you leave the radar and the markers ON and set to the same range, whenever you have a marker in the radar you'll also have a marker flying around your screen.
P.S.
I know, the flying markers are ugly right now (squares). Didn't want to spend too much time on aesthetics until it's confirmed they are actually useful.
Radar quick comment - awesome - love the way it lights up to get your attention when getting close.
Quote from: Napalm Nick on March 05, 2016, 04:04:58 PM
Radar quick comment - awesome - love the way it lights up to get your attention when getting close.
With what Piboso will do (see this suggestion: http://forum.piboso.com/index.php?topic=3162.0 (http://forum.piboso.com/index.php?topic=3162.0)), I'll even be able to fade the radar completely away when there's no vehicle in the range.
I read that very good of him.
Yes that will be a great idea too Max. Screen declutter :)
Very good job, i like the new addons
Quote from: janaucarre on March 05, 2016, 05:15:57 PM
Very good job, i like the new addons
Yeah both the radar and dots on the map are great.
Oh I have not used the map yet. You mean I can see how far behind you all I am lol
DD
A strange thing happened tonight, i usually use the number 88, with murasama all is ok but when i changed for the ducati motogp i saw another number on the map. Can it be a bug from the motogp or from your plugin?
Quote from: janaucarre on March 05, 2016, 11:13:56 PM
A strange thing happened tonight, i usually use the number 88, with murasama all is ok but when i changed for the ducati motogp i saw another number on the map. Can it be a bug from the motogp or from your plugin?
Just wondering if that was because your first server session uses your allocated number for your profile name, but then if you bail out and change bikes maybe the server still has your other session bike number on the previous bike so the server presumes that number is still being used, therefore the server allocates you another rider number? Not sure if the server session rider number allocation works like that or not but this could be the reason for that Janau?
Hawk.
Yes, when you join the server, if your race number is already taken, you get a new one.
Is it possible to show when the traction control kicks in on supported bikes?
Like the throttle and brake gauges.
Quote from: Boerenlater on March 06, 2016, 09:51:56 AM
Is it possible to show when the traction control kicks in on supported bikes?
No, as GPB does not pass this info.
Anyway, I think it's something GPB should show by itself on the dash (same for anti-wheeling).
Quote from: HornetMaX on March 06, 2016, 09:04:29 AM
Yes, when you join the server, if your race number is already taken, you get a new one.
I can confirm this.
Ok thank you guys
Guys, is there any feedback on the radar thingy ? A few questions:
- Is it useful ?
- Is it customizable enough ?
- Does it make sense to have both the radar markers and the flying markers at the same time ? If not I'll just simplify it allowing to chose one or the other.
And where is Stout gone ? He seemed to need this very badly but I haven't heard from him since I've released it :)
I dont like flying markers they are more confusion for ME lol. The radar is perfect, love it and it dont need fade as you planed with no background it is clear enough and no distraction.
Great work bro, thanks
DD
I love it.. Speaking from an MXB perspective I prefer the radar to the outer screen markers, so the option to have one or the other or both would be great but not essential. Of course it's use will most likely vary in GPB due to the distance of the bikes to lap time, in MXB an opponent is significantly closer with a 2 second gap than in gpb.. I think it's perfectly customisable. Again, talking from an MXB perspective.
Quote from: TheFatController on March 11, 2016, 01:42:04 PM
... so the option to have one or the other or both would be great but not essential.
Yeah, the question is: should I keep the possibility to have both at the same time (and with different ranges) ?
If not, I could just have a single range and let you chose if you want the radar or the markers (but not both at the same time).
I think until more people bother to give you input Max leave it as it is so everyone can be happy. As it is ALL optional it will also allow people to try it over a period of time to really figure out what they like and what helps.
DD
Quote from: HornetMaX on March 11, 2016, 01:33:15 PM
Guys, is there any feedback on the radar thingy ? A few questions:
- Is it useful ?
- Is it customizable enough ?
- Does it make sense to have both the radar markers and the flying markers at the same time ? If not I'll just simplify it allowing to chose one or the other.
And where is Stout gone ? He seemed to need this very badly but I haven't heard from him since I've released it :)
I like very much this addon, but in the track with two parts too close, (example; Snetterton) i see the radar switch on with the opponents very far.
Quote from: Blackheart on March 11, 2016, 02:12:01 PM
I like very much this addon, but in the track with two parts too close, (example; Snetterton) i see the radar switch on with the opponents very far.
Hmm ... I thought I solved this, essentially for Suzuka :)
Will check, maybe I've just dropped the check that prevents that.
I love the additions Max, and it's no distraction at all for me! ;D
I have both the radar and the track map up on screen now, were before I didn't use the track map at all, but the map is now very useful to see were riders are relative to your position on track.
The only improvement I could see for that would be to have your rider stay in the centre of the map and the map move around you the rider. That would make it a lot easier with just a slight glance to assess your position relative to other riders, were as now I look at it and I'm having to waste time finding myself before I can assess my situation relative to everyone else, if you know what I mean? :)
But yeah, I find the track map markers and the radar very useful indeed as a great situational awareness tool.
Yeah, I understand what Blacky is talking about if you get two bikes close together on different parts of the circuit they both show-up on the radar on the "Snetterton 2011 V1.0" track. This can be very distracting, almost like a false positive that there is another rider close by, but not sure you can do anything about that without restricting the range of the radar too much?
All in all a brilliant addition to your MaxHUD plugin mate! Well done! ;D 8)
Hawk.
Quote from: Hawk on March 11, 2016, 03:27:33 PM
The only improvement I could see for that would be to have your rider stay in the centre of the map and the map move around you the rider.
That's already possible: just click on the map rotate option (and eventually specify a smaller range, depending on what you need exactly).
Quote from: Hawk on March 11, 2016, 03:27:33 PM
Yeah, I understand what Blacky is talking about if you get two bikes close together on different parts of the circuit they both show-up on the radar on the "Snetterton 2011 V1.0" track. This can be very distracting, almost like a false positive that there is another rider close by, but not sure you can do anything about that without restricting the range of the radar too much?
I can, I can. I can detect if the vehicle is much behind in terms of "track distance" even if in terms of pure (euclidean) distance it is very close (e.g. on Suzuka, where the track crosses).
Quote from: HornetMaX on March 11, 2016, 03:33:08 PM
Quote from: Hawk on March 11, 2016, 03:27:33 PM
The only improvement I could see for that would be to have your rider stay in the centre of the map and the map move around you the rider.
That's already possible: just click on the map rotate option (and eventually specify a smaller range, depending on what you need exactly).
Can we only have that function on the smaller ranges though? I presume the smaller range limits the view to a smaller section view of the track(I've not tried that feature yet). Personally I much prefer to see the whole track, that allows me to see how my mates are doing in the race too. Hehe ;D
Quote from: HornetMaX on March 11, 2016, 03:33:08 PM
Quote from: Hawk on March 11, 2016, 03:27:33 PM
Yeah, I understand what Blacky is talking about if you get two bikes close together on different parts of the circuit they both show-up on the radar on the "Snetterton 2011 V1.0" track. This can be very distracting, almost like a false positive that there is another rider close by, but not sure you can do anything about that without restricting the range of the radar too much?
I can, I can. I can detect if the vehicle is much behind in terms of "track distance" even if in terms of pure (euclidean) distance it is very close (e.g. on Suzuka, where the track crosses).
Great news! Nice to know you can sort it out Max. ;D
Hawk.
Quote from: Hawk on March 11, 2016, 03:48:18 PM
Quote from: HornetMaX on March 11, 2016, 03:33:08 PM
Quote from: Hawk on March 11, 2016, 03:27:33 PM
The only improvement I could see for that would be to have your rider stay in the centre of the map and the map move around you the rider.
That's already possible: just click on the map rotate option (and eventually specify a smaller range, depending on what you need exactly).
Can we only have that function on the smaller ranges though? I presume the smaller range limits the view to a smaller section view of the track(I've not tried that feature yet). Personally I much prefer to see the whole track, that allows me to see how my mates are doing in the race too. Hehe ;D
No, you can have full range and map rotating. The only detail is that the map will rotate around it's "center" and not around the bike position, i.e. the bike's dot won't be in the middle of the widget.
The bike's dot will be in the middle only if you use a range that makes the whole track not fit in the available space (i.e. the track will be translating).
If you enable rotation and put a small range, you have something like a roadbook.
Quote from: HornetMaX on March 11, 2016, 05:16:33 PM
Quote from: Hawk on March 11, 2016, 03:48:18 PM
Quote from: HornetMaX on March 11, 2016, 03:33:08 PM
Quote from: Hawk on March 11, 2016, 03:27:33 PM
The only improvement I could see for that would be to have your rider stay in the centre of the map and the map move around you the rider.
That's already possible: just click on the map rotate option (and eventually specify a smaller range, depending on what you need exactly).
Can we only have that function on the smaller ranges though? I presume the smaller range limits the view to a smaller section view of the track(I've not tried that feature yet). Personally I much prefer to see the whole track, that allows me to see how my mates are doing in the race too. Hehe ;D
No, you can have full range and map rotating. The only detail is that the map will rotate around it's "center" and not around the bike position, i.e. the bike's dot won't be in the middle of the widget.
The bike's dot will be in the middle only if you use a range that makes the whole track not fit in the available space (i.e. the track will be translating).
If you enable rotation and put a small range, you have something like a roadbook.
So is there any chance you can implement to have an option to have the user-rider dot in the centre on the whole-map-view with the map rotating around it? :)
Hawk.
Quote from: Hawk on March 11, 2016, 06:25:13 PM
So is there any chance you can implement to have an option to have the user-rider dot in the centre on the whole-map-view with the map rotating around it? :)
No because it's bad: the track should be half the current size to fit in the same space.
Quote from: HornetMaX on March 11, 2016, 07:01:23 PM
Quote from: Hawk on March 11, 2016, 06:25:13 PM
So is there any chance you can implement to have an option to have the user-rider dot in the centre on the whole-map-view with the map rotating around it? :)
No because it's bad: the track should be half the current size to fit in the same space.
Understood mate. :)
Hawk.
hello,excuse me.
I have installed this plugin to gpbikes, but the bike shaking badly when i play it .
it walks a few meters and it will fall down.
Quote from: mikekimi on March 24, 2016, 09:43:39 AM
hello,excuse me.
I have installed this plugin to gpbikes, but the bike shaking badly when i play it .
it walks a few meters and it will fall down.
That can't be due to the plugin. Remove it and you'll have the same.
I think I found the reason.There may be a problem with my computer's language settings. ;D thx
Finding the radar very useful for racing Max, but any chance you can make it not detect within ones FOV?
Quote from: teeds on May 24, 2016, 10:41:27 AM
Finding the radar very useful for racing Max, but any chance you can make it not detect within ones FOV?
What do you mean exactly: show no point on the radar or show no flying marker ?
Anyway, it will be hard to detect "when within FOV", as FOV may vary (and the head can be looking not straight forward).
But in an approximate manner (e.g. don't show if in a 90deg cone ahead) it can be done easily.
I've been getting used to the radar thingy turning red and making me look to see where another rider might be. But it's making me look away when I'm right behind someone and focusing on what they're doing or about to do, it makes me check at that point to see if it's someone else behind. Fixed to an FOV average cone angle I think would be fine. Both radar and marker btw.
Quote from: teeds on May 24, 2016, 11:20:56 AM
I've been getting used to the radar thingy turning red and making me look to see where another rider might be. But it's making me look away when I'm right behind someone and focusing on what they're doing or about to do, it makes me check at that point to see if it's someone else behind. Fixed to an FOV average cone angle I think would be fine. Both radar and marker btw.
OK, so you want the dot and the flying marker to be there, just not changing color if the other vehicle is ahead, right ?
Or is it the "highlight" in the radar that should not appear if the other vehicle is in front ?
Probably easier if you post a screenshot showing what to change :)
Quote from: HornetMaX on May 24, 2016, 11:28:30 AM
OK, so you want the dot and the flying marker to be there, just not changing color if the other vehicle is ahead, right ?
Spot on, and getting very nontechnical here but imagine a detection/alert zone shaped like Pacman with his mouth facing forwards :D
Quote from: teeds on May 24, 2016, 12:06:15 PM
Spot on, and getting very nontechnical here but imagine a detection/alert zone shaped like Pacman with his mouth facing forwards :D
Best software specification ever read :)
don't know if this is what teeds means but no marker when the other bike is ahead would be cool.
Quote from: vin97 on May 24, 2016, 02:51:18 PM
don't know if this is what teeds means but no marker when the other bike is ahead would be cool.
I meant exactly that vin ;)
Quote from: teeds on May 25, 2016, 10:14:01 AM
Quote from: vin97 on May 24, 2016, 02:51:18 PM
don't know if this is what teeds means but no marker when the other bike is ahead would be cool.
I meant exactly that vin ;)
Hmm, it sounded different:
Quote from: teeds on May 24, 2016, 12:06:15 PM
Quote from: HornetMaX on May 24, 2016, 11:28:30 AM
OK, so you want the dot and the flying marker to be there, just not changing color if the other vehicle is ahead, right ?
Spot on, and getting very nontechnical here but imagine a detection/alert zone shaped like Pacman with his mouth facing forwards :D
So back to my initial suggestion: get a screenshot and show what you would want done differently :)
Quote from: HornetMaX on May 25, 2016, 10:23:47 AM
Quote from: teeds on May 25, 2016, 10:14:01 AM
Quote from: vin97 on May 24, 2016, 02:51:18 PM
don't know if this is what teeds means but no marker when the other bike is ahead would be cool.
I meant exactly that vin ;)
Hmm, it sounded different:
Fair comment :)
Quote from: HornetMaX on May 25, 2016, 10:23:47 AM
So back to my initial suggestion: get a screenshot and show what you would want done differently :)
Not sure how to illustrate it on a screenshot. I could show a bike in a spot we don't want to be alerted too even though it's within the trigger range we set in the Maxhud menu, that help?
Quote from: teeds on May 25, 2016, 11:16:31 AM
Not sure how to illustrate it on a screenshot. I could show a bike in a spot we don't want to be alerted too even though it's within the trigger range we set in the Maxhud menu, that help?
Yep: show a situation where you have a bike in front of you (could even be standing in the pits), with radar and flying markers on, and tell me what you would like to see/not see.
Basically, when the other bike is ahead:
- Radar dot(s): there or not there ? If there, should it have some sort of default color (i.e. not getting red with distance) ?
- Flying marker(s): same questions
For the radar dot I'd say it would be weird to have it disappear from the radar just because the bike is now in front of you. I could have the color thing sorted if you prefer though.
For the flying markers I can probably fade them when they approach your FOV).
Would that be OK ?
this would be perfect for me
When a bike is in front of you, have the dot on the radar turn into a target! ;D
Hi MaX,
Could you just confirm for me;
If the suspension indicators vertical height is the full range of suspension travel and does not indicate any pre-load or ride height as described previously would i be correct in thinking that the correct static sag/starting position should be indicated by the distance of the indicator bar from the top of the vertical axis i.e about 30% front and 25% rear.
Thanks
Quote from: h106frp on May 26, 2016, 09:21:26 PM
If the suspension indicators vertical height is the full range of suspension travel and does not indicate any pre-load or ride height as described previously would i be correct in thinking that the correct static sag/starting position should be indicated by the distance of the indicator bar from the top of the vertical axis i.e about 30% front and 25% rear.
I'm tempted to say yes for preload, but no for ride height.
At any rate, I forgot to put in the plugin the possibility to display the raw numbers for suspension travel: sorry, will do with the next release.
no pressure :D, just wanted to ask if the live gap thing will also be available in replays?
Quote from: vin97 on May 31, 2016, 03:44:09 PM
no pressure :D, just wanted to ask if the live gap thing will also be available in replays?
No, that's not doable.
hmm, maybe a suggestion for piboso?
imo it's necessary for proper race streams.
The reality is that Pib has to totally rework the whole replay system and I dont know if that would be possible at this stage.
DD
Quote from: vin97 on May 31, 2016, 06:31:43 PM
hmm, maybe a suggestion for piboso?
imo it's necessary for proper race streams.
Hmm .. I think we must stick to piboso terminology: on track = riding, spectate = you're watching a live replay (that's what you do when broadcasting), replay = non-live replay (either loaded replay or spectating but not live).
So, when
spectating, there will be something that will show the gaps between riders. Most likely I'll go with a simple tall widget on the left, with the place, the race number (or 3 letters from the rider name), and the gap from the leader (or from the rider before). Update won't be really live: too many numbers spinning around, confusing. It could be updated at every lap or every split or every X seconds.
Bottom line, while spectating you'll have the map, the standings with the gaps and (most likely) the throttle/brake/RPM/speed/gear of the bike being watched.
It's almost done but I've had a bit of delay: just for fun I've tried out plenty of C++11 features, pretty cool stuff :)
that's great news, max!
why is it not possible to have the same functions when watching a replay (non-live), though?
wouldn't you just need a simple logfile?
Quote from: vin97 on May 31, 2016, 07:21:29 PM
that's great news, max!
why is it not possible to have the same functions when watching a replay (non-live), though?
wouldn't you just need a simple logfile?
A simple, large logfile :)
And GPB would have to do it internally: I can't log it myself, otherwise I'd also have to be sure to read it in-sync with the replay being played. Messy.
Anyway, what's the use of all this stuff for offline replays ?
I can see the use when spectating (i.e. for broadcasting), but for offline replays the map, the standings and the inputs are of little use.
That depends Max as it is like telemetry for F1 etc. You study where on the track you are and what you are doing. It would be pf use to learn why you crashed by using too much brake etc etc
DD
Quote from: doubledragoncc on May 31, 2016, 07:37:52 PM
That depends Max as it is like telemetry for F1 etc. You study where on the track you are and what you are doing. It would be pf use to learn why you crashed by using too much brake etc etc
For that, there's MaxTelemetry.
Yes but I thought it would just be a plus point lol.
You are making it so things can be moved like with MaxHud yes?
DD
Would be nice for commenting/explaining recorded battles and specifically hotlaps.
Since you know much better what is required for this "offline in-game telemetry" to work, could you post a request in the suggestions sections when you have time?
Sounds really great Max, thanks.
Quote from: doubledragoncc on May 31, 2016, 07:44:21 PM
You are making it so things can be moved like with MaxHud yes?
Yes.
Quote from: vin97 on May 31, 2016, 07:55:58 PM
Would be nice for commenting/explaining recorded battles and specifically hotlaps.
Since you know much better what is required for this "offline in-game telemetry" to work, could you post a request in the suggestions sections when you have time?
To be sure I understand you right: you would like to have in a non-live replay (i.e. loaded from a saved replay and/or while spectating on track but going to a point in the past from the live replay) the same features you have in a "live" replay (spectate mode), correct ?
Are we speaking only about: map, standings with gaps, current bike inputs (e.g. throttle/brake etc) ?
If yes, I can try to ask Pib about that but to be honest, the use for all this is pretty thin (so I'd expect this to be done only if it's trivial for him to implement it).
Quote from: HornetMaX on May 31, 2016, 06:57:18 PM
Quote from: vin97 on May 31, 2016, 06:31:43 PM
hmm, maybe a suggestion for piboso?
imo it's necessary for proper race streams.
Hmm .. I think we must stick to piboso terminology: on track = riding, spectate = you're watching a live replay (that's what you do when broadcasting), replay = non-live replay (either loaded replay or spectating but not live).
So, when spectating, there will be something that will show the gaps between riders. Most likely I'll go with a simple tall widget on the left, with the place, the race number (or 3 letters from the rider name), and the gap from the leader (or from the rider before). Update won't be really live: too many numbers spinning around, confusing. It could be updated at every lap or every split or every X seconds.
Bottom line, while spectating you'll have the map, the standings with the gaps and (most likely) the throttle/brake/RPM/speed/gear of the bike being watched.
It's almost done but I've had a bit of delay: just for fun I've tried out plenty of C++11 features, pretty cool stuff :)
The format I'd go with for the widget on the left hand side would be:
[Place Number(Fixed Pos)]|[Rider Name(Dynamic Pos)]|[Rider Number(#)(Dynamic Pos)]|[Time Difference from Leader(Dynamic Pos)]. I may have misunderstood, but as I understood from what you said above, what worries me is the lack of update cycle frequency. Surely it could go through the start of an update cycle every 2-3 seconds depending on whether an update was needed at the time?
To have to wait till the next track sector marker or S/F line would surely be too big a gap in updating the rider positions on a live screen?
EDIT: I'd also have the [Rider-Name] flash 2 or 3 times just before a change of position on screen. :)
Hawk.
Quote from: Hawk on May 31, 2016, 09:56:56 PM
To have to wait till the next track sector marker or S/F line would surely be too big a gap in updating the rider positions on a live screen?
It can update much faster than that (I think it's roughly at 10hz), but trust me: if you have 10-15 numbers on screen each of them updated at 10Hz, your eyes will bleed in no time. It's useless and bad. Check how it's done in F1 / MotoGP: it doesn't update very fast (actually they typically don't show all the gaps for long time neither).
The position on the map will update as fast as possible, of course. No problem there.
Don't worry, you're gonna love it :)
Quote from: HornetMaX on May 31, 2016, 10:05:59 PM
Quote from: Hawk on May 31, 2016, 09:56:56 PM
To have to wait till the next track sector marker or S/F line would surely be too big a gap in updating the rider positions on a live screen?
It can update much faster than that (I think it's roughly at 10hz), but trust me: if you have 10-15 numbers on screen each of them updated at 10Hz, your eyes will bleed in no time. It's useless and bad. Check how it's done in F1 / MotoGP: it doesn't update very fast (actually they typically don't show all the gaps for long time neither).
The position on the map will update as fast as possible, of course. No problem there.
Don't worry, you're gonna love it :)
Okay Max. ;) 8)
Can't wait to see this..... Sounds FANTASTIC!!! ;D ;D 8) 8)
Thanks for doing this Max.... Really appreciate all the work you do here mate! ;D ;D 8) 8)
Hawk.
Quote from: Hawk on May 31, 2016, 10:10:02 PM
Quote from: HornetMaX on May 31, 2016, 10:05:59 PM
Quote from: Hawk on May 31, 2016, 09:56:56 PM
To have to wait till the next track sector marker or S/F line would surely be too big a gap in updating the rider positions on a live screen?
It can update much faster than that (I think it's roughly at 10hz), but trust me: if you have 10-15 numbers on screen each of them updated at 10Hz, your eyes will bleed in no time. It's useless and bad. Check how it's done in F1 / MotoGP: it doesn't update very fast (actually they typically don't show all the gaps for long time neither).
The position on the map will update as fast as possible, of course. No problem there.
Don't worry, you're gonna love it :)
Okay Max. ;) 8)
Can't wait to see this..... Sounds FANTASTIC!!! ;D ;D 8) 8)
Thanks for doing this Max.... Really appreciate all the work you do here mate! ;D ;D 8) 8)
Hawk.
+ 1.000.000 on this one mate!
I am 100% sure it will be great and can't wait to see it! Love your MaxHUD!
Thank you Max, all this will make us very happy :) and make racing a really enjoyable thing, even with cores ::)
Quote from: HornetMaX on May 31, 2016, 09:47:08 PMQuote from: vin97 on May 31, 2016, 07:55:58 PM
Would be nice for commenting/explaining recorded battles and specifically hotlaps.
Since you know much better what is required for this "offline in-game telemetry" to work, could you post a request in the suggestions sections when you have time?
To be sure I understand you right: you would like to have in a non-live replay (i.e. loaded from a saved replay and/or while spectating on track but going to a point in the past from the live replay) the same features you have in a "live" replay (spectate mode), correct ?
That's exactly what I mean.
Quote from: HornetMaX on May 31, 2016, 09:47:08 PMAre we speaking only about: map, standings with gaps, current bike inputs (e.g. throttle/brake etc) ?
Yes but curious as to why you ask like that :D
Is there anything else (apart from dash/cockpit detail) that is available when spectating (live) but isn't when watching the replay "offline"?
Quote from: HornetMaX on May 31, 2016, 09:47:08 PMIf yes, I can try to ask Pib about that but to be honest, the use for all this is pretty thin (so I'd expect this to be done only if it's trivial for him to implement it).
Woud be great, Max!
Quote from: Warlock on May 31, 2016, 10:19:18 PM
Thank you Max, all this will make us very happy :) and make racing a really enjoyable thing, even with cores ::)
+1
Quote from: vin97 on May 31, 2016, 10:55:12 PM
Yes but curious as to why you ask like that :D
Is there anything else (apart from dash/cockpit detail) that is available when spectating (live) but isn't when watching the replay "offline"?
Yes. At the moment position and standings are not available in non-live replays (so no map, no standings in offline replays). I'd have to ask Piboso to provide them (if possible/easy).
Could you add steering input and vertical rider lean to the Inputs widget?
Quote from: vin97 on June 05, 2016, 08:27:09 AM
Could you add steering input and vertical rider lean to the Inputs widget?
Steering is already there: the bike lean input is taken from the joypad, the steering is the steering angle (bars angle) as realized by the virtual rider.
For the rider lean: I don't know ow much the rider is actually leaning (GPB does not pass that info).
But if you configure properly the Joypad widget, you can see all analog axes used, so that should do it. Would work only on track (no replay or spectating).
Yes, "steering" shows the steering angle but for me, "lean input" shows horizontal rider lean input.
That's why I figured putting an additional vertical bar for vertical rider lean input would be no problem.
...Not a fan of too many widgets in my FoV.
And of course seeing the actual steering/lean angle input would be nice.
Quote from: vin97 on June 05, 2016, 11:10:09 AM
Yes, "steering" shows the steering angle but for me, "lean input" shows horizontal rider lean input.
Because you haven't configured the Inputs widget properly. You have to tell it which is your lean axis: he can't figure it out by itself :)
ah damn
ok but my point still stands, would be nice to have it all in one small widget rather than having to put the joystick widget into your FOV.
Quote from: vin97 on June 05, 2016, 12:06:38 PM
ah damn
ok but my point still stands, would be nice to have it all in one small widget rather than having to put the joystick widget into your FOV.
I know, but the thing is most do not even use manual rider lean.
If you have auto rider lean, the widget will show no rider lean at all (when you're not overriding it) when in fact the rider is leaning.
That's because I can only show the rider lean input, not the effective rider lean. If I were able to show actual rider lean, I'd add it for sure.
you should be able to calculate the rider lean based on throttle input when somebody is using auto lean.
Quote from: vin97 on June 05, 2016, 01:44:28 PM
you should be able to calculate the rider lean based on throttle input when somebody is using auto lean.
Even assuming I could do that (which I can't), I'd have no way to know when he's using auto or manual. Also, when he's on auto and is overriding, I don't know how to compute the actual lean combining the two. And what about rider lean left/right ?
If GPb passes the actual rider lean (left/right and fwd/back), I'm very willing to show it somehow.
I don't think it will happen though, as it's not typically something that is part of the telemetry, so Piboso would likely just say "no" (and I'd tend to agree).
A very big thank to you max, this plugin is more and more helpful. So good to know someone is coming all along the straight at 340km/h when i get out of the pitlane.
Quote from: HornetMaX on May 25, 2016, 11:51:29 AM
Quote from: teeds on May 25, 2016, 11:16:31 AM
Not sure how to illustrate it on a screenshot. I could show a bike in a spot we don't want to be alerted too even though it's within the trigger range we set in the Maxhud menu, that help?
Yep: show a situation where you have a bike in front of you (could even be standing in the pits), with radar and flying markers on, and tell me what you would like to see/not see.
Basically, when the other bike is ahead:
- Radar dot(s): there or not there ? If there, should it have some sort of default color (i.e. not getting red with distance) ?
- Flying marker(s): same questions
For the radar dot I'd say it would be weird to have it disappear from the radar just because the bike is now in front of you. I could have the color thing sorted if you prefer though.
For the flying markers I can probably fade them when they approach your FOV).
Would that be OK ?
Hopefully vin doesn't mind me using one of his pics to show this :)
Max, in this situation we are being alerted to the rider right in front. If possible please make both radar and marker behave like no one is there when a rider is within view. Personally the radar is my go to view to tell the position of another, I'm using the marker as more of an alert that tells me to look at the radar.
Quote from: teeds on June 06, 2016, 12:21:17 PM
Max, in this situation we are being alerted to the rider right in front. If possible please make both radar and marker behave like no one is there when a rider is within view. Personally the radar is my go to view to tell the position of another, I'm using the marker as more of an alert that tells me to look at the radar.
I've already coded that for the flying marker (the red square close to the top of the screenshot): there will be an option like "Fade marker when in FOV" with vales "NO / narrow FOV / medium FOV / large FOV". Essentially, the marker will fade when the other bike enters a "cone" in front of your bike (more or less wide, depending on the setting).
I'm less convinced by doing the same with the red dot on the radar: it would be a bit weird to see the dot appear/disappear when the it exits/enters the cone in from of you.
Would fading only the flying marker be OK ?
Fading the marker only would be perfect for me, sounds like a great addition. I get very confused sometimes when I see the red square at the top of the screen but that's just me being slightly special.
Quote from: HornetMaX on June 06, 2016, 12:32:44 PM
Would fading only the flying marker be OK ?
That'll be fine. I can't this minute for the life of me remember exactly what the radar does to grab my attention (goes/pulses/fades to red?), that's the other bit I was hoping you could omit when a bike's in the FOV.
Quote from: teeds on June 06, 2016, 03:31:54 PM
That'll be fine. I can't this minute for the life of me remember exactly what the radar does to grab my attention (goes/pulses/fades to red?), that's the other bit I was hoping you could omit when a bike's in the FOV.
The yellow thingies in the radar (left/right warnings) appear when a bike is very close (inner circle) and/or in the blind spot, that's probably what catches your attention. Which is good because it was their purpose :)
I'll see what I can do, should be doable.
nice 1 :)
I'm (slowly) progressing on the "standings" widget: it will show the current standings and the gaps between riders.
One question: what would you like to see in terms of gap ? The gap between each rider and the rider before or the gap between each rider and the leader ? Both ? Alternating ?
Side note: testing this stuff is a truly massive PITA. I have to find a server with some people on it (which by itself is not that easy).
After that, I have to connect and disconnect mutliple times and this makes it all too likely to run into server issues and become unable to re-connect.
Essentially, for each minute spent coding, I spend 15 minutes testing (well, actually trying to): I'm making progress at the pace of a raging snail !!
Gaps between essential Max and to leader a definite Easter egg. Alternating nice if not too often.
I can stick two bikes on a track somewhere ( stationary) if it helps but I can't baby sit anything. If that would be useful let me know.
Quote from: Napalm Nick on June 08, 2016, 01:34:00 PM
I can stick two bikes on a track somewhere ( stationary) if it helps but I can't baby sit anything. If that would be useful let me know.
Hmm a server with 2 bikes sitting somewhere on the track could be useful indeed. Even better if each bike has completed at least 1 lap. But I know it's a mess to maintain for you.
Hmm makes me think: if I run multiple GPB instances (clients) over a local server ... maybe I can do the same all by myself ... trying tonight !
Lemme know it is no problem
@Nick, how do you stick 2 bikes on track?
@Max I can set up a server to help and can watch it most of the time, can contact me directly via Teamspeak to set it up as you want if that helps.
DD
Put a server up or use yours and get my bike on there and MMA's. One call and she come running.
NICK!!!! that dont tell me how I put YOUR bikes on a server bro!!! lol
I am a dumb ass and only know how to go onto a server with my own bike.
How do you make a persons bike appear on the track?
You know me, I need the baby steps lol
DD
You can't ! I go on a server, Emma goes on the same server, we leave our bikes on track at a useful position for Maximilian then we bugger off doing wot we gotta do!
What we gotta do is come round yours for some o that weed. ;)
:D
ok, just tell me which server should i put my bike on (and what corner)?
YOUR words were I put the bikes on the server got me confused dude.
Sorry drug free here my friend!!! I think I am the only custom bike builder that has never even smoked a joint lol.
Bottle of JD and I am a happy chappy lol
Okay Max let me know what track and bikes for a server bro.
GPBOC4 is for the MotoGP guys, 5 is for the Road bikes or woteva and 6 is training and testing so thats your server to command oh mighty APP GOD
DD
Ah yes the 'Royal I ' , I meant. :P lol
Don't bother yet with that stuff, I'll try to survive without.
The day I really need someting we'll have to organize an evening with a few riders.
Thx anyway !!
ok
One question guys: I can have a widget with the current standings. Essentially it will show 3 columns: position (e.g. 1, 2, 3, ...), race number (or 3 letters of the rider name) and time gap.
The time gap can be either from the leader or from the rider preceding. I can have an option to show one or the other, but I thought that having both alternating would be better.
Example: for 3 (or 5 seconds) it will show your gap from the leader (e.g. +21.325 seconds) and then for 3 seconds your gap from the rider preceding you (e.g. +4.758 sec), and so on, alternating.
Question: how can I make it visually clear which one is which ?
Color coding seems bad. One thing I can try is to use "at 21.325" for gap from 1st and simply "+4.578" for gap from previous. If anybody has a better idea ...
How about simply "1st +21.325" for 1st and keep "+4.578" for previous I think it is self explanatory that way.
DD
Hi Max, here is my opinion:
Quote from: HornetMaX on June 20, 2016, 03:16:45 PM
One question guys: I can have a widget with the current standings. Essentially it will show 3 columns: position (e.g. 1, 2, 3, ...), race number (or 3 letters of the rider name) and time gap.
The time gap can be either from the leader or from the rider preceding. I can have an option to show one or the other, but I thought that having both alternating would be better.
Example: for 3 (or 5 seconds) it will show your gap from the leader (e.g. +21.325 seconds) and then for 3 seconds your gap from the rider preceding you (e.g. +4.758 sec), and so on, alternating.
Question: how can I make it visually clear which one is which ?
Color coding seems bad. One thing I can try is to use "at 21.325" for gap from 1st and simply "+4.578" for gap from previous. If anybody has a better idea ...
You should try to show this panel the most visually possible. In rFactor, Iracing or simulators like those there is a "black box" that show us the difference between cars ahead and behind. Something like this:
From left to right: position, number, name and gap.
According to colors:
- Red: cars/bikes with
1 lap or more than you
- Blue: lapped cars/bikes
- White: cars/bikes in
current lap with you
- Orange: You
I don't know if this is possible with your plugin but I think that it's the most visually tool for us. The colors is only an example...
The one problem with so much info is it takes longer to read and can be confusing. Any info needs to be as simple and short as posible and need only a glance not to be read if you know what I mean.
Also for old farts like me or those with a smaller screen it could be hard to read or take up too much screen space.
DD
Is not +ve numbers and -ve numbers enough to identify when it means u are behind or in front?
Like in Alvaro's pic - +ve gap (to leader) -ve gap (rider behind).
If you really feel the necessity to have both then personally I think keep it as an option would be better, otherwise unless it can be made clear which action is in operation then confusion will rein.
But a simple colour difference of the number field would suffice surely? White(black bordered #'s) = diff from next preceding rider, Orange(black bordered #'s) = diff from leader. No need for multi-coloured rider names and bike #'s because that would lead to a terrible looking multi-coloured mess.
But if I was you I would just try to replicate the actual real MotoGP TV overlay style, capabilities and colours and nothing more. ;) 8)
Hawk.
Can you add a widget for the price of eggs while your at it Max ;D ;D ;D
DD
Quote from: Hawk on June 20, 2016, 05:31:56 PM
But if I was you I would just try to replicate the actual real MotoGP TV overlay style, capabilities and colours and nothing more. ;) 8)
Hawk.
+1 I would say the same
Hmmm ... MotoGP overlays are made for spectators, not for riders. I was hoping to have something for both :)
(http://i.imgur.com/3ngYy9t.jpg)
(http://i.imgur.com/AqvicQW.jpg)
(http://i.imgur.com/rp59a9D.jpg)
As you can see, normally it doesn't show the gaps. I'm willing to implement the white line you can see in the 3rd picture between 4th and 5th position (indicating which riders are already past the finish line), that should be doable.
For racing, what Alvaro Ramiro has posted would be perfect: you have (almost) all the info you need. But for spectating/broadcasting we may want something else. Need to think a bit more ...
Quote from: HornetMaX on June 21, 2016, 07:22:39 AM
Hmmm ... MotoGP overlays are made for spectators, not for riders. I was hoping to have something for both :)
Oh! I didn't realise you were designing for the rider too.... I thought this overlay was just for live-streaming(live-replay) benefit..... But yeah that would be great Max! ;D
I'm sure the spectator TV style overlay does actually have a widget strip at the bottom of the screen that appears when they want to show the lap/sector time differences between riders, yes? Couldn't you just replicate that too? :)
I presume that the idea behind the additional rider version is to be able to replace the current MaxHUD version?
There's nothing to replace in MaxHUD as it currently does not give you any information about standings and gaps between you and other riders.
The problem with TV-style overlays is that in real life they are controlled manually, i.e. there's somebody deciding to show this or that depending on the current situation. I don't plan to do this.
Quote from: HornetMaX on June 21, 2016, 09:07:29 AM
There's nothing to replace in MaxHUD as it currently does not give you any information about standings and gaps between you and other riders.
The problem with TV-style overlays is that in real life they are controlled manually, i.e. there's somebody deciding to show this or that depending on the current situation. I don't plan to do this.
Does that mean that it's not possible to do this? I mean it would be very handy for someone like DD while doing the live stream to be able to have that sort of control. :)
Hawk.
To be done properly you'd probably have to have a separate screen with plenty of infos and buttons to toggle stuff on/off.
Even if in principle one could try to define a few keyboard shortcuts, I really don't think it's worth the effort: too much work for way too little actual usage.
It's GPB: we're not airing this on Eurosport, ESPN or similar :)
Quote from: HornetMaX on June 21, 2016, 09:38:04 AM
To be done properly you'd probably have to have a separate screen with plenty of infos and buttons to toggle stuff on/off.
Even if in principle one could try to define a few keyboard shortcuts, I really don't think it's worth the effort: too much work for way too little actual usage.
It's GPB: we're not airing this on Eurosport, ESPN or similar :)
I have to disagree with you on that Max. Having that sort of control via keyboard control shortcuts would be a huge benefit for a live-streaming producer on GPB right now, which after-all is were this idea got kick-started from. ;)
Would it mean that much more extra work to implement an on/off function for certain overlays? At least it would be there to be used when needed, and in Live-stream production it will be very useful indeed.
You know what they say about small beginnings, and sowing the seeds. ;D
Hawk.
Quote from: Hawk on June 21, 2016, 09:56:15 AM
Would it mean that much more extra work to implement an on/off function for certain overlays? At least it would be there to be used when needed, and in Live-stream production it will be very useful indeed.
It would need I implement the overlays first, and global shortcut handler after (trying not to interfere with GPB itself, which has his own shortcuts).
All this to have one overlay used for 30 sec in a 45min race that nobody will ever watch. So at the moment there's no big need for top notch stuff: the trackmap + the standings are well enough.
Plus, where's your' old-school inner side ? In the 80's there was for sure no fancy-colored, real-time updated graphical overlay when watching races on tv :)
Quote from: HornetMaX on June 21, 2016, 10:05:24 AM
Quote from: Hawk on June 21, 2016, 09:56:15 AM
Would it mean that much more extra work to implement an on/off function for certain overlays? At least it would be there to be used when needed, and in Live-stream production it will be very useful indeed.
It would need I implement the overlays first, and global shortcut handler after (trying not to interfere with GPB itself, which has his own shortcuts).
All this to have one overlay used for 30 sec in a 45min race that nobody will ever watch. So at the moment there's no big need for top notch stuff: the trackmap + the standings are well enough.
Plus, where's your' old-school inner side ? In the 80's there was for sure no fancy-colored, real-time updated graphical overlay when watching races on tv :)
In the 80's the commentators still had access to offscreen information that they then communicated to the public, so not as different as your implicating. :P
But I could suggest that no overlay info for the rider(unlike spectators) is required at all except pitboard info, but we are talking the difference between real-life and a PC 2d Screen based simulation here which has very little feedback in comparison to a real life bike on track. So certain things are needed to provide further visual awareness of what's happening around you. I'm all for compromise when it's truly needed. :)
But besides that, I'm thinking of ways of allowing a Live-stream producer like DD to do his job as well as possible in GPB in it's current state of development, and that can only be done by providing him with the tools for the job. :)
How many will watch live-streaming? Okay we can be pretty sure that initially there won't be many people watching, but like I said about sowing the seeds, and big things grow from small trees; live-streaming is no doubt a major tool for promoting GPB and the better it can be promoted(visually) the more people will get interested in watching and hopefully wanting to actually give it a try and buy GPB. Now isn't that a more just cause/aim for this feature than just giving a rider on screen info?
We disagree on a lot of things I know Max, but I hope this control feature is one I can turn you around on. :)
Hawk.
I was watching virtual touring car championship on my TV! Yes really! It was being commentated on by a real live normal race TV commentator too. Very nice and not much difference from watching real Touring Cars with the info on screen. So these things do progress it depends how much faith there is in the product and whether to take baby steps or huge ground breaking strides.
Quote from: Napalm Nick on June 21, 2016, 10:42:47 AM
So these things do progress it depends how much faith there is in the product and whether to take baby steps or huge ground breaking strides.
Baby steps here. When we have a youtube/twitch/whatever channel with 1,000 members (a thousand, not 1 million) I could reconsider.
Just as a reminder, at the moment the chances that all 10 players can finish the race without bombing out are slimmer than Leicester winning the Premier League :)
To be quite honest, A track map that shows where bikes are and if there are some close and fighting is the best bit of info to find battles and make the stream better.
The BIGGEST problem is people being lazy and insisting on using default paints, it pisses me off when we try so hard to give people a wider choice of paints because I dont know who is who out of the 4 guys looking the same, or there is 5 number 46 Rossi paints.
The replay overlay looks terrible on the stream but I need it as I need to know who the hell is who or I get it wrong and it pisses someone off if I say they crashed but it was another guy in the same paints!!!
ANYTHING you do will help Max and is much appreciated. I am just trying to promote GPB to the best of my capabilities and any help goes a long way to reduce the stress on this old farts brain lol.
DD
I would also choose baby steps. And just a thousand members before leaps is very charitable.
I don't need reminding about the finishing stats ;D lol. Not after last race.
Agree with DD - anything you can bring will be hugely appreciated.
Well I've put my case forward to try and get the best tools currently possible in GPB right now(in my opinion) for the job needed, but if it's not what's wanted then fair enough, I'm easy with whatever is wanted by those that are actually in the front line(AKA DD)... after all, DD is the one with the experience to know what would be best for him to do his commentating job well. ;) 8)
@DD: The only way your going to become familiar with riders names and bikes is through regular live-stream events over a period of time so that you get to know instantly upon seeing the bike/rider who they are.
But I do agree with you that it would certainly make your job a lot easier to recognise riders if they had a rider/helmet/leathers skins that you could become familiar with.
As a suggestion, it maybe worth creating a register of active riders so that they register their number and bike/helmet/leathers paints that they then have to stick to for that year, and anyone who wants to join a race has to register those things before they can compete. This could possibly be done through the GPBOC? And any rider that shows up without their designated skins will be either told to go and assign their designated registered skins or they will be kicked off the server. It may seem a little harsh, but it's the only way to get some sort of organisation going as far as skins and rider recognition is concerned, the same as we had to do with organising the bikeMOD and track databases to stop the chaos with server data mismatches a few years ago and that worked a treat! ;D
It's just a suggestion and not a dictate. Lol. But if you want to achieve ease of rider recognition during events then this is what you'd have to think about organising to be able to do it.
I certainly wouldn't object to having to do that because I understand the reasons behind it, but while riders can just pick and choose any paints as they like while taking part in events then you'll never get any organisation going and will always be struggling to recognise who is who........ It's horses for courses mate. :)
Baby Steps: Hmm.... I'm more inclined to do what is possible with the means at your disposal rather than make due with a second best feature simply because something that works and looks better will naturally attract more peoples curiosity and therefore be a more affective promotional tool. :)
Hawk.
Good suggestions Hawky but the only problem is with it not being the same class or bike each race like in MotoGP etc people invariably have a favorite paint but if a tasty new one comes along they all want to use it lol
I am seriously thinking of banning DEFAULT paints in races at least as it really makes GPB look cheap(no disrespect Piboso I mean compared to mod paints) and is not the best to represent a product, PLUS it looks like shit with 20 bikes and riders all the same lol (wee exaggeration). It is also the fact that when riding you like to know who is who without having to be able to read the name due to how they might ride as in real life. I am considering making packs that have helmets and suits with riders numbers so that you must have your own custom one or one from the pack or no racing sonny. Guys may want to kill me but it ruins lots of the fun of GPB for others when it looks boring and repetitive on the track. AND they all scream about it being realistic but dont want to do as is in real life. You cant race IRL using Rossi's bike and number so why should you in GPB??? If you want to use a Rossi paint, change the bloody number to your own and if you cant do it I will do it for you!!!
It takes just a bit from the others to really make things easier and simpler in the end for those of us trying to make GPB the best it can be.
DD
EDIT: Banning might be a bit harsh I should say WEENING the boys away from their blankies lol
Just to add to that (sorry Max) we have thought about no paints no racing before but in its youth, the club was about getting fun out to as many people as possible, not restricting it in any way - at least until we had 100+ eager members knocking at the door each week.
Recently there has been more disinterest than ever. Just thoughts for the board of directors to consider.
Sorry MAX I got carried away lol.
I will not ban anything I was thinking about it only but I will be offering paint services to try and make it better. It dont take much to change the number on a bike for the race paints pack.
Back on topic...............Keyboard shortcuts would be great but if you can make the way the widgets can be arranged as per MAxHud it would be fine as I would only need to set up my layout before the start of streaming and not really need to change anything during a race/stream.
DD
[No need to excuse yourself to me for the off-topic, I'm myself black belt 9th dan in the art]
With the next release of MaxHUD you will:
- be able to have the track map (with all the riders and their numbers) also when spectating live [not yet when watching offline replays, PiBoSo has to do some stuff for that to work].
- have a new widget with the current standings and gaps. Like any other widget in MaxHUD, you'll be able to hide/show it and move it.
If rider identification is sometimes problematic, I guess that having the 1st 3 letters of the rider name shown in the standings widget could help.
I think the number of the rider in the widget is a must, most names are real shit to use for saying on a stream or to read(my actual one is like that) lol. This is why I am starting to give you all nicknames hehe. Although Meyer's suggested name for Nick may get me in the dog house lol. His would be NTD by the way. Meyer its your fault bro!!!
I generally make a list I can have on my secondary screen or print that has all rider info so the number is all I need but as you said the first 3 letters may help.
OR.......If we could start to get guys to think of a short nickname for racing like 4 or 5 letters would that work too. It is amazing how the mind draws a blank reading 3 letters to think who it is lol. It would also be kinda better than having your forum name for racing. Just a thought. Bit off topic but to do with making the widgets work better.
DD
I see in several online sessions that after a core.exe, when u back on the server your number change (with a random?!)
At least the name is based on fact. ;)
My tip - don't do anything that requires riders to do anything themselves to participate. Skins is a long shot and abbreviated names wont be much better. It will be lost in the realms of poor translation and 'fuck-that's. Better the plugin just takes the first 3 letters or something.
Despite being a dick, I am not saying things to be obstructive I am applying one years GPB race hosting experience with the hope of a smooth and practical resolution every rider can get onboard with ;)
Quote from: Blackheart on June 21, 2016, 01:32:36 PM
I see in several online sessions that after a core.exe, when u back on the server your number change (with a random?!)
Yes the server will hold and permanently reserve the number of the rider from the first time they join. Coming back in after a core (or with another bike) and the server will allocate a random unreserved number
Quote from: Napalm Nick on June 21, 2016, 01:35:15 PM
At least the name is based on fact. ;)
My tip - don't do anything that requires riders to do anything themselves to participate. Skins is a long shot and abbreviated names wont be much better. It will be lost in the realms of poor translation and 'fuck-that's. Better the plugin just takes the first 3 letters or something.
Despite being a dick, I am not saying things to be obstructive I am applying one years GPB race hosting experience with the hope of a smooth and practical resolution every rider can get onboard with ;)
LOL being a bit bigHEADED are you lmao. How does Meyer know you been sending pics lol.
I take what you say as you mean it m8. I admire the work you have put into the club and if anyone knows how things work it is you bro.
I am trying to figure ways where I can do the work for the guys btw, not depend on them to do too much lol.
DD
Yes Meyer has the standard adult fan photo for his wallet.
Yeh I know you are doing everything yourself to help. I even think you doing skins for everything is too much! As long as you don't overstretch yourself, and keep enjoying it, is the main thing.
LOL naughty Meyer hehe.
I enjoy doing what I can for the guys as I think all the modders and Max the widget god do too.
SO if a race starts and someone had cored before the start of the race, what number will the widget show Max, the original in game number the rider normally has or the one the server give them after a core?
DD
It will show whichever number GPB tells me to show :)
OK thanks Max
DD
OK, here's an idea. Gaps could be shown, optionally, as:
- From the 1st rider (leader)
- From you (currently active rider)
- Alternating between the two every 3 seconds
Example of 1 (in red it's you riding or the rider currently being spectated):
1) #17 =
2) #46 +0.700
3) #08 +1.000
4) #99 +2.500
5) #73 +3.000
Example of 2:
1) #17 -1.700
2) #46 -0.300
3) #08 =
4) #99 +1.500
5) #99 +2.000
It's easy to distinguish 1 from 2: iI 1 all the gaps are positive (as they are from the leader) while in 2 your gap is empty (=) and riders before you have negative gaps while riders behind have positive gaps.
No.2 for me every time. 1 has no benefit for me personally, I will worry about the man in front of the man in front of me when I pass the man in front of me. So 3 will just confuse me.
I could not think of a way to make that explanation more complicated.
But there is my vote.
definitely no. 2 for me as well
Quote from: HornetMaX on June 21, 2016, 09:15:32 PM
OK, here's an idea. Gaps could be shown, optionally, as:
- From the 1st rider (leader)
- From you (currently active rider)
- Alternating between the two every 3 seconds
Example of 1 (in red it's you riding or the rider currently being spectated):
1) #17 =
2) #46 +0.700
3) #08 +1.000
4) #99 +2.500
5) #73 +3.000
Example of 2:
1) #17 -1.700
2) #46 -0.300
3) #08 =
4) #99 +1.500
5) #99 +2.000
It's easy to distinguish 1 from 2: iI 1 all the gaps are positive (as they are from the leader) while in 2 your gap is empty (=) and riders before you have negative gaps while riders behind have positive gaps.
no. 2 is better for the riders, no. 1 maybe is better for a commentary :P
Quote from: Blackheart on June 21, 2016, 09:29:50 PM
Quote from: HornetMaX on June 21, 2016, 09:15:32 PM
OK, here's an idea. Gaps could be shown, optionally, as:
- From the 1st rider (leader)
- From you (currently active rider)
- Alternating between the two every 3 seconds
Example of 1 (in red it's you riding or the rider currently being spectated):
1) #17 =
2) #46 +0.700
3) #08 +1.000
4) #99 +2.500
5) #73 +3.000
Example of 2:
1) #17 -1.700
2) #46 -0.300
3) #08 =
4) #99 +1.500
5) #99 +2.000
It's easy to distinguish 1 from 2: iI 1 all the gaps are positive (as they are from the leader) while in 2 your gap is empty (=) and riders before you have negative gaps while riders behind have positive gaps.
no. 2 is better for the riders, no. 1 maybe is better for a commentary :P
Totally agree with you Blacky. ;)
Hawk.
As said, you will be able to select 1 or 2 (or alternate between 1 and 2).
1 makes more sense when spectating (what real motogp overlays do is more or less 1), while 2 makes more sense when racing. Maybe the alternate option is not a good idea and brings nothing.
And damn, my example was buggy. Corrected here:
Example of 1 (in red it's you riding or the rider currently being spectated):
1) #17 =
2) #46 +0.700
3) #08 +1.000
4) #99 +2.500
5) #73 +3.000
Example of 2:
1) #17 -1.000
2) #46 -0.300
3) #08 =
4) #99 +1.500
5) #73 +2.000
Now if instead of spectasting rider number 08 I spectate rider number 46, I get:
Example of 1:
1) #17 =
2) #46 +0.700
3) #08 +1.000
4) #99 +2.500
5) #73 +3.000
Example of 2:
1) #17 -0.700
2) #46 =
3) #08 +0.300
4) #99 +1.800
5) #73 +2.300
No. 2 for me
Yep as Blacky said.
If you can select which it is great bro. I would suggest having white letters on a black background would work best though as you have for fuel and timing.
Brilliant work Max
DD
You're a genius Max.
Like the others said, 2 is the best imo.
Fast people online such as Alibaskins will say : "What's the difference between both?" ;D ;D ;D
Haha yes !
i seulement besoin de savoir qui est derrière moi
I only need to know who is behind me.
When I ride I dont even need this, your ALL in front of me lol.
I do need a big light that says someone is about to stick their front wheel up me bottom though lol.
DD
Quote from: doubledragoncc on June 22, 2016, 09:08:18 AM
I do need a big light that says someone is about to stick their front wheel up me bottom though lol.
Check the Radar widget, it does just that :)
I meant a BIG red flashing warning like................................
"REAR IMPACT ALERT!!!"
CLENCH BUTTCHEEKS NOW!!!
DD
Lol DD! Must be after the few impacts you have had! Is it even possible to clinch anymore with a few bikes stuck up there?
Jokes aside, i think for riders 2 is the best, but for a live stream alternating would be good, as you can see if riders catches up with the guy in front and you can see if a fast rider have been down, if they are catching up with the leader :)
Just a thought Max, is it possible for a talented guy like yourself to patch a bit of GPB server code to create an online server option for server admins in GPB? :)
Hawk.
Quote from: Hawk on June 22, 2016, 11:57:48 AM
Just a thought Max, is it possible for a talented guy like yourself to patch a bit of GPB server code to create an online server option for server admins in GPB? :)
What do you mean exactly ?
Quote from: HornetMaX on June 22, 2016, 12:09:48 PM
Quote from: Hawk on June 22, 2016, 11:57:48 AM
Just a thought Max, is it possible for a talented guy like yourself to patch a bit of GPB server code to create an online server option for server admins in GPB? :)
What do you mean exactly ?
Okay.... I was going to save it till I knew whether it was possible or not via a plugin or code patch for another thread as it's a bit way-off topic, but just to say that I was thinking about if it would be possible to have a server-code plugin for server admins to allow server admins to set server sessions to not allow respawn after crashes?
Hawk.
OK, you mean an admin console, clear.
For that to be doable PiBoSo should expose some sort of interface for a server (e.g. a port to which an app could send commands).
I think it has already been discussed (here and on MXB or KRP, can't remember) and PiboSo got the message. But until now, there's nothing in place, at least that I know.
Once the interface is in place, creating an admin GUI should be a quick job.
Quote from: HornetMaX on June 22, 2016, 06:02:31 PM
OK, you mean an admin console, clear.
For that to be doable PiBoSo should expose some sort of interface for a server (e.g. a port to which an app could send commands).
I think it has already been discussed (here and on MXB or KRP, can't remember) and PiboSo got the message. But until now, there's nothing in place, at least that I know.
Once the interface is in place, creating an admin GUI should be a quick job.
I remember a thread discussing the subject of respawn and server admin control options for that, though I cannot remember Piboso actually acknowledging the idea and giving any indication that this would be implemented? :o ;D
So I guess I was just hoping that the option could've been done quicker via a plugin or code patch, but if Pibs go to expose the server interface for it to be done then I guess we'll have to wait.
I just wish he'd release updates for the fixes and additions he's done so far after beta 8; there is some useful stuff to work with. Why we have to wait and wait for certain improvements already completed I don't know? ::)
I mean the addition and completion of more centreline segments in TrackED could surely be released straight away unless I'm missing something? Things like that should be released straight away... same for the export plugin(I'm presuming for 3ds Max), but why he didn't fix the FBX2EDF exporter instead is beyond me as that would service many more apps used for modding than just 3ds Max alone. ::)
I'll stop before I go on and on and get accused of spamming by the boss again. Lol
Okay Thanks Max. ;) 8)
Hawk.
v2.0.1 (2016/07/13):
- NEW HUDStandings: show current standings and gaps. Doesn't work for WRS beta8 and KRP beta14 (sims bug ?)
- HUDHelment: option to inverse rotation.
- HUDRadar:
- Markers are shown only if distance is within range and track-distance (distance along track) is in range too.
- Option to fade flying markers when in FOV (configurable FOV).
- Maximum 4 simultaneous markers shown (the 4 closest ones).
- HUDSupsensions: option to show raw values (and reference point height).
- HUDLean: simplified, removed steering angle indicators.
- Minor changes to default colors, sizes and positions.
Woohoo!! Rider standing during race events! Thanks Max! ;D 8)
Appreciated all your work as always mate! Thank you! ;D 8)
Edit: Just to let you know that there is no mention in your pdf user manual of the app:"MaxStopRumble" that is in the extracted folder or what it's useful for?
Hawk
Quote from: Hawk on July 13, 2016, 09:05:14 PM
Woohoo!! Rider standing during race events! Thanks Max! ;D 8)
Didn't test that one too much (it's a PITA !): try to use it in online events and keep en eye if you see something strange.
Thee's a known bug (in GPB and others): when a rider gets a lap behind, sometimes the gap is shown as 2min56sec (on a track where the lap is 1m20something) instead of as "+1 lap".
PiBoSo has already fixed it for the next releases.
Quote from: Hawk on July 13, 2016, 09:05:14 PM
Edit: Just to let you know that there is no mention in your pdf user manual of the app:"MaxStopRumble" that is in the extracted folder or what it's useful for?
When GPB crashes while the pad is rumbling, the pad keeps on rumbling. Double clicking on the .exe will stop any "orphan" rumble :)
Quote from: HornetMaX on July 13, 2016, 09:17:38 PM
Quote from: Hawk on July 13, 2016, 09:05:14 PM
Woohoo!! Rider standing during race events! Thanks Max! ;D 8)
Didn't test that one too much (it's a PITA !): try to use it in online events and keep en eye if you see something strange.
Thee's a known bug (in GPB and others): when a rider gets a lap behind, sometimes the gap is shown as 2min56sec (on a track where the lap is 1m20something) instead of as "+1 lap".
PiBoSo has already fixed it for the next releases.
Quote from: Hawk on July 13, 2016, 09:05:14 PM
Edit: Just to let you know that there is no mention in your pdf user manual of the app:"MaxStopRumble" that is in the extracted folder or what it's useful for?
When GPB crashes while the pad is rumbling, the pad keeps on rumbling. Double clicking on the .exe will stop any "orphan" rumble :)
Understood Max..... CAWS have a test race scheduled for this Sunday and we go through all sessions(Practice/Qualy/Sight Lap/ Warm-up Lap/ and 100% Race Length, so we should be able to give you some good feedback. ;)
Thanks Max!
Hawk.
When's the race ? Could be nice if I can spectate.
Great stuff Max thanks bro
Looking forward to trying it out
Might have to watch that race too and test the new streaming mic out hehe
DD
Fuck my stump m8!!! Brilliant work. The helmet on reverse is PERFECTAMUNDO for the actual angle of my head when I am riding in GPB. Fantastic work. I just realized I cant watch the CAWS race as I am a lowly dude with no bikes to get on that server............. :'( :'( :'(
the main man delivering again 8)
....good to know what MaxStopRumble is for, strange that i never once thought about it because i get the "rumble crash" on a daily basis.
Quote from: doubledragoncc on July 13, 2016, 10:02:48 PM
Brilliant work. The helmet on reverse is PERFECTAMUNDO for the actual angle of my head when I am riding in GPB.
+1 here, seems like DD and my head's are screwed on the same way, lol ;D
Quote from: vin97 on July 14, 2016, 01:42:32 AM
....good to know what MaxStopRumble is for, strange that i never once thought about it because i get the "rumble crash" on a daily basis.
It has been there for quite a while (since Oct 2015). It happened once for me and it's very annoying, only way to stop it is to start GPB again and go to track.
Now I have a little shortcut to the exe on my desktop :)
Amazing work from the plugin-god of GPB!
Can't wait to test it, as the previous version already was pretty great and good help and info :)
Keep up the good work mate :)
Thank you for your work. This should've been in the game.
Ty very much Max. Will give this a try tonight for sure.
Thank you MaX.
Quote from: doubledragoncc on July 13, 2016, 10:02:48 PM
I just realized I cant watch the CAWS race as I am a lowly dude with no bikes to get on that server............. :'( :'( :'(
yeah.. at least the caws team is having fun ::) nobody else is..
yes, yes i am jealous :P
Quote from: BOBR6 84 on July 15, 2016, 03:01:23 PM
Quote from: doubledragoncc on July 13, 2016, 10:02:48 PM
I just realized I cant watch the CAWS race as I am a lowly dude with no bikes to get on that server............. :'( :'( :'(
yeah.. at least the caws team is having fun ::) nobody else is..
Those caws ... :)
Quote from: HornetMaX on July 15, 2016, 03:03:51 PM
Quote from: BOBR6 84 on July 15, 2016, 03:01:23 PM
Quote from: doubledragoncc on July 13, 2016, 10:02:48 PM
I just realized I cant watch the CAWS race as I am a lowly dude with no bikes to get on that server............. :'( :'( :'(
yeah.. at least the caws team is having fun ::) nobody else is..
Those caws ... :)
You tw@!! ;D ;D
Lol ;D ....damn Caws
how are the 600's going??
Quote from: BOBR6 84 on July 15, 2016, 04:59:18 PM
how are the 600's going??
Vroooooooooom
Neeeeeeeawwwwwww
Zinnnnnnnnnnngggg
Etc
nice one
i am genuinely looking forward to the 600's.. its my passion. is that not ok? could i get a fair answer?
Course it is Bob! But how could I resist it! You set it up ;D
Not my place to give you an update really especially here but they have the big work done but are acting very "funky" so need the monotonous tuning, testing and problem hunting to be done to make them worthy again.
@Max: I noticed that the rider status overlay doesn't work on replays.... Is it not possible to have the rider status overlay showing/working on replays? Would be good if it could. ;D 8)
Hawk.
Quote from: BOBR6 84 on July 15, 2016, 05:48:16 PM
i am genuinely looking forward to the 600's.. its my passion. is that not ok? could i get a fair answer?
In progress :)
Like Nick said, they are coming along nicely, but slower than expected.
Cheers! :) trying not to piss off the chef's here.. but i'm hungry!! :)
not keen on all the hush hush tho to be honest.. do you have competition or something??
Just tried your new HUD Max and it seems to be working awesome as usual. Wasn't expecting Practice times and gaps to be showing so that's added excitement too. I look forward to seeing how it goes in a race. "Gaps to me" is my favourite setting at the moment 8) well done and thanks again.
Quote from: BOBR6 84 on July 15, 2016, 06:51:02 PM
Cheers! :) trying not to piss off the chef's here.. but i'm hungry!! :)
not keen on all the hush hush tho to be honest.. do you have competition or something??
Competitions? :o Absolutely not Bob. Lol. ;D
It's just normal CAWS Team testing of the bikes over full race distances; that way we get a good indication if there are any problems/issues that need sorting. ;)
There is no hush hush I assure you..... It's quite normal for a bikemod team to develop bikes within the team and only release the bikes when they are ready. I wish all bikemod authors would form teams(or join a team) and do the same to be honest. But that's just my opinion of course. :)
Hawk.
Quote from: Hawk on July 15, 2016, 08:52:37 PM
Quote from: BOBR6 84 on July 15, 2016, 06:51:02 PM
Cheers! :) trying not to piss off the chef's here.. but i'm hungry!! :)
not keen on all the hush hush tho to be honest.. do you have competition or something??
Competitions? :o Absolutely not Bob. Lol. ;D
It's just normal CAWS Team testing of the bikes over full race distances; that way we get a good indication if there are any problems/issues that need sorting. ;)
There is no hush hush I assure you..... It's quite normal for a bikemod team to develop bikes within the team and only release the bikes when they are ready. I wish all bikemod authors would form teams(or join a team) and do the same to be honest. But that's just my opinion of course. :)
Hawk.
Noooo lol ;D What i mean is.. its so frickin quiet around here, the ''community'' is so bloody small, why not share what's going on behind the scenes? like H106frp did...... that was great! keeps peoples interest... we all spend enough time breaking piboso's balls over not knowing whats going on. yet the mod teams keep everything a close guarded secret lol. if anybody asks about the work going on.. its all.. be patient, stop asking etc etc.. like we're all clueless peasants.
Its like GPB itself.. personally i couldn't give a rats ass about the V1 release (sorry) im here for the ''ride'' :)
We would like to do progress updates but the bike model doesn't change :P
Purely physics :D
physics is more important.
Quote from: Hawk on July 15, 2016, 06:03:09 PM
@Max: I noticed that the rider status overlay doesn't work on replays.... Is it not possible to have the rider status overlay showing/working on replays? Would be good if it could. ;D 8)
It can only work in "live replays", i.e. when spectating live (i.e. you're in an online server, you go "replay" and you spectate without going "back in time").
For loaded replays it can't work (as GPB does not pass the standing info in loaded replays).
For non-live replays I switched it off, as it would show the standings live, not the ones at the point in time you're looking at (confusing).
Not sure I'm clear :)
Quote from: BOBR6 84 on July 15, 2016, 09:31:43 PM
if anybody asks about the work going on.. its all.. be patient, stop asking etc etc.. like we're all clueless peasants.
Please don't take it wrong m8, we would need 20 forum pages to explain whats going on , the ton of updates we've been doing to the bikes we are working on. The ton of tests with sometimes good sometimes bad results. Searching for real race bikes power curves, suspensions, etc, etc. Really is nothing relevant to put on this forum. It's all about physics and feelings , change suspensions, change tyres, change...test, change...test,...change...test.
Also we dont want to put any pressure on modders, they are doing enough, we are working in a lot of bikes. We will release them when we are happy with the bikes or reach a point where we can't do better.
We havn't even worked on the 3D models as Matty said.
Hi, I have a question Max. Is it possible to reset max lean angle data automatically after a crash? Cause as it is now, the last maximum lean angle that is shown is the one from the off, and that is most often more than you get when you stay on two wheels. My idea is to leave the crash max angle until the player resets the bike, then the max angle i reset as well. Is this possible? Is it a good idea?
Cheers and thanks for all your hard work!
/David "Gonzo" Boda #46
Quote from: davidboda46 on July 15, 2016, 11:01:45 PM
Hi, I have a question Max. Is it possible to reset max lean angle data automatically after a crash? Cause as it is now, the last maximum lean angle that is shown is the one from the off, and that is most often more than you get when you stay on two wheels. My idea is to leave the crash max angle until the player resets the bike, then the max angle i reset as well. Is this possible? Is it a good idea?
Cheers and thanks for all your hard work!
Sounds like a good idea, I'll have a look. Pinned in my oh so long todo list :)
Quote from: HornetMaX on July 15, 2016, 10:12:16 PM
Quote from: Hawk on July 15, 2016, 06:03:09 PM
@Max: I noticed that the rider status overlay doesn't work on replays.... Is it not possible to have the rider status overlay showing/working on replays? Would be good if it could. ;D 8)
It can only work in "live replays", i.e. when spectating live (i.e. you're in an online server, you go "replay" and you spectate without going "back in time").
For loaded replays it can't work (as GPB does not pass the standing info in loaded replays).
For non-live replays I switched it off, as it would show the standings live, not the ones at the point in time you're looking at (confusing).
Not sure I'm clear :)
No worries Max. I understand what your saying there..... We'll just have to hope that Piboso can somehow pass that info on for the non-live replays too at some stage in the future so we can then have the rider standings showing and working for non-live replays too. Thanks for the explanation mate. ;) 8)
Hawk.
Quote from: doubledragoncc on July 13, 2016, 10:02:48 PM
Fuck my stump m8!!! Brilliant work. The helmet on reverse is PERFECTAMUNDO for the actual angle of my head when I am riding in GPB. Fantastic work.
Glad it works fine DD. Which settings do you use (tilt in GPB, tilt factor in the helmet widget).
I have not played with it fully yet but for now GPB tilt is 50 and MaxHud is reversed rotation and 20 tilt and is practically the actual angle of my head when I am leaning.
DD
QuoteHi, I have a question Max. Is it possible to reset max lean angle data automatically after a crash? Cause as it is now, the last maximum lean angle that is shown is the one from the off, and that is most often more than you get when you stay on two wheels. My idea is to leave the crash max angle until the player resets the bike, then the max angle i reset as well. Is this possible? Is it a good idea?
+1 on that !!
Really good idea.
V2.0.2 (2016/08/22) out:
- HUDLean: steering line added back again.
- Added option to hide/show background to widgets that were missing it.
- Fixed nasty bug in HUDMap.
- HUDSpeed now also work sin replay (both live and saved).
- HUDSpeed now also shows throttle and brake (brake won't show in live/saved replays as not passed by the sim).
- Random fixes here and there.
Thanks Max
DD
Awesome Max! Thanks.
Cheers,
/David "Gonzo" Boda #46
nice as always
can't wait for the day when we will have proper motogp-grade (telemetry) overlays available for replays.
really looking forward to the race coverage we will hopefully be able to produce once PiBoSo upgrades the netcode to include all the necessary data.
Thx Max, appriciated.
Great work Max! Thank you and very much appreciated! ;) 8)
Hawk.
Thank you Max
Excellent work max! ;D
MAX thank you very much for this great work.
Quote from: HornetMaX on May 25, 2016, 11:51:29 AM
Quote from: teeds on May 25, 2016, 11:16:31 AM
Not sure how to illustrate it on a screenshot. I could show a bike in a spot we don't want to be alerted too even though it's within the trigger range we set in the Maxhud menu, that help?
Yep: show a situation where you have a bike in front of you (could even be standing in the pits), with radar and flying markers on, and tell me what you would like to see/not see.
Basically, when the other bike is ahead:
- Radar dot(s): there or not there ? If there, should it have some sort of default color (i.e. not getting red with distance) ?
- Flying marker(s): same questions
For the radar dot I'd say it would be weird to have it disappear from the radar just because the bike is now in front of you. I could have the color thing sorted if you prefer though.
For the flying markers I can probably fade them when they approach your FOV).
Would that be OK ?
Been using the radar the last few weeks Max and it's very good, works exactly as I'd hoped, good job.
Quote from: teeds on September 28, 2016, 11:32:28 AM
Been using the radar the last few weeks Max and it's very good, works exactly as I'd hoped, good job.
Nice to know teeds, thx !
Do I have to reinstall the current version for b9?
It doesn't appear to work. For me anyway.
You'll have to wait for anew version of the plugin.
Th eplugin interface has just been posted by Piboso ...
All good, No rush :)
V2.0.3 (2016/10/06) out:
- Does not work with MXB beta4, use v2.0.2b for it.
- Update to KRP beta15, WRS beta9, GPB beta9.
- HUDMap: better centerline approximation (more segments when needed).
- HUDMap now available also in replay and spectating mode.
- HUDStandings now available also in spectating mode.
- HUDStandings option to show player race number, name or alternate between the two.
- HUDInputs: minor changes.
- HUDSpeed showing throttle, brake and gear also in replays: now works in GPB (but gear not yet passed by KRP/ MXB).
- Various improvements to HUDStandings (session type/time, etc).
[/quote]
Thanks Max
I really missed it.................It is a major part of GPB and all Pibs sims
DD
SWEEET!! ;D ;D
I second that DD.... Really missed your MaxHUD plugin Max, it makes such an in-game difference!
Thank you Max, appreciated as always mate! ;D 8)
Hawk.
ah finally got front feedback again :D
great work as usual!
Hmmm I've noticed something strange, I'd like you guys to confirm.
When I use the plugin in an online session with other players on track, all the plugin widgets seem to blink from time to time (i.e. somethin like disapper and reappear immegiately, or gbecome full white and back back to normal). It's pretty fast and occurs randomly (e.g. it may happen twice in 10 seconds, then no more for a minute), but it's pretty visible. It also seems to happen only when riding online and with other riders on track.
Do you have the same ?
Quote from: HornetMaX on October 06, 2016, 10:42:43 PM
Hmmm I've noticed something strange, I'd like you guys to confirm.
When I use the plugin in an online session with other players on track, all the plugin widgets seem to blink from time to time (i.e. somethin like disapper and reappear immegiately, or gbecome full white and back back to normal). It's pretty fast and occurs randomly (e.g. it may happen twice in 10 seconds, then no more for a minute), but it's pretty visible. It also seems to happen only when riding online and with other riders on track.
Do you have the same ?
Yesterday in online race i noticed it flashing sometimes its very random indeed.
It can take place in a lap and then 2-3 laps it doesn't.
As i can remember when i was alone in the server i did not see it, after
more joined it started too happen sometimes. Ill keep my eye on it.
Another thing i noticed. With the standings widget when the race is begun
it would normally say for example "RACE 12 laps" now it displays a word ( where
the amount of laps used to be) which i cant pronounce.
Quote from: PeterV on October 08, 2016, 08:10:48 AM
Quote from: HornetMaX on October 06, 2016, 10:42:43 PM
Hmmm I've noticed something strange, I'd like you guys to confirm.
When I use the plugin in an online session with other players on track, all the plugin widgets seem to blink from time to time (i.e. somethin like disapper and reappear immegiately, or gbecome full white and back back to normal). It's pretty fast and occurs randomly (e.g. it may happen twice in 10 seconds, then no more for a minute), but it's pretty visible. It also seems to happen only when riding online and with other riders on track.
Do you have the same ?
Yesterday in online race i noticed it flashing sometimes its very random indeed.
It can take place in a lap and then 2-3 laps it doesn't.
As i can remember when i was alone in the server i did not see it, after
more joined it started too happen sometimes. Ill keep my eye on it.
No need, if you've seen it (and i have too), it means there's a problem somewhere.
I'll do some testing (but i need players on a server for that). It's not 100% sure it's a problem in my code but ...
Quote from: PeterV on October 08, 2016, 08:10:48 AM
Another thing i noticed. With the standings widget when the race is begun
it would normally say for example "RACE 12 laps" now it displays a word ( where
the amount of laps used to be) which i cant pronounce.
That's a GPB and WRS bug I reported a while ago: http://forum.piboso.com/index.php?topic=3740.0 (http://forum.piboso.com/index.php?topic=3740.0).
I could code a dirty workaround but I'd preferif it was fixed (it works fine in KRP).
Quote from: HornetMaX on October 06, 2016, 10:42:43 PM
I'll do some testing (but i need players on a server for that). It's not 100% sure it's a problem in my code but ...
Join us in Sunday's Testrace
Hmmm I've also found a horrible bug in the radar. Yawn ...
Quote from: HornetMaX on October 06, 2016, 10:42:43 PM
Hmmm I've noticed something strange, I'd like you guys to confirm.
When I use the plugin in an online session with other players on track, all the plugin widgets seem to blink from time to time (i.e. somethin like disapper and reappear immegiately, or gbecome full white and back back to normal). It's pretty fast and occurs randomly (e.g. it may happen twice in 10 seconds, then no more for a minute), but it's pretty visible. It also seems to happen only when riding online and with other riders on track.
Do you have the same ?
I had it last night during a race, it seemed to be worst when near people. Could the problem with the rader you've got cause this?
Quote from: matty0l215 on October 08, 2016, 02:36:43 PM
I had it last night during a race, it seemed to be worst when near people. Could the problem with the rader you've got cause this?
Unlikely, but I'm having a look.
V2.0.4 (2016/10/08) out:
- Does not work with MXB beta4, use v2.0.2b for it.
- Fix HUDRadar bug (likely introduced with v2.0.3).
- Workaround for GPB/WRS bug (SessionState not going to in-progress after semaphore).
Nice! Thank you Max! ;D 8)
Hawk.
Let me know if with the new version (2.0.4) you still see the occasional flickering/blinking of all the HUD widgets.
As a reminder, this seems to happen randomly when playing online (and, it seems, when multiple players are on track).
Thx for V2.04 max
- no flickering when alone in a server (which we already knew?)
- standings widget in practice session is not showing the remaining time it displays practice: ##h##
* standings widget in qualifying or race session is working fine.
Quote from: PeterV on October 09, 2016, 10:00:54 AM
- no flickering when alone in a server (which we already knew?)
Yeah, I haven't seen it while alone on track (offline or on a server).
Quote from: PeterV on October 09, 2016, 10:00:54 AM
- standings widget in practice session is not showing the remaining time it displays practice: ##h##
That's likely because the practice session has been created with a duration of more than 100 hours. Can you confirm this ? Which server it was ?
Once the counter gets below 100hrs (of time left) the plugin will show it correctly.
In fact you should just create it with duration 0 (zero) it means unlimited and the plugin will handle this OK.
Maybe I'll change the pretty print to handle even bigger durations (like in XX days and YY hours). As the duration in milliseconds is an int, it is limited (on Windows platrforms) to 2147483647: this means a bit more than 596 hours i.e. a tad less than 25 days.
Quote from: HornetMaX on October 09, 2016, 10:30:21 AM
That's likely because the practice session has been created with a duration of more than 100 hours. Can you confirm this ?
that is the case indeed ! problem solved,Thx
It still flickers in online race with more then 1 rider in the server.
was watching if it happened more when they where close to me but that was not the case.
Quote from: PeterV on October 09, 2016, 08:36:44 PM
It still flickers in online race with more then 1 rider in the server.
Expected, as I haven't touched anything that could explain that.
Quote from: PeterV on October 09, 2016, 08:36:44 PM
was watching if it happened more when they where close to me but that was not the case.
Right, it does not seem to be correlated to something ike poeple joining, going on track or even being nearby. Just random.
It was ultra-frequent tonight (aragon moto2, 8 riders): I've posted there: http://forum.piboso.com/index.php?topic=3809.0 (http://forum.piboso.com/index.php?topic=3809.0) as it may not be an issue in my plugin.
Quote from: PeterV on October 09, 2016, 10:00:54 AM
- standings widget in practice session is not showing the remaining time it displays practice: ##h##
Quote from: HornetMaX on October 09, 2016, 10:30:21 AM
That's likely because the practice session has been created with a duration of more than 100 hours. Can you confirm this ? Which server it was ?
Once the counter gets below 100hrs (of time left) the plugin will show it correctly.
In fact you should just create it with duration 0 (zero) it means unlimited and the plugin will handle this OK.
Just ran a server and set duration for practice to 0 (zero), it seems not to be unlimited.
When i entered the server as the only and first one, it was on Qualifying.
Quote from: PeterV on October 10, 2016, 07:08:07 PM
Just ran a server and set duration for practice to 0 (zero), it seems not to be unlimited.
When i entered the server as the only and first one, it was on Qualifying.
You're right, I tried yesterday.
It's just in the plugin data passed by GPB that a duration of zero means unlimited. But I have no idea how to specify this on a dedi server (that could be useful for a server with unlimited practice).
Anyway, I've modified my code to handle longer sessions properly.
Hi all, if you've experienced the blink/flickering of the MaxHUD plugin since beta9, could you please do this test for me ?
- Download the file MaxHUD_GPB-2.0.4-test.zip from the usual link (https://mega.nz/#F!dRsyARjI!ceFbX0UW01KgB93KY83hZA (https://mega.nz/#F!dRsyARjI!ceFbX0UW01KgB93KY83hZA))
- The archive contains only the .dlo file for GPB. You can put it in the same place where you have the regular MaxHUD_GPB.dlo (plugins directory).
- Keep the original MaxHUD_GPB.dlo v204 somewhere.
- Run the game and check if you see the blinking (you'll have to go online, with 3 or more players on track).
- If you do see the blinking with the v2.0.4test version too, just let me know.
- If you don't see the blinking, put back the original v2.0.4 version and check than now you do see it, then let me know.
The v2.0.4test version is identical to v2.0.4 but with no Standings, Map and Radar widgets.
I'm just trying to rule these widgets code out, even if I'm pretty convinced it can't come from my code.
Tested the Maxhud_Test plugin in a 25 lap race with 3 riders, no flickering noticable.
Quote from: PeterV on October 12, 2016, 08:25:42 PM
Tested the Maxhud_Test plugin in a 25 lap race with 3 riders, no flickering noticable.
But I just had flickering with the plugin test version (Assen, CBR 600, 5 riders): http://forum.piboso.com/index.php?topic=3809.msg64665#msg64665 (http://forum.piboso.com/index.php?topic=3809.msg64665#msg64665)
I'm now fairly sure it's not in my code.
To be honest I think that sometime I see the occasional stuttering even in single player offline testing, with no plugin at all.
I've never seen it in previous betas (< 9). Can't be sure it's not just some placebo effect on me (I know there's plugin flickering, so now I also see stuttering), but ... I play on a 120hz screen with high FPS (let's say >150 solid), so I tend to notice stuttering immediately.
Anyway, let's see what PiBoSo thinks about that.
Hi does the MaxHUD plugin can make drop fps i have very weak pc C2D 2x2.93 2gb Ram hd 3850 512mb GPU a GPB with added bikes and tracks work very well, only what i want now of plugin is helmet view thanks for help regards
Quote from: lkslodzkzn on October 16, 2016, 04:32:43 PM
Hi does the MaxHUD plugin can make drop fps i have very weak pc C2D 2x2.93 2gb Ram hd 3850 512mb GPU a GPB with added bikes and tracks work very well, only what i want now of plugin is helmet view thanks for help regards
For sure it won't improve FPS :)
Honestly I cannot tell: what the plugin does is pretty light compared to what GPB per se does. Give it a try: if you think it affects your fps, just remove the plugin.
But the installation plugin do not make do any changes in main files etc i don't want to reinstall everything if fps was low after install
The Plugin goes into a dedicated folder in the Main GPbikes folder, You do not modify any game files
Ok last thing which vesion dowanload from 1 post or this MaxHUD_GPB-2.0.4-test.zip?
2.0.4. NO MXB ;)
haha ok ok thanks
Ok i was download and install and nothing when im hit caps lock on track... this look of my plugins folder is this correct copied?
Quote from: lkslodzkzn on October 16, 2016, 06:12:10 PM
Ok i was download and install and nothing when im hit caps lock on track... this look of my plugins folder is this correct copied?
Installation looks fine. Let me bet, you haven't read the pdf manual that comes with the plugin, nor the 1st post of this thread, right ?
Don't worry, you're not the first (nor last) one :)
Quote from: HornetMaX on September 26, 2013, 04:34:50 PM
IMPORTANT: If you get a warning/error about missing dlls, or if nothing shows up once on track, install Microsoft Visual C++ 2015 Redistributable Package (x86) (https://www.microsoft.com/en-US/download/details.aspx?id=48145): once you press Download, select the x86 version "vcredist_x86.exe".
no i was read i was install the vc2015... in pdf is maxhud plugin create MAXHud .ini in documents i dont have this only one file which i dont copy is max stop rumble something like that this is no problem ?
Hmm which OS are you running ?
Win XP ;D
Maybe i need delete _GPB from name of file .dlo?
Quote from: lkslodzkzn on October 16, 2016, 06:23:50 PM
Win XP ;D
Hmmm ... wondering if that may be the problem.
Is there anybody else using XP and the MaxHUD plugin ? Can somebody confirm it works ?
Quote from: lkslodzkzn on October 16, 2016, 06:29:17 PM
Maybe i need delete _GPB from name of file .dlo?
No, that's not needed.
does not work for me
Hmmm, could be an XP thing ... lastest Visual Studio editions have relegated XP compatibility to a secondary target.
I'm sorry but I'm not sure I'll be able to fix that. I'll have a look but, most likely, I won't be able to help.
Ok no problem but online races not require that plugin? btw thanks for help (i will be keep trying i find solution i will write )
Quote from: lkslodzkzn on October 16, 2016, 08:19:19 PM
Ok no problem but online races not require that plugin? btw thanks for help (i will be keep trying i find solution i will write )
No, it's really not required.
Quote from: HornetMaX on October 12, 2016, 08:44:00 PM
Quote from: PeterV on October 12, 2016, 08:25:42 PM
Tested the Maxhud_Test plugin in a 25 lap race with 3 riders, no flickering noticable.
But I just had flickering with the plugin test version (Assen, CBR 600, 5 riders): http://forum.piboso.com/index.php?topic=3809.msg64665#msg64665 (http://forum.piboso.com/index.php?topic=3809.msg64665#msg64665)
I'm now fairly sure it's not in my code.
To be honest I think that sometime I see the occasional stuttering even in single player offline testing, with no plugin at all.
I've never seen it in previous betas (< 9). Can't be sure it's not just some placebo effect on me (I know there's plugin flickering, so now I also see stuttering), but ... I play on a 120hz screen with high FPS (let's say >150 solid), so I tend to notice stuttering immediately.
Anyway, let's see what PiBoSo thinks about that.
Just now did again a 25 lap race with 6 riders this time and it does flash with the v204_test version
Quote from: PeterV on October 16, 2016, 08:24:25 PM
Just now did again a 25 lap race with 6 riders this time and it does flash with the v204_test version
I know, but I still have zero feedback from PiBoSo :(
Maybe needs a bit of Pink Floyd music in your post ;D
Quote from: Warlock on October 16, 2016, 08:53:45 PM
Maybe needs a bit of Pink Floyd music in your post ;D
I could put a link for the whole discography in flac 24/192, if I only knew it would work :)
Lol worth a try ;D
OK, I took a look at making the plugin work with XP and of course, Microsoft being Microsoft, a relatively simple thing is turned (most likely, intentionally) into a nightmare from hell.
Before I waste more time on that (and for no grated result), how may are still using XP and would like to use the plugin ?
Good point Max. Before you do all the work the XP guys need to step up and say. This is naturally a hard point as it means they actually need to do something to get something lol.
Thanks for all your hard work on this Max. It really helps a LOT in ALL P's sims
DD
I Have serious weak Pc (C2D e7500 2gb ram hd 3850 gpu i dont have choice i must use xp;( ( i dont need 7 because in my case is two times worse performance) if this job is so complicated just leave it i dont want to add You additional job thanks regards
@lkslodzkzn and @r1rossi: could you test the version that you can find at that link and tell me if it works with Win XP ?
https://mega.nz/#F!4RViHaAS!Nyl1f_D-l04JKw8N_aJAlw (https://mega.nz/#F!4RViHaAS!Nyl1f_D-l04JKw8N_aJAlw)
ok no problem give me 15 min
Unfortunately not work(caps lock and nothing). MaxHud.ini not creating in Piboso folder on main documents this is my path C:\Documents and Settings\(my name)\Moje dokumenty\PiBoSo
in screenshoot my versions of installed vc redist ( i think this is no problem because no errors on start GPB) regards thanks for engagement mate.
Hmm strange. Can you post a screenshot of your plugins folder and of your PiBoSo folder ?
no problem
Hmm weird. Silly question: are you using GPB beta9, right ?
Other than that, there's only one extra thing you may want to try: install GPB into another folder (not under Program Files, for example you could use "D:/TEST/GP Bikes").
The run it once (the one newly installed, not the old one), quit and edit core.ini (in "D:/TEST/GP Bikes") and set "compatibility=10" ([windows] section), then save the .ini, install the plugin in your new GP bike folder ("D:/TEST/GP Bikes/gpbikes/plugins") and run GPB. It will *not* use the usual PiBoSo/GP Bikes folder unde "My Documents", but it will write everything (profiles, MaxHUD.ini etc) under "D:/TEST/GP Bikes/gpbikes".
EDIT: compatibility=0 (not 1)
Hi max i was make what You tell i install fresh Gpb in d:\test\..... change the compatibility to 0
and the same caps lock nothing MaxHUD.ini not created... i am confused now i am deleted test Gpb and go back to original Gpb in program files like before. @r1rossi did he wrote You something? thanks ps and on Your Gpb folder Piboso is saved in documents or installation folder?
I use compatibility=0 for personal reasons, but the plugin works with both settings.
I have another idea that may help (I have to recompile some libs with the xp-friendly settings), hopefully I'll be able to do this tonight.
@lkslodzkzn: another test. Go here (https://mega.nz/#F!4RViHaAS!Nyl1f_D-l04JKw8N_aJAlw (https://mega.nz/#F!4RViHaAS!Nyl1f_D-l04JKw8N_aJAlw)) and download the file DummyPlugin.dlo, put it in the "plugins" folder of GP Bikes.
It's just the plugin example code provided by PiBoSo, modified to write something to a log file: it doesn't show anything on screen.
Then run GP Bikes, start a test session, exit GP Bikes.
You should find a file named "gpbikes_log.txt" either in your GP Bikes directory (e.g C:\Program Files\GP Bikes\gpbikes, or wherever you have installed GPB) or in the PiBoSo/GP Bikes folder under "My Documents" (or Documents and Settings/ bla bla/ ...), with some content like:
Startup
Event init
Bike Murasama RC990 2003
Limiter: 16200
Max RPM: 16200
Category: GP1000
Track: Victoria Circuit
Track Length: 4447
Shutdown
Does this work ? Do you see the "gpbikes_log.txt" file ?
Hi Yes i have it was create in D:\Program Files\GP Bikes\gpbikes
Quote from: lkslodzkzn on October 20, 2016, 08:53:26 PM
Hi Yes i have it was create in D:\Program Files\GP Bikes\gpbikes
OK, then I may have to try to recompile one lib that I use to ensure it's xp-frinedly and then everything should work.
It's just extra annoying but I'll have a look.
@lkslodzkzn: another test. Download this: https://mega.nz/#!1Vl1BYYC!WXwYNxv5FLrhCZ3HUeXJJpj0z43ZzZFpVuLKPyG2abA (https://mega.nz/#!1Vl1BYYC!WXwYNxv5FLrhCZ3HUeXJJpj0z43ZzZFpVuLKPyG2abA) (MaXHUD - v2.0.5-XPTEST2.zip)
Install as usual and let me know if it works.
I am sorry mate but the same situation ini not created caps lock nothing...
Arrghh ! I'm not I'll be able to help much more, I have no XP system at home so it's a nightmare to do this remotely.
One more try: download this (http://www.dependencywalker.com/depends22_x86.zip (http://www.dependencywalker.com/depends22_x86.zip)) and unzip it somewhere (even on desktop, no installation is required).
The run it and drag&drop the MaxHUD.dlo (the latest one, from the archive MaXHUD - v2.0.5-XPTEST2.zip) into DependecyWalker.
The File/Save (or save icon) and save the .dwi file and email it to me.
Ok but i can drag and drop MaxHud.dlo straight from zip or from gp bikes plugins folder after runing GPB?
Quote from: lkslodzkzn on October 21, 2016, 12:00:33 PM
Ok but i can drag and drop MaxHud.dlo straight from zip or from gp bikes plugins folder after runing GPB?
You don't need to run GPB, just drag and drop the .dlo file in DepWalker (or click on its "Open" icon and navigate till the .dlo file).
i was send a mail
Quote from: lkslodzkzn on October 21, 2016, 12:53:47 PM
i was send a mail
Received. I will have a look at home, but first sight it seems on your system you have no dwmapi.dll (not sure if this is normal or not nor if it explains the problem or not).
I never had the error with dwmapi.dll allot program games and sims, plugins in those and no problem.
Question for the ones experiencing the flickering of the widgets in MaxHUD: which graphics card do you have ? If NVidia, what's the version of your drivers ?
AMD Radeon HD 7870 - Crimson 16.9.2 drivers
AMD Radeon R9 390 with Crimson 16.9.2 drivers
I get it very occasionally, barley at all.
Crap. I had a hope as ;ast nvidia driver are supposed to fix an issue about flickering in some situations ... not that then.
Intel hd4000 and I have the same issues mentioned
Gefprce GTX 780 TI latest drivers, NVidia v375.70
Still flickers a lot maybe even more.
But i may have discovered something Max, look at the screenies.....
pressing escape, bringing up GPB menu and Maxhud menu, double mouse pointer Maxhud menu only or GPB menu only, one mouse pointer
Quote from: PeterV on November 06, 2016, 08:52:21 PM
But i may have discovered something Max, look at the screenies.....
pressing escape, bringing up GPB menu and Maxhud menu, double mouse pointer
No that's normal, not a problem (it's just some GPB weirdness, its own mouse pointer can't span the entire screen, dunno why, but "my own" mouse pointer must, otherwise you wouldn't be able to put the widgets to the sides of the screen).
I've just reported my latest findings here (http://forum.piboso.com/index.php?topic=3809.msg65893#msg65893 (http://forum.piboso.com/index.php?topic=3809.msg65893#msg65893)), pretty sure the problem is not in my code.
aah oke thx for explaining, never saw it before, thought it might be related.
Hi Max,
Awesome Plugin this!
I have a question/request. When trying to make YT vids with replay footage (to make the best vid I can) I notice that the HUD is restricted to just map and speed. It would be so helpful to me to see split times and prob a few other things too, is there any reason that I am not aware of why they are disabled? and is there anyway to turn them on again?
Appreciate your time and effort as always.
Quote from: Sim UK on November 17, 2016, 11:01:37 AM
I have a question/request. When trying to make YT vids with replay footage (to make the best vid I can) I notice that the HUD is restricted to just map and speed. It would be so helpful to me to see split times and prob a few other things too, is there any reason that I am not aware of why they are disabled? and is there anyway to turn them on again?
When riding on track GPB passes to the plugin a lot of telemetry data. In replay mode only some data is passed: not all the widgets can work.
Thanks Max,
Understood :(
Hi max, Your plugin work on beta 10?
Yes it does ;)
Yes, everything works as no changes in plugin interface from beta9 to beta10.
Quote from: HornetMaX on November 23, 2016, 07:33:23 AM
Yes, everything works as no changes in plugin interface from beta9 to beta10.
good to know ! thank you !
max when we are online and my bike falls out of the track to the infinite, the max hud dissapears to all the riders. then if go back to pit the hud appears again to the rest if the riders
Quote from: LOOPATELI on November 25, 2016, 01:01:24 AM
max when we are online and my bike falls out of the track to the infinite, the max hud dissapears to all the riders. then if go back to pit the hud appears again to the rest if the riders
Very interesting information, thanks !
I'll re-post it (http://forum.piboso.com/index.php?topic=3809.msg66986#msg66986 (http://forum.piboso.com/index.php?topic=3809.msg66986#msg66986)) hoping PiBoSo will have a look !
Maybe also of interest too you Max......
Timing and flags (http://forum.piboso.com/index.php?topic=3972.0)
Quote from: PeterV on November 28, 2016, 07:09:23 PM
Maybe also of interest too you Max......
Timing and flags (http://forum.piboso.com/index.php?topic=3972.0)
Thanks but nah, it looks like the server dropping a lap (thing we've witnessed int he past too).
Hi all, now that PiBoSo has provided fontgen.exe (thanks !!) I can tackle a bit of "beautification" of the plugin.
I'll start with some simple stuff and one of the things I'd need is a good monospaced font that is bold (i.e. thick) and wide (i.e. a zero is almost square and not too rectangular).
The current font I use if the GPB default font: it is nicely wide and bold, but not monospaced.
Anyone that can point me to a nice bold wide monospaced font (ttf or otf) ?
Anything here;
http://www.fontspace.com/category/monospaced (http://www.fontspace.com/category/monospaced)
Max, is it possible to change round shapes on map to something not so similar to players markers? I mean change greens and yellow marker to quad, or triangle, or bold line.
Quote from: h106frp on December 16, 2016, 10:04:29 AM
Anything here;
http://www.fontspace.com/category/monospaced (http://www.fontspace.com/category/monospaced)
spent last night on that site :) Plenty of monospace, none is wide and bold enough :(
For example, this one looked good: http://www.fontspace.com/hubert-and-fischer/rubik-mono-one (http://www.fontspace.com/hubert-and-fischer/rubik-mono-one)
But it has no lowercase letters, sometimes useful for times like 1h10m15.456 (I can try to see if 1H10:15.456 doesn't look too bad).
Quote from: Reactive on December 16, 2016, 10:05:20 AM
Max, is it possible to change round shapes on map to something not so similar to players markers? I mean change greens and yellow marker to quad, or triangle, or bold line.
Could you provide a sketch of what you'd like ?
Quote from: HornetMaX on December 16, 2016, 10:31:32 AM
Quote from: h106frp on December 16, 2016, 10:04:29 AM
Anything here;
http://www.fontspace.com/category/monospaced (http://www.fontspace.com/category/monospaced)
spent last night on that site :) Plenty of monospace, none is wide and bold enough :(
It is possible to change the width of the characters in the FontGen configuration file using the "scale" parameter.
Quote from: PiBoSo on December 16, 2016, 10:34:44 AM
It is possible to change the width of the characters in the FontGen configuration file using the "scale" parameter.
Thanks ! I tried scale at 2.0 (instead of 0.8) and it seems to work; the .tga in output of fontgen looks a bit blurry, I'll check in-game.
My bad, increasing the resolution of the bitmap shows the scaled font all right. I should be able to work with that.
dafont.com
Don't know if they are monospaced, but is where i get most of my fonts
Thx Warlock. Fixed-width category (= monospaced), some look interesting.
Quote from: HornetMaX on December 16, 2016, 10:31:32 AM
Could you provide a sketch of what you'd like ?
Ideally there are perpendicular lines, but at least squares like start-finish checker flag
V2.0.5 (2016/12/29) out:
- Updated for MXB beta5.
- Allow to change the fonts used by the plugin (2 fixed and 3 variable are provided, more can be added, read the .pdf manual for infos).
- Use fixed font (monospaced) where it makes sense (e.g. HUDTiming).
- Better looking HUDMenu.
Thank you! :)
Thanks Max! ;) 8)
Hawk.
Thanks Max
Really like the new look & fonts ;D
v2.05b (2016/12/30) out:
- HUDLean not showing in menu :-[ (reported by philiaN).
Quote from: Reactive on December 17, 2016, 12:23:55 AM
Ideally there are perpendicular lines, but at least squares like start-finish checker flag
You can change the .tga files associated to the dots, just look into the MaXHUD_data folder (dot-green/orange/red/yellow.tga).
Is there anything I can do to make this work on Wine?
Quote from: Boerenlater on January 11, 2017, 10:10:58 AM
Is there anything I can do to make this work on Wine?
Don't know, I don't have a mac (well, my wife has 2 or 3, but I doubt she's OK to install GPB on them).
Does installing MS Visual C++ 2015 redistributable make sense on a mac+wine ? If yes, you may try that.
Boerenlater is using Linux, Max ;)
Just wanted to say I got it working.
Quote from: Boerenlater on January 13, 2017, 02:38:22 PM
Just wanted to say I got it working.
Good. Others may be interested to know how exactly.
If anyone here actually wants to know how I'm happy to help.
Quote from: Boerenlater on January 15, 2017, 01:31:12 PM
If anyone here actually wants to know how I'm happy to help.
You may not be around when someone needs that information, but if you'd post the details here about how you solved the problem then that information is here should anyone need it at any time. :) ;)
Hawk.
i have a little problem with the pdf, i cant read it because my word programm gives me lot of arabish letters... what did i wrong??
Quote from: NijRon on January 18, 2017, 06:40:38 PM
i have a little problem with the pdf, i cant read it because my word programm gives me lot of arabish letters... what did i wrong??
Word ? Aren't you supposed to open it with a pdf reader ?
;D great
To get it to work on Linux (Mint, probably works also on other Ubuntu derived distros):
Install the visual c runtime 2015 in wine/playonlinux on your virtual disk containing the game. No need to make a new drive. I doubt it will even work when you make a new one.
The install will fail, do not worry.
Download this dll and put it in the system32 folder.
http://fix4dll.com/msvcp140_dll
All done.
v2.0.6 out (2017/02/16):
- Notify when .ini is recreated (due to new version of .ini format).
- v2.0.6 will recreate your .ini, you'll have to redo all the HUD settings. Sorry :)
- Introduce profiles: you can set widget on/off status, position and options for each profile independently. Click on the small helmet button (top right of the menu) to change the current profile. For example, you could set:
- profile 1: all widgets off
- profile 2: HUDMap an HUDHelmet on, HUDMap rotation off
- profile 3: HUDMap an HUDHelmet on, HUDMap rotation on
By default, the position of each widget is the same across the profiles. If you need a per profile position, click on the "pin" icon of the widget. - Improved LiveGap: should give more precise timing.
- Changes in HUDRumble (to better suit to MXB): on top of the rumble strength and threshold, now you can specify a rumble range.
- When the magnitude of the (high-pass filtered) CoG acceleration vector is below or equal to the threshold, the rumble speed is zero (i.e. no rumble).
- When it's equal to (threshold + range) then the rumble speed is maximal.
- In between the two points, it's linear interpolation.
Said otherwise:
- A lower threshold will make the rumble happen earlier (more often).
- A lover range will make the rumble become stronger earlier.
- The max strength is still controlled by the strength option.
Thanks Max! ;D
Hawk
Thx Max.
I pushed this out with the worst timing ever :)
It won't work with beta11, I'll update as soon as possible.
Quote from: HornetMaX on February 17, 2017, 08:03:58 PM
I pushed this out with the worst timing ever :)
It won't work with beta11, I'll update as soon as possible.
lol ;D
Thx m8, No rush :)
v2.0.6a out (2017/02/17):
- Changes for GPB beta11 and WRS beta11.
- No changes for KRP and MXB.
Brilliant Max! Your a STAR mate! ;) 8)
hawk.
Quick work Max!
Thanks ;D
It is very useful.
Thank you!!
Thanks Max!
Great work again thanx Max
DD
Thx guys. Let me know if the profile thingy is clear/intuitive enough.
Next feature I want to add is to have the standings (classifcation) updated in real time, like the standings on tv.
I gave it a quick thinking and I think it's doable.
It may take a while though: I'm moving in a week to a temporary location for 3-4 months, before another move.
I may be at reduced speed in the while :)
I have the same problem know every time i launch GPB the Maxhud plugin does not hold its position for certain widgets.
I first thought it was me being a dumb ass, then i saw the pins used those , but the same happens too the widgets, they
are not in the place i put them on screen. For me those are the Map and Speed widgets
Anyone else have this happen to them ?
Same here plus radar
Quote from: PeterV on February 19, 2017, 07:30:04 PM
I have the same problem know every time i launch GPB the Maxhud plugin does not hold its position for certain widgets.
I first thought it was me being a dumb ass, then i saw the pins used those , but the same happens too the widgets, they
are not in the place i put them on screen. For me those are the Map and Speed widgets
Anyone else have this happen to them ?
Smells like teen bug spirit !
Fixing it right now.
v2.0.6b out (2017/02/19):
- Fixed a bug (some widgets not saving position). Reported by PeterV.
Thanks MaX!!!! ;D
thanks, great as always max!
the classification thing sounds neat.
..i was wondering if you could make it so that one can move the widgets right up the side of the screen and maybe allow sizes below 60%. would make onboard vids look a bit more "clean".
Quote from: vin97 on February 21, 2017, 02:15:39 AM
..i was wondering if you could make it so that one can move the widgets right up the side of the screen and maybe allow sizes below 60%. would make onboard vids look a bit more "clean".
You can move most of the widgets wherever on screen. What can't you do exactly ?
Size: below a certain size they will look bad / hard to read (especially on a video). Which ones would you need to be smaller ?
nevermind, it was the borderless windowed mode.
i was thinking of the ones that don't have text, like the joypad widget.
Quote from: vin97 on February 21, 2017, 09:09:38 PM
i was thinking of the ones that don't have text, like the joypad widget.
It's easy for me to allow you making it even smaller, but if it's smaller, will it still be useful ?
I mean, if one does not want to see it on screen, it can be switched off.
yeah, you're probably right about the size but how about removing the white background and making it like the radar (only the dot over a white cross)?
Can't get it to work with the new beta despite doing the same thing as with the last. Oh well, it is a sim and in real life the riders also don't have all this :P
Quote from: Boerenlater on February 22, 2017, 03:06:04 PM
Can't get it to work with the new beta despite doing the same thing as with the last. Oh well, it is a sim and in real life the riders also don't have all this :P
Weird, seems to work for anybody else. Did you download the very latest (v2.0.6b for beta11) ?
Quote from: HornetMaX on February 22, 2017, 03:22:33 PM
Quote from: Boerenlater on February 22, 2017, 03:06:04 PM
Can't get it to work with the new beta despite doing the same thing as with the last. Oh well, it is a sim and in real life the riders also don't have all this :P
Weird, seems to work for anybody else. Did you download the very latest (v2.0.6b for beta11) ?
Yes of course. The perks of using Linux.
Quote from: Boerenlater on February 22, 2017, 04:19:54 PM
Quote from: HornetMaX on February 22, 2017, 03:22:33 PM
Quote from: Boerenlater on February 22, 2017, 03:06:04 PM
Can't get it to work with the new beta despite doing the same thing as with the last. Oh well, it is a sim and in real life the riders also don't have all this :P
Weird, seems to work for anybody else. Did you download the very latest (v2.0.6b for beta11) ?
Yes of course. The perks of using Linux.
Lol... Well you reap what you sow mate..... I did say it wouldn't be a good move over from windows. Lol! :P ;D
Hawk.
v2.0.7 out (2017/03/16):
- Updated for KRP beta16 and MXB beta6.
- Show "Rumble if crashed" option in HUDRumbe only for GPB and MXB.
Quote from: HornetMaX on March 16, 2017, 06:58:23 PM
v2.0.7 out (2017/03/16):
- Updated for KRP beta16 and MXB beta6.
- Show "Rumble if crashed" option in HUDRumbe only for GPB and MXB.
Nice one Max! Thank you very much mate! ;) 8)
Hawk.
Thank you!
Cheers,
/David "Gonzo" Boda #46
v2.0.7b out (2017/03/17):
- Fix for invalid laps (KRP and MXB only, no change for GPB and WRS).
Thank you!! :)
Is it possible to set the helmet roation factor to 10% ?
Ingame you can only do 0% / 20% / 40% ... and so on.
Quote from: dude on May 23, 2017, 03:54:36 PM
Is it possible to set the helmet roation factor to 10% ?
Ingame you can only do 0% / 20% / 40% ... and so on.
I could do that, but do you relaly need it ? Do you actually see the difference between 10deg and 20deg ?
I would like to use 10%, maybe you can implent it in a future update?
If its to difficult then you dont have to do it only for one person.
I think it would be good as well.
It's not hard at all, I just miss why it would be useful.
well, for me, anything above 20% is unusable, so I can only chose between on or off.
Quote from: HornetMaX on May 24, 2017, 06:33:41 PM
It's not hard at all, I just miss why it would be useful.
I will try to explain.
At 20% and higher is for me to much because the inner helmet view is to asynchron to the lean angle your rider do while cornering.
This means, that the "head" (your 1P view) feels to much rotated compared to the road youre watching. I know that hanging off isnt hanging off and that
many riders in real keep there head straight to the road while cornering but some riders use just a little bit head rotation and there is the point with starting
at 20% feels to much.
Quote from: dude on May 25, 2017, 06:29:39 AM
At 20% and higher is for me to much because the inner helmet view is to asynchron to the lean angle your rider do while cornering.
Actually it is totally synchronous. The helmet angle is just the bike lean angle times the helmet rotation factor (with a + or minus sign depending on the "inverse rotation" option in MaxHUD.
Quote from: dude on May 25, 2017, 06:29:39 AM
This means, that the "head" (your 1P view) feels to much rotated compared to the road youre watching. I know that hanging off isnt hanging off and that
many riders in real keep there head straight to the road while cornering but some riders use just a little bit head rotation and there is the point with starting
at 20% feels to much.
All that depends also on the value of the "tilt" (GPB parameter) and the "rotation factor" (MaxHUD helmet parameter).
If you put them at the same value (e.g. 20% for both), then the helmet will rotate just as much as the horizon (in the same direction or in the opposite one, depending on the "inverse rotation" option in MaxHUD).
Quote from: vini97 on May 24, 2017, 07:30:00 PM
well, for me, anything above 20% is unusable, so I can only chose between on or off.
I can change it then, unless the explanation above clarifies how things work and there's no need to have more "steps" in the option.
Hi Max - i've been thinking about the features for MaxHUD quite a bit recently, and was wondering if it's possible to program a slight - inertia, i think is the right word - into the helmet rotation, so that it's not so instantaneous, but has more of a natural movement to it.
that might be quite tricky, i think, but i'm no coder, so thought i'd just put it out there.
one of the modders on my flight sim site did something like that with the camera views for both external and internal, and it really gives a great natural feel.
hope i've explained it properly, at least. anyway, for what it's worth, thought i'd throw that out into the open :)
Quote from: HornetMaX on May 25, 2017, 09:31:29 AMI can change it then, unless the explanation above clarifies how things work and there's no need to have more "steps" in the option.
Could you put a slider there?
"Dude" explained it quite well: Having a bit of relative rotation between helmet and the ground left would be more realistic but you can currently only do that if using high tilt values (which are hardly usable IMO).
Also, coming back to the joypad widget, could you give the option of removing the white background and making the cross white (similar to the radar without background)?
Quote from: CapeDoctor on May 25, 2017, 11:03:10 AM
Hi Max - i've been thinking about the features for MaxHUD quite a bit recently, and was wondering if it's possible to program a slight - inertia, i think is the right word - into the helmet rotation, so that it's not so instantaneous, but has more of a natural movement to it.
Definitely doable. Adding to the todo list.
Quote from: vini97 on May 25, 2017, 12:01:48 PM
Quote from: HornetMaX on May 25, 2017, 09:31:29 AMI can change it then, unless the explanation above clarifies how things work and there's no need to have more "steps" in the option.
Could you put a slider there?
No. That would mean an awful lot of code just for that.
Quote from: vini97 on May 25, 2017, 12:01:48 PM
"Dude" explained it quite well: Having a bit of relative rotation between helmet and the ground left would be more realistic but you can currently only do that if using high tilt values (which are hardly usable IMO).
What value of tilt do you/Dude use in GPB ?
Quote from: vini97 on May 25, 2017, 12:01:48 PM
Also, coming back to the joypad widget, could you give the option of removing the white background and making the cross white (similar to the radar without background)?
I think I have this already done, it will be in the next version.
Quote from: HornetMaX on May 25, 2017, 04:42:19 PMQuote from: vini97 on May 25, 2017, 12:01:48 PM
"Dude" explained it quite well: Having a bit of relative rotation between helmet and the ground left would be more realistic but you can currently only do that if using high tilt values (which are hardly usable IMO).
What value of tilt do you/Dude use in GPB ?
20.
Quote from: HornetMaX on May 25, 2017, 04:42:19 PMQuote from: vini97 on May 25, 2017, 12:01:48 PM
Also, coming back to the joypad widget, could you give the option of removing the white background and making the cross white (similar to the radar without background)?
I think I have this already done, it will be in the next version.
Cool, thanks!
I use a tilt of 25, but like I said if its a "useless" work for you then keep it like it is :)
Quote from: dude on May 27, 2017, 06:47:28 AM
I use a tilt of 25, but like I said if its a "useless" work for you then keep it like it is :)
Not saying it's useless, was just trying to figure out why people would need that.
Wasn't expecting people to use such low values of tilt.
i use 20 tilt value as well, for the most part, inverse rotation set off - the higher values don't feel quite natural to me.
it seems to tilt more than my neck would manage in reality.
real world, i would keep my head level with the horizon mostly, perhaps slightly over, but the higher values in the plugin make the lean way too far over - for my liking, anyway. 20 tilt value feels most natural to me. 8)
v2.0.8 out (2017/06/19):
- HUDSuspensions: warning sign when suspension is bottoming out + configurable threshold (not for KRP of course).
- HUDMap: cosmetic changes (lines for finish/trap/split points, plus arrow for track direction).
- HUDJoypad: cosmetic changes.
- HUDRadar: cosmetic changes (flying markers are now triangular).
- HUDHelmet: rotation factor has now finer settings (10deg steps). You'll need to redo all the settings of this widget.
Nice, thanks a lot!
great!
thanks Max, will try it out as i find time during the day :D
Thanks Max! 8)
Hawk.
Hi Max
loving the new version, although i have noticed something i want to ask about.
taking my beloved RGV500 out for its weekly spin around Mugello, i notice that initially on the inputs overlay, there is the new warning symbol, in fact two, one on either side of the rear brake input.
the warning symbol on the left side soon goes away, and seems to function as it come son when i crash, but the one on the right side stays on all the time.
hope that is explanatory enough. can post pics if needed. :)
ABS and TCS symbol ??
umm ....dunno. that's why i'm asking, lol :D
Quote from: CapeDoctor on June 22, 2017, 06:58:09 AM
Hi Max
loving the new version, although i have noticed something i want to ask about.
taking my beloved RGV500 out for its weekly spin around Mugello, i notice that initially on the inputs overlay, there is the new warning symbol, in fact two, one on either side of the rear brake input.
the warning symbol on the left side soon goes away, and seems to function as it come son when i crash, but the one on the right side stays on all the time.
hope that is explanatory enough. can post pics if needed. :)
Hmm fishy, the new warning symbol should only be for the HUDSuspensions widget ... could be a bug. Screenshot ?
Thank You ;D
Hey Max,
In perusing the many videos and screen shots I noticed the Speed Readout was off set to the right so it wasn't in the middle of the screen. At the time I didn't make a note of what image it was so I can not include a screen shot.
Can the speed readout be moved to the side? I ask because it obscures the road up ahead on the Ulster GP Course and I can see far enough ahead. It doesn't seem to be an issue on race tracks.
Quote from: uberslug on July 04, 2017, 12:41:25 PM
Hey Max,
In perusing the many videos and screen shots I noticed the Speed Readout was off set to the right so it wasn't in the middle of the screen. At the time I didn't make a note of what image it was so I can not include a screen shot.
Can the speed readout be moved to the side? I ask because it obscures the road up ahead on the Ulster GP Course and I can see far enough ahead. It doesn't seem to be an issue on race tracks.
You can move it like all the other widgets (press caps lock to show the menu, then right click on the widget and drag it around).
Tried the left mouse button but didn't try the right. Thank you.
Thanks a lot !
Great idea :-*
Works great with beta 12b.
Amazing work MAX!
Widgets are really useful and practical. Especially the rumble helps a lot with feeling the dynamic of bikes.
But one small problem, seems to use the plugin on 12b with my computer will get some frame stutters and lag.
It's like a very short lag between about every second.
Looking forward to your new version or some solutions.
Again nice work and thanks a lot MAX.
Quote from: franking on January 17, 2018, 03:16:10 PM
Amazing work MAX!
Widgets are really useful and practical. Especially the rumble helps a lot with feeling the dynamic of bikes.
But one small problem, seems to use the plugin on 12b with my computer will get some frame stutters and lag.
It's like a very short lag between about every second.
Looking forward to your new version or some solutions.
Again nice work and thanks a lot MAX.
What graphics adapter are you using? I used to have a GTX1070 and it stuttered like mad after 10 to 15 minutes of riding. I switched to an AMD WX7100 [I do CAD design work] and my issues went away. I never tried unloading MaxHUD to see if that was causing the problem.
Quote from: franking on January 17, 2018, 03:16:10 PM
Amazing work MAX!
Widgets are really useful and practical. Especially the rumble helps a lot with feeling the dynamic of bikes.
But one small problem, seems to use the plugin on 12b with my computer will get some frame stutters and lag.
It's like a very short lag between about every second.
Looking forward to your new version or some solutions.
Again nice work and thanks a lot MAX.
Strange. I had 2-3 reports like this in the past 3 years but every time it was due to something else.
The plugin code hasn't been touched for quite a while (except the necessary changes to cope with GPB/MXB/KRP/WRS new versions).
Quote from: uberslug on January 18, 2018, 02:38:44 AM
What graphics adapter are you using? I used to have a GTX1070 and it stuttered like mad after 10 to 15 minutes of riding. I switched to an AMD WX7100 [I do CAD design work] and my issues went away. I never tried unloading MaxHUD to see if that was causing the problem.
Weird. Had a 970 for a while and got a 1080 right now, never noticed anything similar.
Also, I guess we have a fair share of people with nvidia cards and we haven't heard something like this.
Quote from: HornetMaX on January 18, 2018, 07:24:27 AM
Quote from: uberslug on January 18, 2018, 02:38:44 AM
What graphics adapter are you using? I used to have a GTX1070 and it stuttered like mad after 10 to 15 minutes of riding. I switched to an AMD WX7100 [I do CAD design work] and my issues went away. I never tried unloading MaxHUD to see if that was causing the problem.
Weird. Had a 970 for a while and got a 1080 right now, never noticed anything similar.
Also, I guess we have a fair share of people with nvidia cards and we haven't heard something like this.
I tend to think the issue I had with stuttering was driver related and did not have anything to do with MaxHUD. The initial drivers I installed were stable and stutter free. Newer drivers introduced stuttering. I replaced the graphics adapter because something kept reinstalling the worst performing drivers no matter what actions I took to avoid them. I decided to sell the GTX and go back to AMD's WX7100 [it may not be as fast as the 1070 but it is far more stable and works better with the CAD software I use].
Quote from: uberslug on January 18, 2018, 11:55:58 AM
I tend to think the issue I had with stuttering was driver related and did not have anything to do with MaxHUD. The initial drivers I installed were stable and stutter free. Newer drivers introduced stuttering. I replaced the graphics adapter because something kept reinstalling the worst performing drivers no matter what actions I took to avoid them. I decided to sell the GTX and go back to AMD's WX7100 [it may not be as fast as the 1070 but it is far more stable and works better with the CAD software I use].
Still weird though: PiBoSo games are openGL, nvidia drivers have been generally better/more stable in the past. To be more precise, in the past we had multiple cases of AMD screwing things up periodically for openGL. I know first hand, had a 4850, 2x4850, a 6850 and a 7950 before going green.
It could be though that AMD's WX have less issue as openGL is more of a priority for pros.
Quote from: HornetMaX on January 18, 2018, 12:08:19 PM
Still weird though: PiBoSo games are openGL, nvidia drivers have been generally better/more stable in the past. To be more precise, in the past we had multiple cases of AMD screwing things up periodically for openGL. I know first hand, had a 4850, 2x4850, a 6850 and a 7950 before going green.
It could be though that AMD's WX have less issue as openGL is more of a priority for pros.
I have always had much better results with Workstation level graphics adapters / drivers than I have with consumer / gaming oriented items, especially when it comes to applications that use OpenGL. I use the AMD WX7100 because it is less expensive than an NVidia Quadro K4000 adapter.
Quote from: HornetMaX on January 18, 2018, 07:24:27 AM
Quote from: franking on January 17, 2018, 03:16:10 PM
Amazing work MAX!
Widgets are really useful and practical. Especially the rumble helps a lot with feeling the dynamic of bikes.
But one small problem, seems to use the plugin on 12b with my computer will get some frame stutters and lag.
It's like a very short lag between about every second.
Looking forward to your new version or some solutions.
Again nice work and thanks a lot MAX.
Strange. I had 2-3 reports like this in the past 3 years but every time it was due to something else.
The plugin code hasn't been touched for quite a while (except the necessary changes to cope with GPB/MXB/KRP/WRS new versions).
Yes, what's more strange is that this problem doesn't always happens.
Usually it won't happen when I just boot my computer and enter the game without doing many things.
I tried to find out what causes the problem but no conclusion yet.
But one thing is when the game start lagging, I tried removing the plugin and restart the game, it will become normal instantly.
Very strange problem...
Quote from: franking on January 18, 2018, 02:43:19 PM
Quote from: HornetMaX on January 18, 2018, 07:24:27 AM
Quote from: franking on January 17, 2018, 03:16:10 PM
Amazing work MAX!
Widgets are really useful and practical. Especially the rumble helps a lot with feeling the dynamic of bikes.
But one small problem, seems to use the plugin on 12b with my computer will get some frame stutters and lag.
It's like a very short lag between about every second.
Looking forward to your new version or some solutions.
Again nice work and thanks a lot MAX.
Strange. I had 2-3 reports like this in the past 3 years but every time it was due to something else.
The plugin code hasn't been touched for quite a while (except the necessary changes to cope with GPB/MXB/KRP/WRS new versions).
Yes, what's more strange is that this problem doesn't always happens.
Usually it won't happen when I just boot my computer and enter the game without doing many things.
I tried to find out what causes the problem but no conclusion yet.
But one thing is when the game start lagging, I tried removing the plugin and restart the game, it will become normal instantly.
Very strange problem...
When I used the GTX I would reboot prior to starting GP-Bikes and everything would be fine for a period of time.
The driver supplied by the manufacturer of the card worked perfectly but whatever gremlin that inhabits my computer kept updating the driver. You can read about my travails here: http://forum.piboso.com/index.php?topic=5391.0 (http://forum.piboso.com/index.php?topic=5391.0)
Quote from: uberslug on January 18, 2018, 04:24:17 PM
The driver supplied by the manufacturer of the card worked perfectly but whatever gremlin that inhabits my computer kept updating the driver.
Only way to make sure everything is done by the books for GPU drivers: use DDU (Display Driver Uninstall, free) to uninstall everything (for good) and reinstall latest GPU drivers.
Then switch autoupdate off (or to "notify only"), in the Nvidia/AMD auxiliary apps (GeForce Experience and the AMD equivalent).
MaxHUD doesn't show up on my b13. Am I doing something wrong or is it like this for everyone?
(Almost) Any time PiBoSo updates the plugin interface I need to update the plugin accordingly.
Quote from: HornetMaX on January 20, 2018, 11:05:24 PM
(Almost) Any time PiBoSo updates the plugin interface I need to update the plugin accordingly.
It's not me, YAY! Looking forward to your update.
I have same problem also
Quote from: Asala on January 21, 2018, 11:09:39 AM
I have same problem also
Really ?
Maybe it's because ...
I NEED TO UPDATE THE PLUGIN TO THE LATEST BETA13 CHANGESI thought I already said that. No wait, it's just 2 posts above :)
P.S.
It's a 15min job overal, but as now we have in the plugin interface we have flags indicating when the TC/EB/AW kicks in, I have done a new widget with 3 "lights" showing that.
Quote from: HornetMaX on January 21, 2018, 11:16:33 AM
Quote from: Asala on January 21, 2018, 11:09:39 AM
I have same problem also
Really ?
Maybe it's because ... I NEED TO UPDATE THE PLUGIN TO THE LATEST BETA13 CHANGES
I thought I already said that. No wait, it's just 2 posts above :)
P.S.
It's a 15min job overal, but as now we have in the plugin interface we have flags indicating when the TC/EB/AW kicks in, I have done a new widget with 3 "lights" showing that.
Just so you know, I did read the announcement where PiBoSo wrote that all plug-ins would need to be updated due to changes in his code. I also noticed that some of the MaxHUD file dates changed after installation of b13 so I thought I would check to make sure I hadn't done something that would cause MaxHUD to malfunction.
Quote from: uberslug on January 21, 2018, 11:33:42 AM
Just so you know, I did read the announcement where PiBoSo wrote that all plug-ins would need to be updated due to changes in his code. I also noticed that some of the MaxHUD file dates changed after installation of b13 so I thought I would check to make sure I hadn't done something that would cause MaxHUD to malfunction.
I know you know, bot others ....
In general, when PiBoSo makes a post in his thread (http://forum.piboso.com/index.php?topic=33.0 (http://forum.piboso.com/index.php?topic=33.0)) saying "the outpuit plugin sample code has been updated", then I need to adapt all the plugins to the changes and the old plugins will not work with the newer GPB release until I do that.
V2.0.9 (2018/01/23) out:
- Updated for GPB beta13 (no changes for MXB, KRN and WRS).
- New HUDECU: shows when TC, EB and AW kicks in (GPB only).
Nice work Max :)
Quote from: HornetMaX on January 23, 2018, 06:49:09 PM
V2.0.9 (2018/01/23) out:
- Updated for GPB beta13 (no changes for MXB, KRN and WRS).
- New HUDECU: shows when TC, EB and AW kicks in (GPB only).
Thank you! Does this mean we will now be able to tell whether the 0 setting is Off or Max?
Really nice to have it back so fast.
And the 3 ECU lights are great.
Great job. Thanks a lot. ;)
speedfr
thx Max
Excellent speedy service updates as always Max! Thank you mate! ;) 8)
Thanks Max
Thanks so much Max
You da boss bro lol
Much needed plugin for GPB. Missed it so much..................3 days damn quick work my man
DD
Hi Max.
I'm afraid that there is a bug in the time gap with other riders (track day)
+0.000 (not real)
Quote from: Manu on January 23, 2018, 10:47:00 PM
Hi Max.
I'm afraid that there is a bug in the time gap with other riders (track day)
+0.000 (not real)
That gap is sort of returned by GPB ... Can you post a screenshot with the screenshot of the corresponding GPB timing page ?
We may need an online session to debug that, or you can do this: you edit MaxHUD.ini and you set log_level to 5.
This will log plenty of stuff in MaxHUD.log.
It could be something is wrong in GPB (or unexpected: I've seen no changes in the output plugin interface related to track day mode, but ...).
Start a track day session (2 riders better than more), do 2 laps each (together), take a screnshot of the plugin Standing widget and a screenshot of GPB timing page and send them with the .log to me.
Unfortunately MaxHud doesn't seem to work in VR now and i'm not sure if this is anything you can fix Max? It basically works but only shows when the 2d screen, which was introduced into VR for b13, is showing. So when chat appears or I press the F5 key to see chat history I can see the hud fine, but it disappears with the rest of the 2d overlay.
:-\
Quote from: teeds on January 26, 2018, 10:22:10 AM
Unfortunately MaxHud doesn't seem to work in VR now and i'm not sure if this is anything you can fix Max? It basically works but only shows when the 2d screen, which was introduced into VR for b13, is showing. So when chat appears or I press the F5 key to see chat history I can see the hud fine, but it disappears with the rest of the 2d overlay.
:-\
Not on my side, only Pib can have a look at that.
Quote from: HornetMaX on January 26, 2018, 10:26:15 AM
Quote from: teeds on January 26, 2018, 10:22:10 AM
Unfortunately MaxHud doesn't seem to work in VR now and i'm not sure if this is anything you can fix Max? It basically works but only shows when the 2d screen, which was introduced into VR for b13, is showing. So when chat appears or I press the F5 key to see chat history I can see the hud fine, but it disappears with the rest of the 2d overlay.
:-\
Not on my side, only Pib can have a look at that.
I thought that would be the case, cheers.
Question does it have to be the 2015 version? ifnot how come i cant get it to function if i got the 2017 version= klippie has attempted to help out but i could not make it function propperly
Quote from: Become dust on February 02, 2018, 01:29:13 PM
Question does it have to be the 2015 version? ifnot how come i cant get it to function if i got the 2017 version= klippie has attempted to help out but i could not make it function propperly
Uh ?
NOTE: in case of issues like missing dlls or things not showing up, please install Microsoft Visual C++ 2015 Redistributable Package (x86) available here (download the x86 version, "vcredist_x86.exe", not the x64 version):
in your pdf instructions, this is what it says what I mean by "2017" is that iIhave multiple versions except the 2015 version
but idk why i cant make it work propperly i really dont want to delete the 2017 version as it might mess up something.
Don't delete anything, install the 2015 too (they can live together with no problem).
The x86 version, not x64 (even if you have an x64 Windows).
Quote from: HornetMaX on February 02, 2018, 01:44:24 PM
Don't delete anything, install the 2015 too (they can live together with no problem).
The x86 version, not x64 (even if you have an x64 Windows).
well thats the issue... it says that is not possible
it says this: 0x80070666 - another version of this product is already installed. installation of this version cannot continue. to configure or remove the existing version of this product, use add/remove Programs on the control panel.
also what was the mod that allowed the camera not to rotate with the bike when the bike itself would do a wheelie or endo?
Quote from: Become dust on February 02, 2018, 01:47:30 PM
Quote from: HornetMaX on February 02, 2018, 01:44:24 PM
Don't delete anything, install the 2015 too (they can live together with no problem).
The x86 version, not x64 (even if you have an x64 Windows).
well thats the issue... it says that is not possible
it says this: 0x80070666 - another version of this product is already installed. installation of this version cannot continue. to configure or remove the existing version of this product, use add/remove Programs on the control panel.
Weird. Check you haven't already installed (or partially installed) the 2015.
In case you can try to uninstall 2015 and 2017, then install 2015 first and 2017 after.
Quote from: Become dust on February 02, 2018, 01:49:12 PM
also what was the mod that allowed the camera not to rotate with the bike when the bike itself would do a wheelie or endo?
You mean the helmet (not the camera) right ?
It's in the options of the helmet widget.
ima try that... also i was sure it was a special plugin... with the level camera setup thingy...
the funny thing is klippie does not have the 2015 version here is a screenshot he made: https://cdn.discordapp.com/attachments/307171940559355936/408975182909276170/unknown.png
weird...
i don't get it... nothing....
what version is the lastest maxhud version?
Quote from: Become dust on February 02, 2018, 02:04:16 PM
i don't get it... nothing....
what version is the lastest maxhud version?
It's in the MaxHUD thread, 1st post: 2.0.9
Quote from: Become dust on February 02, 2018, 01:49:12 PM
also what was the mod that allowed the camera not to rotate with the bike when the bike itself would do a wheelie or endo?
Go to My Documents\PiBoSo\GP Bikes\profiles\"profilename" and open profile.ini. Scroll to the [view] section and add (or modify) the line mode=1
Quote from: HornetMaX on February 02, 2018, 03:04:43 PM
Quote from: Become dust on February 02, 2018, 02:04:16 PM
i don't get it... nothing....
what version is the lastest maxhud version?
It's in the MaxHUD thread, 1st post: 2.0.9
cheers
Hello all,
is the plugin working fine with beta13 ? I've one report claiming that the game crashes after 1/1.5 laps with the plugin installed and doesn't crash without the plugin.
Not using GPB too much recently so ... has anybody used beta13 and the plugin (2.0.9) without issues ?
I run it all the time and even though I only see it occasionally it's not given me any problems. I know others that use it all the time with b13 too and they've not had issues.
No problems here so far Max.
I also use it all the time and have had no issues. I really like the TC - EB - AW indicators.
no issues for me
Thx guys. I'd suspect the problem is elsewhere for that user then.
Quote from: uberslug on February 06, 2018, 12:00:47 PM
I also use it all the time and have had no issues. I really like the TC - EB - AW indicators.
Hope that PiBoSo improves their behaviour though, today EB and AW indicators are mostly useless (Beta13 - output plugin - ECU status (http://forum.piboso.com/index.php?topic=5619.0)).
P.S.
If anybody has ideas on how to make these indicators nicer, please provide .tga files (with transparency) of a mini-dash, 3 lights (off/on) etc. I'm not a photoshop kind of guy :)
Quote from: HornetMaX on February 07, 2018, 02:58:14 PM
Thx guys. I'd suspect the problem is elsewhere for that user then.
Quote from: uberslug on February 06, 2018, 12:00:47 PM
I also use it all the time and have had no issues. I really like the TC - EB - AW indicators.
Hope that PiBoSo improves their behaviour though, today EB and AW indicators are mostly useless (Beta13 - output plugin - ECU status (http://forum.piboso.com/index.php?topic=5619.0)).
P.S.
If anybody has ideas on how to make these indicators nicer, please provide .tga files (with transparency) of a mini-dash, 3 lights (off/on) etc. I'm not a photoshop kind of guy :)
Hi Max. Been riding around Donington GP with the WSBK bikes for a comparison between them and I noticed something strange when riding the Kawasaki (haven't had time to check the other bikes for the same issue). The AW light goes on and off while braking for a corner (off throttle) which I find a bit weird. Is AW measuring the speed differens between the front and rear wheel (like TC i guess?) or is it measuring the bikes axis compared to the ground level? Does the behavior have anything to do with what you have described above (the discussion with Piboso that is linked) or is it something else?
Cheers,
/David "Gonzo" Boda #46
Quote from: davidboda46 on February 08, 2018, 09:29:53 PM
Hi Max. Been riding around Donington GP with the WSBK bikes for a comparison between them and I noticed something strange when riding the Kawasaki (haven't had time to check the other bikes for the same issue). The AW light goes on and off while braking for a corner (off throttle) which I find a bit weird. Is AW measuring the speed differens between the front and rear wheel (like TC i guess?) or is it measuring the bikes axis compared to the ground level? Does the behavior have anything to do with what you have described above (the discussion with Piboso that is linked) or is it something else?
The plugin only shows the 3 signals (TC, AW, EB) as GB provides them.
At the moment, if te ECU AW says the throttle must not be open more than 50% and the rider is opening only 40%, the AW signal stil goes to 1 (and thelight in the plugin goes on). Same for TC and EB. I sugested to chnage this to something that makes more sense, looks like PiBoSo may do it: http://forum.piboso.com/index.php?topic=5619.0 (http://forum.piboso.com/index.php?topic=5619.0)
haven't played in months, when i add an overlay my game lags like crazy, i never remember this happening before any idea?
Nope, set aside the usual stuff (GPU drivers update, MSVC redist cleanup and reinstall, GPB reinstall etc).
Quote from: HWK on March 06, 2018, 11:51:32 PM
haven't played in months, when i add an overlay my game lags like crazy, i never remember this happening before any idea?
Did your video driver change?
Alguien por favor ayudeme a instalarlo que no se como es sigo todos los pasos y no me abre
Quote from: andres387 on April 23, 2018, 11:23:59 PM
Alguien por favor ayudeme a instalarlo que no se como es sigo todos los pasos y no me abre
http://forum.piboso.com/index.php?topic=431.msg3005#msg3005
Quote from: matty0l215 on April 24, 2018, 08:53:36 AM
Quote from: andres387 on April 23, 2018, 11:23:59 PM
Alguien por favor ayudeme a instalarlo que no se como es sigo todos los pasos y no me abre
http://forum.piboso.com/index.php?topic=431.msg3005#msg3005
hola que pasa?
Veamos tienes la carpeta plugins creada? si es asà .. solo quedan dos cositas.
1-Abre el archivo MAX HUD.
Dentro aparecerá todo esto:
MaxHUD.pdf
MaxHUD_data
MaxHUD_GPB.dlo
MaxHUD_MXB.dlo
MaxHUD_WRS.dlo
MaxHUD_KRP.dlo
( Solo necesitamos las que están en rojo para el gp bikes)
2- Esos dos archivos copialos y pegalos en la carpeta PLUGINS que debes tener creada.
y listo ya abre el juego y te aparecerá todo. El menú se abre y cierra con la tecla "BLOQ MAYUS"
Bueno no sé si me expliqué bien pero espero que te ayude.
Quote from: andres387 on April 23, 2018, 11:23:59 PM
Alguien por favor ayudeme a instalarlo que no se como es sigo todos los pasos y no me abre
https://www.youtube.com/v/vlcEMf-wZyI&t=2118s
espero que te sirva de ayuda
I think its kinda rude to talk in freign language if other people speak english and keep to that rule...
Hi Max,
I noticed that MaxHUD is not working in VR.
Is it a known bug? Is the problem on the plugin side or on the engine side?
It's really a shame as I love the plugin in 2D version and I really miss it in VR.
Thanks !
Quote from: neoraptor on June 01, 2018, 10:29:34 PM
Hi Max,
I noticed that MaxHUD is not working in VR.
Is it a known bug? Is the problem on the plugin side or on the engine side?
It's really a shame as I love the plugin in 2D version and I really miss it in VR.
Thanks !
No VR headset here, so I can't help :)
Anyway, it's probably a GPB limitation.
It is funny, because I can see that MaxHud is active when there is a message (people connecting /disconnecting / chat / ...).
Only when this is displayed, do I see the MaxHud as well.
Do you want me to run some tests? Or do you need more info? Or should I open a topic to report the bug for Piboso?
There's nothing I can do about it, even if I had a vr set myself. PiBoSo has to have a look but I think I recall that he said once that plugin's quads are not shown in VR.
If you turn on the FPS counter (ctrl-F) it will show the Max hud normally all the time in VR ;)
Thanks so much teeds !! That was exactly what I was looking for 😁
I will make a short post to Pinoso to correct this behavior.
I think Pibs said it'll be fixed in the next beta.
Is it possible or would it be possible to have different lay outs of the plug in. So when I am riding I have certain things out for me I like the minimum of elements. But when I am watching a replay have different stuff on the screen. Like map, standings, sectors, and so on.
Quote from: Klax75 on June 04, 2018, 10:45:43 AM
Is it possible or would it be possible to have different lay outs of the plug in. So when I am riding I have certain things out for me I like the minimum of elements. But when I am watching a replay have different stuff on the screen. Like map, standings, sectors, and so on.
Already possible: when you have the plugin menu on screen, in the top right corner (if I recall correctly) there's a small helmet with a number beside it.
Clicking on the helmet will switch "profile" (3 are available).
Each profile remembers the "status" of each widget (e.g. ON/OFF, position etc).
Additional note: beside every widget property there's a small chain/link symbol: when this is active it means that the property is set identically across the three profiles. When not set, the property is not linked (hence each profile can have a different setting of the property).
Can't seem to get anything other then speed and map to show during replays.
Quote from: Klax75 on June 09, 2018, 07:47:24 PM
Can't seem to get anything other then speed and map to show during replays.
From the pdf manual:
QuoteSome widgets are also available when spectating and/or in replay mode: showing the menu will show which ones are available in the current mode.
V2.1.0 out(2018/06/16)
- Updated for MXB beta 8: first x64 release of PiBoSo sims !!
- Files renamed to:
- MaxHUD_GPB32.dlo
- MaxHUD_MXB64.dlo
- MaxHUD_WRS32.dlo
- MaxHUD_KRP32.dlo
No changes for GPB, WRS and KRP.
Thank you very much. :)
not compatible with beta 14 of gpbikes.... when u update the plugin?
thanks
Quote from: javiliyors on July 13, 2018, 01:27:57 PM
not compatible with beta 14 of gpbikes.... when u update the plugin?
thanks
When I have time or when a massive donation to finance this comes in my paypal account. Whichever comes first.
Quote from: HornetMaX on July 13, 2018, 01:35:47 PM
Quote from: javiliyors on July 13, 2018, 01:27:57 PM
not compatible with beta 14 of gpbikes.... when u update the plugin?
thanks
When I have time or when a massive donation to finance this comes in my paypal account. Whichever comes first.
What is your definition of 'massive'?
Quote from: uberslug on July 13, 2018, 02:20:00 PM
Quote from: HornetMaX on July 13, 2018, 01:35:47 PM
Quote from: javiliyors on July 13, 2018, 01:27:57 PM
not compatible with beta 14 of gpbikes.... when u update the plugin?
thanks
When I have time or when a massive donation to finance this comes in my paypal account. Whichever comes first.
What is your definition of 'massive'?
https://www.ktm.com/naked/1290-super-duke-r/ (https://www.ktm.com/naked/1290-super-duke-r/)
And with a few powerparts, if possible ;D
i want another donation, but a little bit expensive than u
https://www.nissan.es/vehiculos/nuevos-vehiculos/gt-r.html
Quote from: HornetMaX on July 13, 2018, 03:55:52 PM
Quote from: uberslug on July 13, 2018, 02:20:00 PM
Quote from: HornetMaX on July 13, 2018, 01:35:47 PM
Quote from: javiliyors on July 13, 2018, 01:27:57 PM
not compatible with beta 14 of gpbikes.... when u update the plugin?
thanks
When I have time or when a massive donation to finance this comes in my paypal account. Whichever comes first.
What is your definition of 'massive'?
https://www.ktm.com/naked/1290-super-duke-r/ (https://www.ktm.com/naked/1290-super-duke-r/)
And with a few powerparts, if possible ;D
Would you accept a scale model of one? ;)
Quote from: javiliyors on July 13, 2018, 06:29:34 PM
i want another donation, but a little bit expensive than u
https://www.nissan.es/vehiculos/nuevos-vehiculos/gt-r.html
Well, write a plugin first :)
Quote from: uberslug on July 14, 2018, 01:39:18 AM
Would you accept a scale model of one? ;)
I'll probably accept anything from a pat on the back on. But then we'd fall back into "when I have time" situation :)
V2.1.1 out(2018/07/16)
- Updated for GPB beta14 and WRS beta13 (both are now x64).
- Files renamed to:
- MaxHUD_GPB64.dlo
- MaxHUD_MXB64.dlo
- MaxHUD_WRS64.dlo
- MaxHUD_KRP32.dlo
No changes for MXB and KRP.I've added a PayPal donate button in the 1st post 8)
Donated :-) thank you for your work :-)
Thank you Max! Appreciated as always mate. ;) 8)
Quote from: Hawk on July 16, 2018, 06:17:43 PM
Thank you Max! Appreciated as always mate. ;) 8)
My donation should cover a tank of racing fuel...
merci beaucoup MAX ;)
Thank you very much. I appreciate your work.
It helps to see how the anti squat effect works. :)
Thx for the plugin Max, maybe the new feature sparks some interest for you ?
Proxy Plugin (http://forum.piboso.com/index.php?topic=34.0)
Quote from: PeterV on July 18, 2018, 05:32:10 PM
Thx for the plugin Max, maybe the new feature sparks some interest for you ?
Proxy Plugin (http://forum.piboso.com/index.php?topic=34.0)
Nthing new in the proxy stuff, were you referring to the UDP proxy ?
If yes, I pondered abuot something similar a while ago, mostly because some people were asking for a dashboard type app that can run on a separate device (e.g. a smartphone or tablet).
I'm at ground zero on programming for android and I doubt I'll venture in that.
One thing I added long tim eago to my "todo-butdontknowwhen" list is making MaxTM able to receive telemetry date in real time, but this can be accomplished with the proxuy plugin, without the need of UDP stuff.
Still, it's good PiBoSo added the UDP feature.
And, btw, thx Peter ;)
Hi Friend. Very great work!!
how can i change the enable key "caps-lock" to other key of keyboard?
beacuse i use the caps key to a very important mod, and i dont get to change it..
many thanksss!!
Quote from: cyborg chip on August 04, 2018, 04:30:19 AM
Hi Friend. Very great work!!
how can i change the enable key "caps-lock" to other key of keyboard?
You can't.
Quote from: cyborg chip on August 04, 2018, 04:30:19 AM
beacuse i use the caps key to a very important mod, and i dont get to change it..
Same as here then.
Next time I put my hands in this I can have a look if I can make this configurable.
Is it possible to add trigger rumble for xbox one controllers?
It would give more feeling for braking and acceleration (wheel spin).
Quote from: dude on August 08, 2018, 06:37:40 PM
Is it possible to add trigger rumble for xbox one controllers?
It would give more feeling for braking and acceleration (wheel spin).
Uh, it's already there ...
I only have the normal rumble effect. :\
Do I need custom windows drivers or another input plugin for GPB to have trigger rumble support?
Quote from: dude on August 08, 2018, 07:39:55 PM
I only have the normal rumble effect. :\
Do I need custom windows drivers or another input plugin for GPB to have trigger rumble support?
What do you mean exactly with trigger rumble support ?
The xbox one controller have seperate force feedback motors for the highlighted buttons (trigger buttons LT and RT) in the image.
If you play supported games, you have the rumble of the whole gamepad and seperate rumble of the two (trigger) buttons mostly used for acceleration/breaking in racing games.
(https://abload.de/image.php?img=microsoft-xbox-one-cowtcy9.jpg)
Quote from: dude on August 09, 2018, 07:09:58 AM
The xbox one controller have seperate force feedback motors for the highlighted buttons (trigger buttons LT and RT) in the image.
If you play supported games, you have the rumble of the whole gamepad and seperate rumble of the two (trigger) buttons mostly used for acceleration/breaking in racing games.
OK.
Short answer: no.
Long answer: as far as I know this is win10 specific and has as specific API that may not even be usable via win32 apps. Microsoft has made the usual mess it seems. From what I've read, the feature is used only by some Microsoft-affiliated games (xbox one games ported to PC).
Finally, I'm not even sure how I could use the two extra motors in PiBoSo's sims: the current rumble depends in bike's frame vibrations (acceleration), I'm in principle not a big fan of doing things like "rumble if wheel is locked" or "rumble if breaking hard".
BTW I don't have win10 nor a xbox one controller (had one, sold, there are better ones for GPB).
V2.1.2 out(2018/08/29)No changes for GPB, WRS and KRP.
upd8 m8?
Quote from: connorhall70 on February 28, 2019, 12:42:22 AM
upd8 m8?
What for ? No update is needed, just use the current version.
P.S.
There's a tiny bug but it's not worth a new version.
Quote from: HornetMaX on March 02, 2019, 02:59:56 PM
Quote from: connorhall70 on February 28, 2019, 12:42:22 AM
upd8 m8?
What for ? No update is needed, just use the current version.
P.S.
There's a tiny bug but it's not worth a new version.
current version make game crash?
Quote from: connorhall70 on March 02, 2019, 05:41:58 PM
Quote from: HornetMaX on March 02, 2019, 02:59:56 PM
Quote from: connorhall70 on February 28, 2019, 12:42:22 AM
upd8 m8?
What for ? No update is needed, just use the current version.
P.S.
There's a tiny bug but it's not worth a new version.
current version make game crash?
I've not had any issues with any crashes, w/MaxHUD/MaxTM Running. Sure its not something else that's a conflict?
Quote from: Myst1cPrun3 on March 02, 2019, 07:05:24 PM
Quote from: connorhall70 on March 02, 2019, 05:41:58 PM
Quote from: HornetMaX on March 02, 2019, 02:59:56 PM
Quote from: connorhall70 on February 28, 2019, 12:42:22 AM
upd8 m8?
What for ? No update is needed, just use the current version.
P.S.
There's a tiny bug but it's not worth a new version.
reinstalled n its fine... dunno why it was crashing before, all i know is deleting maxhud fixed it. but it seems to be fine now.
current version make game crash?
I've not had any issues with any crashes, w/MaxHUD/MaxTM Running. Sure its not something else that's a conflict?
V2.1.3 out (2019/04/11)- Update for KRP release 8: it's not an x64 app !
- Try to prevent rumble staying on in some conditions (thanks to TFC for reporting).
- Fix names of Session & SessionState (was very broken in MXB).
Quick question :
When I'm running with the Ecu mode on, (the one that shows which aids are kicking in, tc, aw , Eb, etc) would it be possible to put the selected mode with these, and which one I can edit?
For instance if I'm running traction setting 2 and it's not kicking in, I'd like to see which one I'm changing on the bike. I play in vr, and first person, so the standard piboso dash dissapears hence why this be a handy little thing to have.
I can make a little photoshop example if this wasn't explained well enough 👍
V2.1.4 out (2019/05/08)- Improved HUDECU (GPB only) on suggestion from Myst1cPrun3
- No chenages for MXB, KRP and WRS
Bloody Hell man thats one hell of a quick update, and its perfect for what I needed. Especially for the bikes that don't seem to have the info on the dash. (Thinking STK 1000)
Thanks A lot <3
Ciao a tutti e complimenti per il tuo mod,volevo chiedere se c'era una mod per cambiare il tachimetro della velocità e le marce della moto,ho visto alcuni dove avevano diversi tachimetri e non quello di default del gioco.Grazie
V2.1.5 out (2019/08/18)- Changes for MXB beta11 (reference UI is now 16:9).
- Avoid widgets outside the screen (when loading .ini)
- Change default background color for HUDSpeed.
Hi Max. Will have update for beta 16 soon?
I feel naked without your plugin :'(
Quote from: Manu on September 10, 2019, 10:05:29 AMHi Max. Will have update for beta 16 soon?
I feel naked without your plugin :'(
I only discovered the max hud plugin days before the release of beta 16 after years of playing the game for it to be taken away even I miss it
Trivial changes, first night I have 15min I'll update. Hopefully beta16b won't need another update :)
Thanks Max
Thanks!!!!
Thanks Max. ;)
Thanks Max :D
Big Thanx Max
Thank you :)
Cheers for the update.
Quick question, would it be possible to get the helmet overlay working in VR?
Used to run it on my TrackIR and it looked pretty good, but it just stays fixed in VR.
I'd love to at least try it in VR, although with the 'screen door effect' of the older oculus it's similar to wearing a helmet anyways
Quote from: Myst1cPrun3 on September 14, 2019, 01:14:58 PMQuick question, would it be possible to get the helmet overlay working in VR?
Used to run it on my TrackIR and it looked pretty good, but it just stays fixed in VR.
Hmm weird, I do not do anything special to differentiate between VR and non-VR situations.
Also, the "helmet" rotation depends only on the bike's roll, so I'm puzzled it stays fixed in VR.
Sure you haven't disabled the rotation ?
I have no VR hardware so I can't check.
Much like the rest of Max Hud it seems to render in a fixed to the bikes when running In vr, it doesn't follow the headset.
Can see what I mean in this vid, the helmet overlay does a similar thing:
The actual leader-boards and stuff like that staying on the bike is actually how I'd like it, I run similarly in other sims, but its the helmet that is the issue when it behaves like that.
Quote from: Myst1cPrun3 on September 14, 2019, 05:08:11 PMMuch like the rest of Max Hud it seems to render in a fixed to the bikes when running In vr, it doesn't follow the headset.
Can see what I mean in this vid, the helmet overlay does a similar thing:
OK I see. Nothing I can do about that though: it would need PiBoSo to think about how plugin quads & strings renders in case of VR.
In any case, the helmet rotation is tied to the bike roll, so in case of VR I'm not sure it makes much sense.
Quote from: HornetMaX on September 15, 2019, 12:52:40 PMQuote from: Myst1cPrun3 on September 14, 2019, 05:08:11 PMMuch like the rest of Max Hud it seems to render in a fixed to the bikes when running In vr, it doesn't follow the headset.
Can see what I mean in this vid, the helmet overlay does a similar thing:
OK I see. Nothing I can do about that though: it would need PiBoSo to think about how plugin quads & strings renders in case of VR.
In any case, the helmet rotation is tied to the bike roll, so in case of VR I'm not sure it makes much sense.
No worries. I was just wondering what tid be like to run it.
Works well with trackIR tho
:)
I don't know if it's your doing or Piboso's (I'm guessing the latter) but the throttle representation with MaxHud in the latest Beta is not good according to me. I use it to glance down to see exactly how much throttle I'm applying and to know if I'm giving it max throttle or not (my custom controller is mechanically not a 100 accurate when it comes to the last bit, sometimes I think I'm at 100% but it turns out I'm only at around 90-95%). So with the latest beta it seems that the throttle gauge in Maxhud is displaying the engine power output and not the physical throttle position (i.e. right hand). It's also confusing when it shows the idle engine throttle but the physical throttle is at zero. Is there a way to change it back to the way it was before? Maybe by changing some settings in some .ini file?
Cheers,
/David "Gonzo" Boda #46
Quote from: davidboda46 on September 22, 2019, 02:40:47 PMI don't know if it's your doing or Piboso's (I'm guessing the latter) but the throttle representation with MaxHud in the latest Beta is not good according to me. I use it to glance down to see exactly how much throttle I'm applying and to know if I'm giving it max throttle or not (my custom controller is mechanically not a 100 accurate when it comes to the last bit, sometimes I think I'm at 100% but it turns out I'm only at around 90-95%). So with the latest beta it seems that the throttle gauge in Maxhud is displaying the engine power output and not the physical throttle position (i.e. right hand). It's also confusing when it shows the idle engine throttle but the physical throttle is at zero. Is there a way to change it back to the way it was before? Maybe by changing some settings in some .ini file?
GPB now provides 2 separate data fields for the rider's input throttle (i.e. more or less what comes out of your controller) and the throttle that gets applied to the engine (corrected by the ECU's idle, TC, AW and rev limiter).
Initially I wanted to display both (on the same bar), but it looked pretty confusing so I settled for the engine throttle (instead of the input throttle), as this allows you to see what TC and AW do.
I don't thikn this prevents you from checking if you're really gving 100% throttle: just ride and open wide on a straight (low revs, so that AW and TC won't kick in).
But I can make it configurable to show one or the other next time I update something.
+1
liked the old way more as well tbh.
Quote from: HornetMaX on September 23, 2019, 07:09:51 AMBut I can make it configurable to show one or the other next time I update something.
That would be great. Thanks.
Cheers,
/David "Gonzo" Boda #46
Can you make the standing riders like this, Max?
Quote from: DidietXFuera on October 16, 2019, 03:12:12 AMCan you make the standing riders like this, Max?
In what exactly ? The look (fonts/icons) ? The gaps ?
Similar to this :)
Quote from: HornetMaX on October 22, 2019, 07:19:34 AMQuote from: DidietXFuera on October 16, 2019, 03:12:12 AMCan you make the standing riders like this, Max?
In what exactly ? The look (fonts/icons) ? The gaps ?
Yup. Maybe in the next update of your HUDs. I hope so
Anyone have any idea how to put this dash on the MotoGP bikes?? https://plays.tv/video/5ddc4078be0cc0fea9/mais-quelle-maitrise-du-vehicule-
Quote from: r1rossi on November 27, 2019, 10:36:29 PMAnyone have any idea how to put this dash on the MotoGP bikes?? https://plays.tv/video/5ddc4078be0cc0fea9/mais-quelle-maitrise-du-vehicule-
It's included in the mod
V2.1.7 out (2020/01/03)- Changes for KRP beta10 (reference UI is now 16:9).
- GPB only: option in HUDInputs to show either "throttle" or "engine throttle": "throttle" is what comes out of your input device, "engine throttle" is what goes into the engine (i.e. corrected buy the ECU with idle control, traction control, anti wheeling and rev limiter).
Happy New year all !
Thanks Max
Happy New Year!
Thanks Max
Thanks man!
Cheers,
/David "Gonzo" Boda #46
Hola, he seguido todos los pasos que he visto para instalar el plugin, es decir bajar el archivo y la carpeta MaxHUD_data y el archivo MaxHUD_GPB64.dlo los he copiado en la carpeta plugins del juego. Pero cuando entro al juego y le doy al CapsLock no me sale nada, entonces tambien baje el archivo ese de Microsoft y probe y tampoco me sale nada. ¿Porque puede ser? Gracias.
Hello, I have followed all the steps I have seen to install the plugin, that is to download the file and the MaxHUD_data folder and the MaxHUD_GPB64.dlo file. I copied them to the plugins folder of the game. But when I enter the game and give CapsLock nothing, I also download the Microsoft file and probe and nothing comes out either. Because it can be? Thank you.
V2.1.8 out (2020/01/23)- HUDTiming: LiveGap now shows only one livegap (the one from Windows timer, as the game's own timing passed to the output plugins drifts away over laps).
- Change LiveTiming due to a bug discovered in MXB (see http://forum.mx-bikes.com/index.php?topic=3143.0). Should have no impact (aside mitigating the MXB bug).
V2.2.0 out (2020/05/06)- Important: there are new files in the MaxHUD_data fodler: please copy the whole folder.
- All the widgets that had the option to show or not a background can now also use a .tga file as background. Click on the menu option to know the file name each widget is expecting (in MaxHUD_data folder).
- HUDMap: Improved track drawing. Now plots a border along the track. Width and color of track and border can be
configured. Track width and track border width have a "fixed screen size" option. Warning: widget configuration will be
reset. - HUDStandings: some cosmetic rework. Warning: widget configuration will be reset.
- Fixed some scaling/aspect ratio bugs.
- Some cosmetic changes all around.
Thanks!
Could you increase the angle for which the flying radar markers show up in the next release?
Even when the other rider is in front of you, you sometimes cannot see him in onboard view because your own cockpit is blocking your view when you are side by side (example (https://www.youtube.com/watch?v=gKVzcxM5rSc&t=12m8s)).
Edit: Nevermind, I had the marker fade set to medium FoV. Changed it to small FoV now.
Thank you very much. :)
thanks!
Thanks Max!
V2.2.1 out (2020/08/11)- Reduced by 50% the number of quads used by HUDMap: fps impact of MaxHUD should be lowered (especially on long tracks / low-spec systems).
- All timings can now display longer times / gaps.
- HUDLiveGapBar has now more options for its scale (can be longer, for veeery long tracks).
Thanx Max n so good to get told theres an update.
DD
Thanks Max
Thank you very much. :D
Thank you for the update.
Cheers
/David "Gonzo" Boda #46
A few small suggestions for future releases:
- Max. (horizontal) display/movement range adjustment for LiveGapBar independent of (font) size
- Additional LiveGapBars to rider in front or behind
- Option to change number of riders shown in standings widget (centered around oneself)
- Bigger helmet overlay to avoid the black corners under rotation/lean
- Fuel consumption per lap shown to 2 or 3 decimal places
- Fuel widget: Color remaining lap estimate red if it is smaller than number of remaining race laps
- New widget counting down remaining race laps
The new PS5 controller has some interesting features that might be useful for GPB.
The force feedback is much more nuanced now and basically acts like a subwoofer, allowing for precise replication of multiple different frequencies of different magnitudes at the same time.
You could use this in GPB to simulate different feelings through the force feedback instead of the very basic rumble MaxHUD offers at the moment.
For example, you could link the rear slip angle to a constant "soft", low frequency while using the stronger high frequencies to simulate the chassis accel. like before (and through that the front).
Another feature are the adaptive resistance triggers.
This could be used to turn the brake input from position-dependent into pressure-dependent like it is in real life.
Depending on the brake leverage chosen, the brakes (trigger) will "bite"/lock at a different point and therefore require different amounts of force for the same position (=same brake input seen by GPB).
@Max: What do you think about this?
PS5 controller: when connected to PC, no haptic feedback, no adaptive triggers. Even if one day they make these works on PC, it would surely require a dedicated driver hence using them won't be trivial.
As a side note, I'm not a big believer in haptic feedback in general (rumble). Even in current PC joypad you have two different motors/rumbles but nothing really useful can be extracted from them.
Ah damn. Well, maybe some unofficial custom for PC will come along eventually.
From what I've read the PS5 pad rumble is really advanced. For example, it's used to simulate the feeling of walking over different types of surfaces. It can actually be used like a speaker/subwoofer.
Even though the current MaxHUD rumble is quite basic it is already providing massively essential feedback for first person riding. I cannot ride without it.
Maybe I'll get to try the PS5 pad out this weekend, will report back then.
What do you think about the adaptive triggers for pressure-sensitive brake input?
Quote from: Vini on November 19, 2020, 09:55:31 PMWhat do you think about the adaptive triggers for pressure-sensitive brake input?
Unconvinced, as far as I've seen. But I agree I should try them before judging (even if I doubt I'll buy a pad just to try that out). Could be used for generic environment effects (like running on kerbs or locking wheels) not sure about the rest.
If you want pressure-driven braking, then you probably need a load cell somewhere (assuming it's not too noisy and precise enough).
Maybe some DIY-guy will give it a try.
we need you Max
I can't ride my bike without MaxHud and the rumble option
it is an essential part of GP Bikes
Merry christmas and i hope you will updated your mod soon
have a nice evening Max
V2.2.2 out (2020/12/26)- Changes for GPB beta19.
- Widgets in menu are now sorted alphabetically.
- Changed default track & border width in HUDMap to "fixed screen size".
Bloody Hell that was quick chappy
Thanks
DD
Nice work Max ;D
Thanks Hornet!
oooo! super excited to use it with the new beta, thanks Max! ;D
Question: now that the plugin can see the tyre temps (left/middle/right, for front and rear tyre), how do you want me to show them ? Just the 6 temps ? In an existing widget ? Which one ? In a new one ?
Thanks Max, only temps? I think have now wear to the tyres, right?
Piboso confirm me that only have temps, u can put similar to motogp game with 6 temps
Thanks Max!
Cheers,
/David "Gonzo" Boda #46
Quote from: javiliyors on December 26, 2020, 06:28:26 PMThanks Max, only temps? I think have now wear to the tyres, right?
Tyre wear and temps have always been visible in the garage, but now temps are also visible by the plugin (while riding).
So yeah, I can show the temps somewhere in a widget now (but not the wear).
Quote from: HornetMaX on December 26, 2020, 08:55:28 PMQuote from: javiliyors on December 26, 2020, 06:28:26 PMThanks Max, only temps? I think have now wear to the tyres, right?
Tyre wear and temps have always been visible in the garage, but now temps are also visible by the plugin (while riding).
So yeah, I can show the temps somewhere in a widget now (but not the wear).
U can add the feature with fuel consumption
Thank you very much. :)
Quote from: HornetMaX on December 26, 2020, 06:00:41 PMQuestion: now that the plugin can see the tyre temps (left/middle/right, for front and rear tyre), how do you want me to show them ? Just the 6 temps ? In an existing widget ? Which one ? In a new one ?
Hi, I would suggest putting the temperatures in a separate widget, so everyone can decide whether to see it or not
Quote from: Ricoway46 on December 27, 2020, 02:29:35 PMQuote from: HornetMaX on December 26, 2020, 06:00:41 PMQuestion: now that the plugin can see the tyre temps (left/middle/right, for front and rear tyre), how do you want me to show them ? Just the 6 temps ? In an existing widget ? Which one ? In a new one ?
Hi, I would suggest putting the temperatures in a separate widget, so everyone can decide whether to see it or not
agree
V2.2.3 out (2020/12/30)- Removed fixed font AsapBold as not truly fixed.
- GPB only: ECU widget now also shows tyres temperatures (when bike allows it).
I noticed that MaxHUD rumble only outputs to the large (low frequency) motor.
Could you add the option of using the small (high frequency) motor as well?
You could for example link it to rear slip angle.
Quote from: Vini on March 10, 2021, 11:08:40 PMI noticed that MaxHUD rumble only outputs to the large (low frequency) motor.
Could you add the option of using the small (high frequency) motor as well?
You could for example link it to rear slip angle.
I don't have the rear slip angle, GPB doesn't pass it.
It only passes the data you see here: https://www.gp-bikes.com/downloads/gpb_example.c (https://www.gp-bikes.com/downloads/gpb_example.c)
Maybe use yaw angle (or this "YawVelocity") instead.
Or just compare rear to front wheel speed like traction control does in real life to deduct slip angle.
Quote from: Vini on March 14, 2021, 02:57:43 PMMaybe use yaw angle (or this "YawVelocity") instead.
Or just compare rear to front wheel speed like traction control does in real life to deduct slip angle.
I tried something similar in the Lean widget a long ago, not sure the result is of any use.
Granted, I went for something very simple (difference between the yaw angle and the angle m,ade by the X-Z velocity vector) but the result is unconvincing. It's still there, if you want to have a look.
Can you put an experimental option for the next release that is based on wheel speed?
So just this simple calculation with one adjustable parameter:
SmallRumbleMotor = ScaleFactor * ((RearWheelSpeed/FrontWheelSpeed)-1)
Wouldn't that feel weird when wheeling ?
I don't know. In case it does you could still add another if clause that checks for wheelie.
Would be interesting if the calculation is also helpful "in the other direction" for feeling front wheel slides.
Maybe it could be switched dynamically between rear slip and front slip mode depending on the bike rotation or suspension compression (different rumble behaviour for braking and acceleration).
That's the problem with this kind of idea: there's a lot of "maybe this, maybe that".
Notice that even something as simple as detecting a wheelie is not trivial: how do you define a wheelie exactly given usual telemetry data ? If the front is 2cm off the ground, are we wheeling ?
OK, PiBoSo has made a small exception to his own rule about what is in telemetry and what is not, so for each tire the plugin knows with which material the tire is in contact (if any), so that simplifies a bit (but not fully) wheelie detection, but ...
Not sure about what you mean with "switched dynamically between rear slip and front slip mode depending on the bike rotation or suspension compression": assuming one can estimate front and rear slip angles (which again is really not simple), then you may be slipping with the rear, the front or both.
Also, the slipping you're probably referring to is the side (lateral) one: using wheel speed difference would also account for any potential longitudinal slip.
One thing you could do is to record a decent lap with MaxTelelmetry and plot the two wheel speed curves. Looking at this one can figure out if anything meaningfuyl coul be extracted processing the two wheelspeeds (somehow combining them, adding some filtering if necessary etc).
Then just do the simple formula (obviously with normalized/limited output range) and let the user enter any float for the scaling factor. That way, the user can figure out for himself if he can get a useful effect out of it and you don't have to worry about advanced rumble algorithms.
Forget the "dynamic switching" thing, I was thinking wrong.
But the wheelie/tyre-contaction detection (and subsequent rumble deactivation) would be great.
is there a trick to getting this working in VR? I put the Max HUD data file and the GPB d1o in the plugins folder.The widgets are displayed, but crashes the game and the headset to blue screen every time.
Was trying out MaxHUD rumble effects the other day, just fiddling with the settings, and I noticed that most, if not all of the vibration is to do with suspension and chassis flex.
There is nothing with tyres, whether they're approaching their 'peak' grip, or sliding. Results in some very frustrating accidents occasionally. It's also one of the reasons I played the last 2-3+ years with no vibration at all. As I didn't find it helpful in what it was telling me. But now I'm trying to set it up I want it to be as close to my liking as I can.
However after re-reading the previous posts, I'm fairly certain the absence is because of a GPB data output limitation, not the actual mod itself, so I'm not sure how much can be done.
May need a repost in the 'suggestions + wishlist' segment
If this can be confirmed/denied that would be lovely :)
The rumble simply takes the acceleration (X/Y/Z) of the CoG of the chassis, passes it throught a high-pass filter (component by component), take the norm and map this linearly between min/max rumble (if above a given threshold).
In simpler words, it translates "how much your chassis is shaking" (for whichever reason it is shaking).
It is not directly tied to the tires slipping. As you guessed, GPB does not provide a "tire slip" signal to the plugin (and for once I tend to agree with the coice, this is not something that should be exposed).
To be honest I always thought that the rumble as implemented in the pluigin is close to useless and just cosmetic. It won't give you more "feeling". At best it should only be able to translate some blatant vibrations (like passing over kerbs, or bike weave/wobble). But some seems to like it so that's it.
BTW, MXB has controller rumble integrated since beta13.
Haven't tried, but I wouldn't be surprised if PiBoSo implementation was better than my one :)
Quote from: HornetMaX on July 27, 2021, 08:12:26 PMTo be honest I always thought that the rumble as implemented in the pluigin is close to useless and just cosmetic. It won't give you more "feeling". At best it should only be able to translate some blatant vibrations (like passing over kerbs, or bike weave/wobble). But some seems to like it so that's it.
I mean for the first 2 and a bit years of GPB I didn't use it. (Other parts of your plug in like standings, fuel etc but not rumble.)
I didn't want to go so far as saying it's useless, as the entire plugin is far beyond what I'm capable of making, and it's really, really good, but the rumble isn't what I wanted out of it :)
I just thought I'd try 5o see if I could solve some (seemingly) random falls I was having, and see if I could get it set up for my liking, as it could be an advantage.
I got it relatively close, but the tyre slip response seemed to be the missing 'part' for me ATM.
I'll pop it in the 'Suggestions and Wishlist' topic :)
Quote from: HornetMaX on July 27, 2021, 08:12:26 PMBTW, MXB has controller rumble integrated since beta13.
Haven't tried, but I wouldn't be surprised if PiBoSo implementation was better than my one :)
Yes I have seen it. It's hard to judge what's better when ones on dirt and ones on tarmac, due to the fact they're inherently different disciplines that provide different styles and thus different feedback.
I wish it would be implemented on GPB to get a direct comparison however, but nice work with what you got available. ;D
But where is the problem using the wheelspeed for slip detection (second rumble mode)?
Quote from: Myst1cPrun3 on July 28, 2021, 07:02:58 AMI didn't want to go so far as saying it's useless, as the entire plugin is far beyond what I'm capable of making, and it's really, really good, but the rumble isn't what I wanted out of it :)
I mean the rumble is useless, not the entire plugin. Hopefully :)
And even if it's far beyond what you can do, if it's useless then well, it's useless :)
Quote from: Myst1cPrun3 on July 28, 2021, 07:02:58 AMQuote from: HornetMaX on July 27, 2021, 08:12:26 PMBTW, MXB has controller rumble integrated since beta13.
Haven't tried, but I wouldn't be surprised if PiBoSo implementation was better than my one :)
Yes I have seen it. It's hard to judge what's better when ones on dirt and ones on tarmac, due to the fact they're inherently different disciplines that provide different styles and thus different feedback.
I wish it would be implemented on GPB to get a direct comparison however, but nice work with what you got available. ;D
MaxHUD also works for MXB, so in principle one could compare my rumble implementation with PiBoSo's in MXB.
Or wait for PiBoSo to make it availabl ein GPB too.
My impressions: in MXB you get rumble on jumps/landings and when crossing ruts: that's probably enough to generate some immersion. In GPB it's a different story ...
Quote from: Vini on July 28, 2021, 10:18:48 AMBut where is the problem using the wheelspeed for slip detection (second rumble mode)?
Your bike speed (as in chassis speed) could be 200.00Kmh, your rear wheel speed could be identical to that, 200.00Kmh. And yet you could be slipping like mad, laterally.
Estimating slipping (lateral and longitudinal) from usually known observables (chassis speed, wheelspeeds etc) is far from easy. I tried something very rough in HUDLean, showing the difference in direction (angle) of the chassis velocity vector versus the chassis orientation (i.e. showing when the bike is not mocing in the direction it is pointing to) but it didn't seem very useful to me.
I'm sure GPB internally has longitudinal slip and lateral slip computed (they are inputs in the tire model) but PiBoSo probably does not want to expose these as you wouldn't have them on a real bike telemetry. I tend to agree with him on that point.
Quote from: HornetMaX on July 28, 2021, 11:03:21 PMI mean the rumble is useless, not the entire plugin. Hopefully :)
And even if it's far beyond what you can do, if it's useless then well, it's useless :)
Fair enough ;)
Quote from: HornetMaX on July 28, 2021, 11:03:21 PMMaxHUD also works for MXB, so in principle one could compare my rumble implementation with PiBoSo's in MXB.
Or wait for PiBoSo to make it available in GPB too.
That, is a very good point and one that completely slipped my mind. Well I know what I'm trying this weekend ;D
Quote from: HornetMaX on July 28, 2021, 11:03:21 PMYour bike speed (as in chassis speed) could be 200.00Kmh, your rear wheel speed could be identical to that, 200.00Kmh. And yet you could be slipping like mad, laterally.
Yes, I agree here. At the minute it's the low speed grip losses, mainly rear washouts, where I'm having trouble ATM. Not sure how useful wheel speed differences would be in this situation if at all, as it's neutral throttle, wheels in line at most.
Quote from: HornetMaX on July 28, 2021, 11:03:21 PMEstimating slipping (lateral and longitudinal) from usually known observables (chassis speed, wheelspeeds etc) is far from easy. I tried something very rough in HUDLean, showing the difference in direction (angle) of the chassis velocity vector versus the chassis orientation (i.e. showing when the bike is not moving in the direction it is pointing to) but it didn't seem very useful to me.
This may not be too useful as a
graphical readout, as there's not much you could do with it I don't think.
However it would be interesting to see how this would relate if integrated with 'rumble'. Maybe as we start going 'out of line' the rumble starts, and progressively gets larger until a crash? Not sure. But it could be useful in situations I tthink, even as a placebo for tyre grip. (Tricking the player into 'feeling' grip loss)
But I'm not an expert, only way I'd know is if I could try it.
Quote from: HornetMaX on July 28, 2021, 11:03:21 PMI'm sure GPB internally has longitudinal slip and lateral slip computed (they are inputs in the tire model) but PiBoSo probably does not want to expose these as you wouldn't have them on a real bike telemetry. I tend to agree with him on that point.
Interesting. So I'm gonna go out on a limb here and say youre trying to get 'rumble' to represent the dataset generated by a bike?
I understand for graphical out puts.
For me personally, with rumble, I'm looking for the vibrations to represent the 'seat of the pants' feeling lost by using a game pad instead of a motorcycle. One of the big things for me that is lost is the tyre flex and slip, as the tyre is the first line of suspension. How that tyre flexes/loads seems to be a huge part of how bike behaviour is "understood" by the rider.
One thing that is shown to me however, is the Virtual Rider seems to limit the bikes lean based on where the "maximum grip" is. Now, I know there isn't a "Max Grip" Setting, and I know that's not how it works, but that seems to be the effect that is represented in GP Bikes.
For me if that barrier could be 'removed' and replaced with progressive Vibration, (The closer to the point where the VR intervenes the higher the vibration) this would give much more useful feedback, and give the player a bit more control.
I'm aware the "barrier" isn't necessarily something that can be removed in a plugin, but maybe the vibration could be implemented? Maybe as a separate check box, with threshold settings adjusting how close you have to get to the value before it kicks in and so on?
As for the real world, I don't know much about sensors and stuff, but Honda MotoGP team reportedly has a light on the dash that illuminates when the tyre is approaching grip loss. It's all rumours but I wouldn't be surprised if such a sensor existed.
If there was one You'd possibly have to look to WSBK however rather than MotoGP due to the more advanced electronics over there.
Quote from: HornetMaX on July 28, 2021, 11:03:21 PMI'm sure GPB internally has longitudinal slip and lateral slip computed (they are inputs in the tire model) but PiBoSo probably does not want to expose these as you wouldn't have them on a real bike telemetry. I tend to agree with him on that point.
Like you say, in reality you only have wheel speed as well. So why shouldn't it work in GPB?
But not compare rspeed to chassis speed but to front wheel speed.
I think the yaw angle approach is flawed because at elevation changes it no longer corresponds to rear slip.
BTW, how does the GPB TC work? Sometimes it seems to me that it does use yaw angle for slip calculation.
Quote from: Vini on August 07, 2021, 08:27:18 AMQuote from: HornetMaX on July 28, 2021, 11:03:21 PMI'm sure GPB internally has longitudinal slip and lateral slip computed (they are inputs in the tire model) but PiBoSo probably does not want to expose these as you wouldn't have them on a real bike telemetry. I tend to agree with him on that point.
Like you say, in reality you only have wheel speed as well. So why shouldn't it work in GPB?
But not compare rspeed to chassis speed but to front wheel speed.
I think the yaw angle approach is flawed because at elevation changes it no longer corresponds to rear slip.
BTW, how does the GPB TC work? Sometimes it seems to me that it does use yaw angle for slip calculation.
With wheelspeed alone you do nothing, in reality or in GPB.
Real bikes have plenty of other inputs the problem is that the model that estimates a slip angle from all these inputs is a complex one. It's not a bunch of IFs and multiplications, it's some sort of non-linear dynamic estimator. Good luck in having this working and tuned to each bike. You're essentially asking to code in the plugin a real bike TC ...
Yaw angle: it doesn't work well, but not for the reason you said. Elevation changes have little do do with it.
It doesn't work well even if the turn is flat.
GPB TC: it's internal, so PiBoSo could as well have "cheated" and used the tire slip angle(s) coming straight from the bike "real" model. Of course he's not keen to expose these. Or maybe he has a simplified TC algorithm: I haven't tried anything in the past 3 years but my recallings were that GPB TC was pretty useless anyway.
Quote from: HornetMaX on August 09, 2021, 04:54:06 PMYou're essentially asking to code in the plugin a real bike TC ...
I'm not asking that at all.
I would just like to see a very simple wheelspeed ratio based rumble mode.
If it doesn't work then so be it but I don't understand why you have to make it so complicated if a simple solution could potentially work.
Anything would be better than the tyre feedback we have now, which is 0.
Quote from: HornetMaX on August 09, 2021, 04:54:06 PMYaw angle: it doesn't work well, but not for the reason you said. Elevation changes have little do do with it.
It doesn't work well even if the turn is flat.
GPB TC: it's internal, so PiBoSo could as well have "cheated" and used the tire slip angle(s) coming straight from the bike "real" model. Of course he's not keen to expose these. Or maybe he has a simplified TC algorithm: I haven't tried anything in the past 3 years but my recallings were that GPB TC was pretty useless anyway.
I'm saying that because GPB TC cuts a lot sooner at uphill corners where the bike oversteers. The rear is not spinning faster but the bike is turning at more yaw angle.
I'm relatively sure the TC is not based on slip angle directly because often out of slow hairpins it cuts the engine when there only is wheelie but no rear slide.
Quote from: Vini on August 11, 2021, 07:46:57 AMI'm not asking that at all.
I would just like to see a very simple wheelspeed ratio based rumble mode.
If it doesn't work then so be it but I don't understand why you have to make it so complicated if a simple solution could potentially work.
What do you mean ? Rumble if front and rear do not have the same wheelspeed ?!
Quote from: Vini on August 11, 2021, 07:46:57 AMAnything would be better than the tyre feedback we have now, which is 0.
Bad feedback is not better than no feedback.
Quote from: HornetMaX on August 11, 2021, 11:46:17 AMWhat do you mean ? Rumble if front and rear do not have the same wheelspeed ?!
Yes and make scale adjustable. So just RumblePercent=100*Scale*(1-FSpeed/RSpeed)
Don't worry about wheelie and gyro and yaw and blablabla.
That would be stuff for later if the feedback turns out to be of use.
Quote from: HornetMaX on August 11, 2021, 11:46:17 AMBad feedback is not better than no feedback.
Only one way to find out.
Quote from: Vini on August 11, 2021, 03:05:42 PMQuote from: HornetMaX on August 11, 2021, 11:46:17 AMWhat do you mean ? Rumble if front and rear do not have the same wheelspeed ?!
Yes and make scale adjustable. So just RumblePercent=100*Scale*(1-FSpeed/RSpeed)
Don't worry about wheelie and gyro and yaw and blablabla.
That would be stuff for later if the feedback turns out to be of use.
Sounds like a terrible plan to me: suspect idea to start with + clear problems in many situations you're just asking to ignore (at least for the moment).
I'm not even sure what is the target in principle here: lateral slip ? longitudianl slip ? both ?
Quote from: HornetMaX on August 11, 2021, 11:46:17 AMBad feedback is not better than no feedback.
While I would like to see some feedback for tyre behaviour (As I said I look to rumble for a "Fill In" for the SoTP feel that is lost) I completely agree, that bad feedback is less useless than no feedback.
If there's one person that knows about this stuff here its you mate, so if it ain't possible in a good way then its a shame but that's the way it is. :(
Quote from: Vini on August 11, 2021, 03:05:42 PMOnly one way to find out.
If I had to guess, he sounds like he's already tried it... Or something similar.
Doesn't sound to me like he tried it.
I tried it through SimHub and it works fairly well. Not perfect but infinitely better than nothing. Problem is I can't redirect it to the gamepad.
Quote from: Vini on August 15, 2021, 08:48:25 AMDoesn't sound to me like he tried it.
OK.
Quote from: Vini on August 15, 2021, 08:48:25 AMI tried it through SimHub and it works fairly well. Not perfect but infinitely better than nothing. Problem is I can't redirect it to the gamepad.
Well, if you already tried you may want to share
exactly what you did.
I still think having something that rumbles when the ratio of front and rear wheelspeed changes is bad more often than good.
One thing you can do: do a decent lap, save the telemetry with MaxTM and have a look at front / rear wheelspeed graph (*): I did and I don't see anything that looks usable.
(*) I know, I should improve MaxTM to allow plotting multiple lines on the same axis. That would be useful (in our case and in general). I may do a temp hack and add a couple of new signals (like front/rear wheelspeed difference and ratio), just to ease looking into that. Will have to wait when Im back from holiday: if a new release of GPB is out I'd need to update all plugins anyway.
Quote from: HornetMaX on August 19, 2021, 04:52:04 PMOne thing you can do: do a decent lap, save the telemetry with MaxTM and have a look at front / rear wheelspeed graph (*): I did and I don't see anything that looks usable.
Well, are you actually sliding the rear on a regular basis?
For me, it's part of my riding style so I induce a little slide almost every corner (sometimes bigger ones).
The problem is judging when it's getting too much and reacting in time before the bike highsides, which happens to me a lot if I'm not careful. I know other guys with high TC values that basically never loose the rear or highside, so in that case you are probably right in that the wheelspeed rumble wouldn't provide much useful feedback.
The SimHub test was just a very crude one and I had to use my subwoofer since I don't have a real rumble motor.
I just loaded a good lap of mine into MaxTM but since there is no way to overlay two curves, it is impossible to tell if the Rspeed-to-Fspeed ratio could be of any use...
I don't understand why you can't just simply add an experimental rumble mode without any advanced tweaks or algorithms and then this whole discussion can be settled in one minute.
We already spent more time discussing this than it would take to code this alternative mode.
I just checked a few places in the graphs and manually calculated the R/F ratios.
The result strongly correlates with slide angle and I can easily tell where the corners are that I ride clean and where the ones are that I tend to induce a slide.
It is clearly visible.
Now, granted even with zero slide on a straight the rear is still a little bit faster. But the difference to an actual slide (and I don't mean a huge one close to highsiding) is more than ten fold.
So in addition to a variable scale (that determines sensitivty and therefore when the 100% rumble value is reached) you could add an offset setting for the 0% value.
I will uplaod my lap and the data I collected shortly.
I tested the new MotoGP bikes at Silverstone yesterday. This data is taken from my fastest lap (2.03.4) so I was pushing the rear even when not intentionally sliding.
Here are a few rear/front ratios I calculated:
T1 apex (max lean, minimum corner speed, no throttle): +1,8%
End of straight upright (full throttle): +1,7%
Exit onto backstraight (clean): +3%
T10 exit (right at the slip limit): +9%
Exit onto straight (shortly breaks traction): +12,7%
Turn 12 exit (intentional slide): +19%
Video of the 4 exits in the same order: https://streamable.com/ivspar
Now as you can see, even the last slide was relatively subtle. Not even close to a "stunt level" powerslide. Just about what every MotoGP rider does to get that extra bit of rotation.
But even then you can clearly see the correlation and the sensitivity perfectly scales with the intensity of the slide.
The data is clearly there and if translated to rumble it would provide great feedback over the limit of the tyre.
This would not just be an on/off switch that triggers randomly or when it's already too late.
I don't know if this ratio based rumble could even help detect underrotation/slip of the front under braking (maybe Fspeed/BikeSpeed ratio) but it's not that critical there anyway since the current chassis based rumble already works pretty well for detecting the limit under braking by feeling the front chattering.
So adding the R/F ratio rumble on top of that would be the perfect combination.
Quote from: Vini on August 20, 2021, 09:48:51 AMI don't understand why you can't just simply add an experimental rumble mode without any advanced tweaks or algorithms and then this whole discussion can be settled in one minute.
We already spent more time discussing this than it would take to code this alternative mode.
If it's so simple and quick why don't you give it a go yourself? You seem to want it bad enough.
Getrollt wird net.
Whilst we are on about shite ideas, would it be possible to add a light that you can enable in MaxHUD for tyres overheating? since there is a tyre temp sensor. Either be able to set the temp the light comes on yourself or any way of it pulling straight from the tyre values? Just wondering as its something MotoGP bikes have and its easier to tell when you are burning your tyres up than trying to read the numbers at race pace.
If you had the rumble mode I suggest, you wouldn't need a light cause you'd feel it ;D
Quote from: Tom HWK on August 20, 2021, 05:07:10 PMWhilst we are on about shite ideas, would it be possible to add a light that you can enable in MaxHUD for tyres overheating? since there is a tyre temp sensor. Either be able to set the temp the light comes on yourself or any way of it pulling straight from the tyre values? Just wondering as its something MotoGP bikes have and its easier to tell when you are burning your tyres up than trying to read the numbers at race pace.
You mean a light on the bike dashboard ? That woul dbe for bike modders (I'm not not sure if it is doable).
In MaxHUD you have the tyre temps (front/rear x left/middle/right) in the ECU widget.
Quote from: Vini on August 20, 2021, 09:48:51 AMI don't understand why you can't just simply add an experimental rumble mode without any advanced tweaks or algorithms and then this whole discussion can be settled in one minute.
We already spent more time discussing this than it would take to code this alternative mode.
I don't understand plenty of things. That's life.
Quote from: Vini on August 20, 2021, 11:51:22 AMVideo of the 4 exits in the same order: https://streamable.com/ivspar
Now as you can see, even the last slide was relatively subtle. Not even close to a "stunt level" powerslide. Just about what every MotoGP rider does to get that extra bit of rotation.
But even then you can clearly see the correlation and the sensitivity perfectly scales with the intensity of the slide.
The data is clearly there and if translated to rumble it would provide great feedback over the limit of the tyre.
This would not just be an on/off switch that triggers randomly or when it's already too late.
Thanks for looking into this, but I'd say that
some data is there, that's far from proving anything. For example:
How stable are your ratios along the slide ? If the ratio signal is very 'noisy', translating it into rumble may lose all useful information.
What happens in case of mild wheeling on a straight or exting a turn ?
That aside, can you upload the MaxTM data files (the two of them) of your lap/session somewhere so that we can use the same data ?
Quote from: Vini on August 20, 2021, 09:48:51 AMI don't know if this ratio based rumble could even help detect underrotation/slip of the front under braking (maybe Fspeed/BikeSpeed ratio) but it's not that critical there anyway since the current chassis based rumble already works pretty well for detecting the limit under braking by feeling the front chattering.
So adding the R/F ratio rumble on top of that would be the perfect combination.
Hmmm, the front (longitudinal) slip detection under braking sounds more reasonable, in fact.
Speculating here, but I suspect this to work fairly well (still, worth to check some data).
I'm still not 100% convinced we actually want this but at least in principle, this should work better.
Last point: you said "adding R/F ratio rumble on top". I'm not sure we can "add on top".
Yes, PC pads have two rumble motors (with different masses hence different freqencies/vibrations) but I'm not sure using the two for two different purposes results in something actually usable.
Quote from: HornetMaX on August 22, 2021, 02:40:17 PMQuote from: Tom HWK on August 20, 2021, 05:07:10 PMWhilst we are on about shite ideas, would it be possible to add a light that you can enable in MaxHUD for tyres overheating? since there is a tyre temp sensor. Either be able to set the temp the light comes on yourself or any way of it pulling straight from the tyre values? Just wondering as its something MotoGP bikes have and its easier to tell when you are burning your tyres up than trying to read the numbers at race pace.
You mean a light on the bike dashboard ? That woul dbe for bike modders (I'm not not sure if it is doable).
In MaxHUD you have the tyre temps (front/rear x left/middle/right) in the ECU widget.
I was more on about a light that could light up when the tyre temp is above the tyre max temp that is just in maxhud, like the tc and aw lights, as the dash would be a piboso thing wouldn't it?
Quote from: HornetMaX on August 22, 2021, 03:14:41 PMThanks for looking into this, but I'd say that some data is there, that's far from proving anything. For example:
How stable are your ratios along the slide ? If the ratio signal is very 'noisy', translating it into rumble may lose all useful information.
What happens in case of mild wheeling on a straight or exting a turn ?
You can see in the "clean" exit there even was a small wheelie. There are multiple solutions for this problem that we already discussed.: Use front suspension travel or that contact surface parameter you were talking about for an if clause or scratch RSpeed entirely and use BikeSpeed.
You are way overthinking this again. It's not like the wheel speed is randomly jumping up and down 20km/h from one frame to the next. After all it's acceleration is governed by physical laws. Obviously it's not perfectly smooth but if it was it would be useless cause the precise feedback would be filtered away or come delayed.
The important thing is that the ratio for a clean exit would never suddenly jump to that of a slide exit sicne the difference in ratio is so high as you can see in the examples I gave. So even if it's noisy, the ratio is sensitive enough as to never give fundamentally wrong feedback.
Quote from: HornetMaX on August 22, 2021, 03:14:41 PMHmmm, the front (longitudinal) slip detection under braking sounds more reasonable, in fact.
Speculating here, but I suspect this to work fairly well (still, worth to check some data).
I'm still not 100% convinced we actually want this but at least in principle, this should work better.
So then why should the rear-speed based rumble not work?
If it's only the wheelie thing, then you could use bike-speed instead of front wheel speed for the ratio there, too.
Quote from: HornetMaX on August 22, 2021, 03:14:41 PMLast point: you said "adding R/F ratio rumble on top". I'm not sure we can "add on top".
Yes, PC pads have two rumble motors (with different masses hence different freqencies/vibrations) but I'm not sure using the two for two different purposes results in something actually usable.
This is all stuff for later and there are different ways one could approach this. But since the two rumble signals would be quite different in nature (short pulses from the chassis accel vs gradually increasing vibration from the wheelslip/speed) one would still get intuitive feedback even if simply layed on top of each other on the same motor.
Here is the link to the telemtry and the replay: https://mega.nz/file/EZkGSYyD#jhYSgKkkSMDx8ihdL_nNsECyffoBsUG1j05zGmT6X-Y
...It's still funny to me how you are willing to tediously look through the telemtry graphs to find an error in the theory when you are basically one line of code away from the functional practical application. All of the bike data and rumble translation code is already there, only the formula needs to be changed.
Max, Just get on with you job and code ;) ;) ;D
Quote...It's still funny to me how you are willing to tediously look through the telemetry graphs
Almost like we do in real life.....
British troll army at it again. Now even the moderators are chiming in with unproductive hackling.
Considering that GP Bikes is a simulator then the use of telemetry is the correct way
Why not learn to code such a plugin yourself and appreciate the amount of work put in by Max... :)
Also, my work as a moderator is to keep the forum clean from spam mainly. I am allowed an opinion and make humour comments....
If it is so simple and easy to do why have you not coded it yourself?
Well, spam is precisely what you brits are doing atm.
And no, coding a whole plugin like MaxHUD is obviously not easy but Max has already done all the hard work so the only thing required now would be changing one formula in an already established framework.
...Really pathetic how a moderator is now trying to stirr shit up by saying nonsense like "I am not appreciating Max' work" etc....
My only goal here is to possibly help make something great a tiny bit better. Not diminishing anyone's work or anything like that.
Quote from: matty0l215 on August 22, 2021, 06:01:25 PMConsidering that GP Bikes is a simulator then the use of telemetry is the correct way
Why not learn to code such a plugin yourself and appreciate the amount of work put in by Max... :)
Also, my work as a moderator is to keep the forum clean from spam mainly. I am allowed an opinion and make humour comments....
Couldn't have put it better myself. Well actually I probably could but it wouldn't have lasted long on the forums ;)
Quote from: Vini on August 22, 2021, 05:58:54 PMBritish troll army at it again. Now even the moderators are chiming in with unproductive hackling.
Not sure it's unproductive hackling, just some humour.
I will say, I do find it weird how you can 'provide' all these methods for integrating this stuff into a program, without actually knowing how to do it.
You keep saying 'use an if clause', or 'its only this' and yet you've done nothing to validate all of this.
Unusually for me, I'm not meaning to sound like a b*****d for once, (I just can't think of a non b*****d way to say it) I'm just making an observation. But, maybe your suggestions would be taken a bit more seriously if you did provide something of use?
PS:
Don't take this as me not wanting to see something like this, as I do think it would be a good thing to have, some feedback from the tyres. As I said before I look to the rumble for a 'replacement' for the lost SoTP feeling of the bike, not necessarily amplification of the data graphs.
However I understand that it may not be possible to integrate this stuff in a useful way, and considering how little I actually know about this stuff, I'd go with the opinion of someone who does :D
Quote from: Myst1cPrun3 on August 22, 2021, 06:16:56 PMBut, maybe your suggestions would be taken a bit more seriously if you did provide something of use?
lol what a bunch of lame troll attempts. Maybe read the last few pages again or get new glasses if you still cannot see any useful data that I provided.
And yes, even though I can't write in C or whatever GPB plugins are done in, I have written several things in other languages so that's why I bring the stuff up that I do.
It seems to me that in prior tests, Max came to the conclusion that wheelspeed-based slip detection doesn't work because of flawed data from slow test runs. If the rear is not being pushed properly or too much TC is being used, you are obviously not going to detect much apart from random noise.
So, while I highly appreciate your ultra funny british "humour", I think we can agree that we don't need to have it repeated every two posts.
We already have more off-topic than on-topic.
This is about improving GPB not winning some stupid argument.
Vini, thanks for the data, I'll download once home.
Quote from: Vini on August 22, 2021, 05:37:20 PM...It's still funny to me how you are willing to tediously look through the telemtry graphs to find an error in the theory when you are basically one line of code away from the functional practical application. All of the bike data and rumble translation code is already there, only the formula needs to be changed.
Because if there's an error in the theory, there's no way it can work.
Also, it's not one line of code ::) and anyway the time I will spend on it is not proportional to the number of lines of code. If you had any real experience with this kind of coding you would know.
Mostly it will be driven by tuning the whole thing and deciding what kind of customization a user could use.
It should work reasonably well with different bikes, without being a nightmare to tune.
You think I'm overthinking it, I say you're underthinking it. We agree to disagree.
Last point: you're asking me to do somthing I'm not 100% convinced will work. You push saying "it's just one line of code" and I'm sort of wasting your time arguing here instead of doing the work. And finally you throw around comments like "troll" or "bunch of lame troll attempts". Are you sure this is going to help you in getting what you want ?
I already said I'll have a look when I can. Sit tight until then.
The troll stuff is not directed towards you obviously.
I know perfecting something takes more work but a crude experimental function could be done relatively quickly just to see if there is any point in investing more time and work into the idea.
This is something that you won't be able to know through theory alone, you will have to see how it feels in practice.
That is what I mean by overthinking. You are already thinking about how the final end-user experience can be perfected when for now we just need to know if there is any point in going that far in the first place.
But thanks for taking it seriously and looking into it! I'll let you do your thing now.
Let me know if you need longer runs or more data in general!
Quote from: Vini on August 23, 2021, 01:49:12 PMThe troll stuff is not directed towards you obviously.
I know. But still ...
@Vini (and others, if interested): you can find here (https://mega.nz/folder/dIk0HBCI#A-xOMUhzSc1NvcGSzCpC_w) a newer version of MaxTM (still WIP).
You can open your old telemetry data with this new exe, no need to do new laps.
Change the name of the .exe and drop it in your current MaxTM installation folder.
It adds two additional channels to the telemtry data: one with the wheelspeed difference (R-F, in Kmh), one with the relative difference ((R-F)/F, in %).
I still don't think that doing what yoiu said (threshold + lionear scale) works ... but I let you havce a look.
Notice that F/R wheelspeed difference happens a lot when braking and/or downshifting, wheeling (or touching kerbs) etc.
Let me know WDYT.
I will look into providing some more data.
Could you add these same values but for Fspeed-BikeSpeed and Rspeed-BikeSpeed?
Quote from: Vini on August 30, 2021, 09:44:16 AMI will look into providing some more data.
Could you add these same values but for Fspeed-BikeSpeed and Rspeed-BikeSpeed?
I'm not sure we need more data.
I've updated the .exe with the additional values. Re-download it.
Any news?
Sorry but I didn't quite get if or what kind of data you need from me.
I said I don't need more data in fact.
I added the values you requested and I thought the ball was in your camp, that you were thinking hard about how to use them ... I still don't see a lot that can be extracted to drive the rumble in a useful manner.
Maybe it could be useful to have 2 clean laps: one on a pretty fast pace and one at a more moderate pace.
Looking at the differences between the two may highlight something (still a long shot if you ask me).
Looking at the (R-CoG)/CoG values for my Silverstone lap, I don't see why you can't just cut it off at "0" (using the backstraight as the definition for the 0-point) and scale it to the rumble motor. Maybe do a log scale for smoothing out the peaks but I don't think that's even necessary.
I remember the corners where I pushed the rear harder on that track and the graph perfectly reflects that.
You can even tell where the intentional slides are and where it broke loose by accident.
And yes, it was a hotlap (record I think), so even in the "clean" corners the rear was very close to the limit.
Both the wheelie and braking problem is irrelevant when using the CoG speed for calculation.
At this point, I really struggle to see what you are looking for here.
Where exactly do you see the problem?
The only thing I see are the peaks when going over curbs but this is perfectly fine since the bike actually is at the limit at this point and would crash out if you stayed on them for longer (with the Silverstone curb size).
Of course you will never get a perfect representation of the true slip angle but in terms of usefulness for feeling the limit it seems miles ahead of the current chassis-accel-based rumble that really doesn't do that much most of the time until it's too late.
You seem to be looking for the perfect solution (which never exists), while I, as a player, would already be happy with one that is an improvement over the current one.
Sorry if that last part sounded a bit negative. The rumble is great for immersion but on some bikes (that lack realistic chattering under braking) it does little for predicting the limit.
Current rumble was never intended to "predict the limit", so yeah that's not a problem.
Can you highlight on the plot of (R-CoG)/CoG where exactly you'd expect the rumble and where you would not expect it to rumble ? And above/below which level ?
Could you do that on two laps, one fast and one slower ?
Also, what about negative value of the above quantity ? Should it rumble too or not ?
Because negative values are essentially when you're "locking" the rear (or rear is hopping).
As I said, this would work likely pretty well (detecting longitudinal slip of front or rear under braking).
Like I said, just cut off at 0 and scale the graph above that line to the rumble intensity. No need to explain any further. It would be as simple as that.
Negative values are not necessary because the engine sound already tells you when the rear is locking and the whole process is much less critical in general (can't recall ever crashing because the rear slid out under braking).
Here is the difference between a slow and a somewhat decent lap with MotoGP bike at Valencia (nowhere near record pace though):
I think this speaks for itself.
Telemetry file ?
Here you go.
Thx !
Just wondering MaX, how would what Vini is talking about translate to MXB? I'm all for more 'feeling' or feedback from rumble, so from that point of view it makes sense, and as for MX where the rear end loses traction in a more consistent and controlled way I imagine it could be a very useful addition..
Quote from: TFC on September 24, 2021, 12:50:33 PMJust wondering MaX, how would what Vini is talking about translate to MXB? I'm all for more 'feeling' or feedback from rumble, so from that point of view it makes sense, and as for MX where the rear end loses traction in a more consistent and controlled way I imagine it could be a very useful addition..
Hard to say. I'm tempted to think that in MXB the rear is slipping much more than in GPB, both laterally and, in particular, longitudinally: if that's true, then it may be difficult to convey something useful.
Also unsure if it is common practice to spin the rear during big jumps: it wouldn't make sense to rumble there, but that can probably be filtered out somehow.
I'll push out a new version of MaxTM that will provide the relevant telemetry shown in the graphs above even for MXB: you will be able to do what Vini has done and have a look at the graphs to try to figure out if it has a chance to work or not.
V2.2.4 out (2021/09/27)- .ini file version change: will lose all settings. You'll have to manually redo them. Sorry. That's life.
- Minor cosmetic changes: widgets options with fixed font and better aligned.
- HUDRumble rework:
- 2 possible sources: CoG acceleration (norm filtered by highpass) or rear tyre overrun (how much faster is the rear tyre spinning compared to CoG velocity norm). Overrun is only for GPB and MXB. In MXB it may not make sense at all.
- Each source has 2 extreme points between which the values are interpolated.
- Each source can be associated with each rumble motor.
If you test the two rumbles, I'm interested in your feedback, including what default settings could make sense.
Thanks a lot Max!
This is amazing.
Just did a quick test and the default settings already feel very nice.
I will play around with the settings to see how much it can be improved.
Only thing is that the braking phase now feels a bit "empty" relatively speaking.
Switching to a "front underrun" mode when front brake is applied would be the icing on the cake I think.
What settings exactly are you using ? (all rumble settings, or just settings screenshot).
This really makes a huge difference for me on the big bikes. It is much easier to keep corner exits clean and controlled now while remaining at the limit.
Is there any way to remove the rumble letters from the new update? Thanks for the work!
Quote from: javiliyors on October 01, 2021, 04:40:45 PMIs there any way to remove the rumble letters from the new update? Thanks for the work!
What do you mean exactly ?
Quote from: HornetMaX on October 01, 2021, 07:36:38 PMQuote from: javiliyors on October 01, 2021, 04:40:45 PMIs there any way to remove the rumble letters from the new update? Thanks for the work!
What do you mean exactly ?
This
Quote from: javiliyors on October 01, 2021, 04:40:45 PMIs there any way to remove the rumble letters from the new update? Thanks for the work!
Oups that was unintentional, it was for debug only :-[
I've uploaded a v2.2.4b, just re-download it.
Thanks!!!
Quote from: Vini on September 28, 2021, 11:17:44 AMOnly thing is that the braking phase now feels a bit "empty" relatively speaking.
Switching to a "front underrun" mode when front brake is applied would be the icing on the cake I think.
Can you include something like this in the next version?
Quote from: Vini on October 15, 2021, 05:11:45 PMCan you include something like this in the next version?
Not sure. Nobody except you seemed to care about the slide/rumble thing.
Hello.
The new rumble is very nice. :D
It's a lot of fun to run, knowing when and where the rear wheels will slip.
It's also useful on MX Bikes, where cornering that previously only passed is now more aggressive and sensual.
With the new rumble, GP Bikes and MX Bikes have reached a new level.
I have two requests.
ï½¥ Please enable the screen display that was in v2.2.4 to be turned on and off. Because it is useful for setting.
ï½¥ I want to know that the rear wheels are slipping due to the engine brake, so I want to set it so that it vibrates even in the negative direction.
This is my setting. I'm using an xbox one controller.
GP Bikes
MX Bikes
I'm sorry in strange English. Thank you for your wonderful work. :)
Quote from: HornetMaX on October 17, 2021, 09:08:24 PMQuote from: Vini on October 15, 2021, 05:11:45 PMCan you include something like this in the next version?
Not sure. Nobody except you seemed to care about the slide/rumble thing.
Is absolutely not true but nobody uses the forum these days. Should check Discord from time to time...
Seems to make the most sense then to switch to either front or rear underrun mode (user-selectable) whenever there is 0% throttle.
Edit: Or even better, make the throttle-% where the mode switches adjustable. That way you still get feedback over the front when rolling around the apex at max lean and only partial throttle.
There are absolutely more people very excited over the new slip rumble! Excellent work Max!
Quote from: Vini on October 18, 2021, 08:28:43 AMIs absolutely not true but nobody uses the forum these days. Should check Discord from time to time...
Not a big discord fan here and I definitely do not have time to check discord too. But OK, I get there are more players interested in this than I see here.
Now for underrun (i.e. rumble when braking / engine braking) and/or combining front and rear, the problem I have is that to do that I would need a sh!tload of parameters/settings: right now I have 4 for CoG rumble and 4 for rear overrun. Rear underrun will need 4 more, front underrun 4 more. Bit of a jungle ... not sure it's possible to find say 3 settings (e.g. low/mid/high) that work well overall (across bikes, dry & wet, ...). Some thinking is needed, maybe I'll just hide some advanced parameters in the .ini file and keep the on-screen parameters simple.
Quote from: Saemon No Jyo on October 18, 2021, 06:06:50 AMIt's also useful on MX Bikes, where cornering that previously only passed is now more aggressive and sensual.
Oh, that's very surprising.
Quote from: Saemon No Jyo on October 18, 2021, 06:06:50 AMï½¥ Please enable the screen display that was in v2.2.4 to be turned on and off. Because it is useful for setting.
In principle I'm against that, that's not info you have while riding (at least, not directly in numbers).
I'm pondering only having this in testing sessions (i.e. not in practice/quali/warmup/race etc.).
I should probably do that for other widgets too (e.g. HUDLean, for the same reasons).
Quote from: HornetMaX on October 18, 2021, 08:12:18 PMNow for underrun (i.e. rumble when braking / engine braking) and/or combining front and rear, the problem I have is that to do that I would need a sh!tload of parameters/settings: right now I have 4 for CoG rumble and 4 for rear overrun. Rear underrun will need 4 more, front underrun 4 more. Bit of a jungle ... not sure it's possible to find say 3 settings (e.g. low/mid/high) that work well overall (across bikes, dry & wet, ...). Some thinking is needed, maybe I'll just hide some advanced parameters in the .ini file and keep the on-screen parameters simple.
The current 4 parameter system is perfect for adjustment. If you have to outsource the settings to an INI file I see no problem, as long as the plugin can update without having to restart the whole game each time you want to change a setting.
I think there is much more potential here than we are currently utilizing, it will just require switching to the right rumble mode at the right time.
I know this sounds really messy but bear with me for a moment...I propose you keep the current system with four parameters per mode and introduce the two new modes (front and rear underrun) alongside a "master parameter" that determines which mode becomes active depending on throttle/brake position.
This master parameter would be a list of threshold values that split the combined throttle/brake axis into multiple ranges, each one capable of triggering a different mode.
So the INI could look like this
MasterSplit:=0,40,50,70,100 (100% brake, 20% brake, 0% throttle, 40% throttle, 100% throttle)
MasterMode:=Funder,Runder,Funder,Rover
(Followed by the usual 4 settings per mode)
This way you can set it up in a way that always provides the most relevant feedback by switching to the tyre that is most likely to be at the limit in each phase of the corner (braking -> front, turn-in/release -> rear/EB, rolling/apex -> front, exit -> rear).
This approach of "max adjustability" leaves the tedious finetuning work to the user and you don't have to worry about optimizing the UI for some arbitrary compromise between simplicity and functionality.
Quote from: HornetMaX on October 18, 2021, 08:12:18 PMQuote from: Saemon No Jyo on October 18, 2021, 06:06:50 AMï½¥ Please enable the screen display that was in v2.2.4 to be turned on and off. Because it is useful for setting.
In principle I'm against that, that's not info you have while riding (at least, not directly in numbers).
I'm pondering only having this in testing sessions (i.e. not in practice/quali/warmup/race etc.).
I should probably do that for other widgets too (e.g. HUDLean, for the same reasons).
Thank You for your reply. :D
The settings I wrote are not bike settings, but rumble settings.
I didn't have enough words. :'(
I set it while visually checking how much the rear wheel slipped and how much it vibrated.
It allows me to understand how much the rear wheels are slipping from the vibrations during riding.
It is interesting to feel the difference in the sliding of the rear wheels from the vibration, such as how to open the accelerator and change the bike setting.
Quote from: HornetMaX on October 18, 2021, 08:12:18 PMIn principle I'm against that, that's not info you have while riding (at least, not directly in numbers).
I'm pondering only having this in testing sessions (i.e. not in practice/quali/warmup/race etc.).
I should probably do that for other widgets too (e.g. HUDLean, for the same reasons).
For me it depends which way you want to go.
It depends on if you want to look at it as a rider, or as the riders mechanic. Now as this isn't milestones MotoGP we don't have a 'guided setup' option so for me I've always looked at these tools as the 'mechanic' to help set the bike up.
I personally think this would be the best way to go, as it covers all bases (those who want it have it, but those who don't use it don't have to)
That being said I think (if you can) make it so it's only usable in test/practice/qualy/warmup but not the race that would be a great compromise. As let's be real, once the race starts, what the bike does becomes irrelevant, as you got what you got. (beyond max TM values where you can look at the race data etc)
Quote from: Saemon No Jyo on October 19, 2021, 07:42:05 AMThank You for your reply. :D
The settings I wrote are not bike settings, but rumble settings.
I understood that, but the tool was displaying some sort f slipping %, that's not something you see while you're on a bike.
Yes, your mechanic can see it when you go back to pit (or even in real time, in some cases), but for that there's MaxTM.
Once the next beta of GPB is out I have some small swork to do anyway (wide UI), so I'll have a look.
Plan is to have the numbers show only during practice (so that you can tune the rumble to what you like).
Question for all: have you tried the rumble thing on a wet track ?
Quote from: HornetMaX on October 23, 2021, 12:13:52 PMI understood that, but the tool was displaying some sort f slipping %, that's not something you see while you're on a bike.
Yes, your mechanic can see it when you go back to pit (or even in real time, in some cases), but for that there's MaxTM.
Yes that sounds good. Are the parameters that cause the controller vibration viewable in MaxTM? Could be useful for correlation to the actual riding.
Quote from: HornetMaX on October 23, 2021, 12:13:52 PMOnce the next beta of GPB is out I have some small swork to do anyway (wide UI), so I'll have a look.
Plan is to have the numbers show only during practice (so that you can tune the rumble to what you like).
Good plan, sounds good :)
Quote from: HornetMaX on October 23, 2021, 12:13:52 PMQuestion for all: have you tried the rumble thing on a wet track ?
I haven't, but I shall give it a go later tonight as I want to turn some laps today :)
Quote from: HornetMaX on October 23, 2021, 12:13:52 PMQuestion for all: have you tried the rumble thing on a wet track ?
Yes, works just as well there. Makes even more of a difference in fact.
You already started figuring something out regarding the "Dynamic Mode Switching"?
Quote from: Vini on November 09, 2021, 02:16:48 PMYes, works just as well there. Makes even more of a difference in fact.
Ok thx !
Quote from: Vini on November 09, 2021, 02:16:48 PMYou already started figuring something out regarding the "Dynamic Mode Switching"?
I think I will look into adding the possibility to have front and read underrun (slipping due to braking/engine brake) on top of the current modes (CoG-based and rear overrun).
Combining them (e.g. having both fron over/underrun on the same motor) I don't know, I'll have to try and see how it feels.
Quote from: HornetMaX on November 09, 2021, 08:01:33 PMI think I will look into adding the possibility to have front and read underrun (slipping due to braking/engine brake) on top of the current modes (CoG-based and rear overrun).
Combining them (e.g. having both fron over/underrun on the same motor) I don't know, I'll have to try and see how it feels.
It shouldn't interfere. At the moment with rear overrun the whole braking phase is completely empty.
There would never be two modes active at the same time and everything has to be based on CoG-speed.
Please consider my suggestion on the page before. I think it is the least confusing way of implementing dynamic mode switching without removing adjustability.
Man, I feel a bit like your slave here.
Ever thought about learning c/c++ (just the basics, that's enough) ?
All the info for the plugin interface is here on the forum ...
Quote from: HornetMaX on November 10, 2021, 11:16:40 PMMan, I feel a bit like your slave here.
Ever thought about learning c/c++ (just the basics, that's enough) ?
All the info for the plugin interface is here on the forum ...
But its all just simple "if" statements did you not know? ;D ;)
Seeing that you are already so close to perfection, it seems pretty pointless to make a whole new plugin.
In the end, it will benefit everyone even if you may not hear from them. It's sad that only the counterproductive people are still participating in the forum...
Anyway, please don't see it as orders. I just try to give as much info as possible and maybe take some of the workload by providing pseudocode concepts.
V2.2.5 out (2021/12/19)- Updates for GPB beta20 (only, no changes for MXB, WRS and KRP).
Improvements to HUDRumble later.
Its not working for me for some reason, game loads but no hud.
I'm using the steam version if that makes any difference
Hello.
MaxHUD_GPB64.dlo included with V2.2.5 is the same as v2.2.4b.
MaxHUD_GPB64.dlo has 02/10/2020 modified date
Crap, think I messed up some file copy&paste :-[
Can you try downloading again ?
If you see the .dlo date as the old one, wait a bit and try again (mega may take some time to replicate the updated file).
works now!
Thanks, i send u a gift
thanks!
Super Max, thanks you're a legend.
Thank you very much. :)
Hi all.
I amy have missed something but as i had reinstalled from the steam server, to make this work again i had to use...
C:\Program Files (x86)\Steam\steamapps\common\GP Bikes\plugins
as opposed to the old
C:\Program Files\GP Bikes\gpbikes\plugins
Just thought id throw it out there if anyone else gets stuck.
Cheers,
Slider.
Yeah, I have to update the doc for the folder changes in GPB.
Just for info: I'm working on the changes to allow to drive the rumble with any of CoG acceleration (already available), rear tire overrun (already available), rear tire underrun and front tire underrun. Each of the 4 sources:
- Can be sent to one of the two rumble motors (heavy / light) or just switched off (i.e., not used).
- Can have a different profile picked from 3 predefined ones.
The profile is the linear interpolation that maps the value of the driving variable (e.g. rear overrun) to the rumble value. For example, a profile [5%, 20% // 30%, 100%] on rear overrun will have:
- No rumble if overrun < 5%
- 100% rumble if overrun > 20%
- Linear rumble between 30% and 100% for 5% <= overrun <= 20%
The profiles will be written in the .ini, but can't be changed from the plugin menu: you have to edit the .ini to edit the profiles.
In the plugin menu you can just specify which profile you want to use for each source.
Also made changes so that you can be on the bike, pause (press Esc), alt-tab to an editor and edit the .ini, alt-tab back to GPB and resume: the plugin will reload the .ini (actually only some HUDRumble settings) so that your changes are applied.
Great news!
Will there be dynamic mode/source switching, too?
Quote from: Vini on January 10, 2022, 05:05:30 PMGreat news!
Will there be dynamic mode/source switching, too?
It will work as described above.
I wouldn't call it "dynamic mode" or "source switching", but you can assign multiple sources to the same rumble motor. E.g. rear overrun and rear underrun to the light rumble motor. Each source will produce a given level of rumble according to the associated profile and both will be combined (added).
Not all the combos may make sense of course.
@Vini (and any other willing to test): at the usual download link I've created a folder "2.2.6beta" containing the .dlo with the new rumble.
Could you please test it and let me know which map settings makes sense ?
Notes:
0. Backup your MaxHUD.ini file and the new version will overwrite the [HUDRumble] section in the .ini, so that if you want go back to v2.2.5 you can put your original .ini back.
1. Each source (CoG acceleration, front wheel underrun, rear wheel underrun, rear wheel overrun) is mapped to a rumble level via a linear map described as [Xmin, Xmax, Ymin, Ymax] where Xmin,XMax are the source values and Ymin,Ymax are the corresponding rumble values.
2. Each source (with its associated map) can be sent to the heavy rumble motor, to the light rumble motor or to none (i.e. that source is not used). For example, you could send the CoG source to the heavy motor and the rear overrun to the light motor (leaving front and rear underrun off).
3. If two sources go to the same motor, they are simply added.
4. There are 6 predefined maps (3 for CoG-based rumble, 3 for tire slip based rumble): they can only be editet in the .ini. In the menu you can only say which map you want to use for which source.
5. There's also an option to show a widget on screen with all the relevant values, to help tune the whole thing. Note that the widget will only be shown in practice sessions.
If you can play around with that a bit, I'd like to set the default mappings to values that somehow make sense. In principle, one should test with different bikes and different track conditions (dry & wet).
These values work pretty well for me.
Still testing, though.
[HUDRumble]
_ini_version=2
_enabled={1,1,1}
_pos_x={0.812500,0.812500,0.812500}
_pos_Y={0.000000,0.000000,0.000000}
_pos_linked=1
_optlinked=4095
_cogacc_rumble_profile0={0.20,1.00,0.30,1.00}
_cogacc_rumble_profile1={0.22,1.00,0.30,0.70}
_cogacc_rumble_profile2={0.20,1.00,0.30,1.00}
_tireslip_rumble_profile0={0.03,0.20,0.30,1.00}
_tireslip_rumble_profile1={0.09,0.14,0.30,1.50}
_tireslip_rumble_profile2={0.08,0.30,0.20,1.00}
show_widget={1,1,1}
xinput_device={0,0,0}
rumble_crashed={1,1,1}
rumble_cog_dest={1,1,1}
rumble_cog_map={1,1,1}
rumble_f_underrun_dest={1,1,1}
rumble_f_underrun_map={1,1,1}
rumble_r_underrun_dest={2,2,2}
rumble_r_underrun_map={2,2,2}
rumble_r_overrun_dest={2,2,2}
rumble_r_overrun_map={0,0,0}
Just a note, this:
Quote from: Vini on January 11, 2022, 01:43:07 PM_tireslip_rumble_profile1={0.09,0.14,0.30,1.50}
is confusing as the max rumble value (when slip is at 14%) is set to 1.5 (which is above 1.00).
Rumble values are in interval [0.0 , 1.0] (anyway rumble will be capped at 1).
This was just the easiest way of finetuning it.
My process was: Determine Xmin-Xmax range first by recording a video. Then finetune strength through Ymax. Ymin is somewhat given and controller-dependent I guess.
That's weird. If you want to keep the leftmost point fixed at 9% slide -> 30% rumble, just say where you want to have 100% rumble. In your case, the equivalent would roughly be 100% rumble at 12% slip.
Want it steeper ? make it 100% rumble at 11% slip.
Yes, just didn't bother doing that bit of extra math.
Really liking those new modes. I can definitely push more on the brake and also avoid off-throttle highside when trailing rear brake into corners.
Quote from: Vini on January 14, 2022, 02:50:16 PMReally liking those new modes. I can definitely push more on the brake and also avoid off-throttle highside when trailing rear brake into corners.
Nice ! Please post (or PM) your settings.
The little I tried the rear underrun (to rumble when braking) seemed useless as it basically kicks in as soon as you downshift.
I ended up not changeing my initial values that I posted on the previous page.
They work really well for me but it may be bike specific. For reference, I was testing them with Manu's MGP21 bikes (v0.8b MP).
Rear underrun is extremely helpful. I can push much more with the rear brake in the off-throttle phase of a corner. Being able to load up and slide the rear like that into corners dramatically improves the turning of the bike, especially downhill.
I think the race times doesn't work fine. Durong the race the times going crazy in the standings
Quote from: javiliyors on January 15, 2022, 11:52:12 PMI think the race times doesn't work fine. Durong the race the times going crazy in the standings
Video of when it happens ? Screenshot at least ?
Quote from: HornetMaX on January 17, 2022, 12:25:48 AMQuote from: javiliyors on January 15, 2022, 11:52:12 PMI think the race times doesn't work fine. Durong the race the times going crazy in the standings
Video of when it happens ? Screenshot at least ?
Happens a few times in the race. I think its cos it updates on sector 3 now due to pit-boards being changed but not 100%. Seemed a bit buggy watching back.
Can you tell me the time of when it happens in the above video ? I mean, it's 15min long ...
I think there may be something to do in my code due to that: "The classification should now be updated after each split". Damn, more work.
Quote from: HornetMaX on January 10, 2022, 11:29:52 PM@Vini (and any other willing to test): at the usual download link I've created a folder "2.2.6beta" containing the .dlo with the new rumble.
Could you please test it and let me know which map settings makes sense ?
Hi all,
is there any feedback on this new rumble feature ?
I haven't read anything here (aside Vini's comments).
I need to update the plugin for MXB beta17 and I need to know if we want to keep this stuff or not.
If only a few players actually care I'm tempted to revert back to the previous rumble (simpler, doesn't require to fiddle with the .ini etc).
Hello.
I really like 2.2.6 beta.
It tells me how much front wheel vibration can brake.
The vibration of the rear wheels makes the interaction between the rear wheels and the road surface fun.
I think it will be easier to understand if the vibration of the controller vibrates not only the motor of the grip part but also the trigger.
Is it impossible to vibrate the trigger without updating GP Bikes?
Hope for an update, let me choose how much to vibrate when pushing the bike back.
This is my setting.
I try to vibrate a little with a little slip and a big vibration with a big slip.
If two motors vibrate at the same time with four elements, it will be too lively, so I try not to make the total vibration too large.
[HUDRumble]
_ini_version=2
_enabled={1,1,1}
_pos_x={0.267708,0.267708,0.267708}
_pos_Y={0.619445,0.619445,0.619445}
_pos_linked=1
_optlinked=3967
_cogacc_rumble_profile0={0.30,15.00,0.01,0.50}
_cogacc_rumble_profile1={0.30,15.00,0.05,0.50}
_cogacc_rumble_profile2={0.30,15.00,0.10,0.50}
_tireslip_rumble_profile0={0.03,0.30,0.10,0.50}
_tireslip_rumble_profile1={0.06,1.00,0.01,1.00}
_tireslip_rumble_profile2={0.10,0.50,0.01,1.00}
show_widget={1,1,1}
xinput_device={0,0,0}
rumble_crashed={0,0,0}
rumble_cog_dest={1,1,1}
rumble_cog_map={1,1,1}
rumble_f_underrun_dest={2,2,2}
rumble_f_underrun_map={1,1,1}
rumble_r_underrun_dest={1,1,1}
rumble_r_underrun_map={2,2,2}
rumble_r_overrun_dest={2,2,2}
rumble_r_overrun_map={0,0,0}
I'm looking forward to the release of plugins like 2.2.6 beta for MXB beta 17.
Thank you for your wonderful work. :)
Quote from: HornetMaX on February 04, 2022, 02:29:57 PMis there any feedback on this new rumble feature ?
I as a MX Bikes player have to say that I'm very satisfied by the new rumble feature. It works perfectly fine for me and it doesn't feel off. Good way of setting things up as far as the in-game menu allows + the ini changes (I've not bothered to touch).
From my POV you can keep it like that :)
V2.2.6 out (2022/02/06)- Updates for MXB beta17.
- New HUDRumble: this will overwrite your previous rumble settings. You need to reconfigure the settings (at least associate the right XInput device). Read the .pdf help for explanations.
EDIT: the pdf had a wrong explanation of how rumble profiles work (thx to
Saemon No Jyo for spotting that). I've ninja-updated the 2.2.6 zip with the corrected pdf. The relevant part is this:
- _cogacc_rumble_map0/1/2, _tireslip_rumble_map0/1/2: each map is composed of 4 floats representing the two interpolation points translating the source value into a rumble value: [min driving value, max driving value, min rumble strength, max rumble strength]. E.g. for tire slip "{0.04,0.10,0.20,1.00}" means that at 4% slip rumble will be at 20% and at 10% slip rumble will be at 100%. You can modify the maps in the .ini file manually.
Hello.
V2.2.6 Thank you.
The explanation has changed between the explanation given earlier in this thread and .pdf.
_tireslip_rumble_map0 = {0.03,1.00,0.03,1.00}
This will make the slip and vibration linear.
[min driving value, max driving value, min rumble strength, max
rumble strength]
Isn't it like this?
With the MaxHUD plugin, it's really fun to run.
I am always grateful for your help. :)
@Saemon No Jyo: Hmm I have to double check that, thx for spotting it.
BTW, if anybody has used the beta, it's probably safer to edit the .ini and remove the section dedicated to HUDRumble. It will be recreated next time you run the sim (with default values).
Even with a very quick setup, the new rumble is excellent. Communicates very nicely.
EDIT: the pdf had a wrong explanation of how rumble profiles work (thx to
Saemon No Jyo for spotting that). I've ninja-updated the 2.2.6 zip with the corrected pdf. The relevant part is this:
- _cogacc_rumble_map0/1/2, _tireslip_rumble_map0/1/2: each map is composed of 4 floats representing the two interpolation points translating the source value into a rumble value: [min driving value, max driving value, min rumble strength, max rumble strength]. E.g. for tire slip "{0.04,0.10,0.20,1.00}" means that at 4% slip rumble will be at 20% and at 10% slip rumble will be at 100%. You can modify the maps in the .ini file manually.
So it hasn't changed from the beta?
Quote from: Vini on February 08, 2022, 11:25:10 AMSo it hasn't changed from the beta?
Right, rumble profiles values have the same interpretation as in the beta.
To be honest I can't remember but I think some parameters may have been renamed between 2.2.6beta and 2.2.6.
So yeah, better start from scratch and manually copy the values of the profiles you had in the beta.
It really makes you a lot faster around the limit once you are used to the feeling. Or more reliable let's say.
I was never a big fan of rear brake but now I can finally use it effectively, keeping the bike right before the point of highsiding (corner entry).
I can also feel an unsavable sliding coming on and usually am able to react fast enough for opening up the steering.
Could you add the rear brake input to the speed widget?
Quote from: Vini on February 12, 2022, 09:58:39 PMCould you add the rear brake input to the speed widget?
Yeah that's easy. However it will work only when riding the bike: when spectating live/replay the rear brake info is not passed (not sure why but that's it).
You sure? Because beta20's default UI is able to show it in replays now.
Quote from: Vini on February 15, 2022, 03:29:38 PMYou sure? Because beta20's default UI is able to show it in replays now.
I've seen no changes in the output plugin interface. This is the data structure SPluginsRaceVehicleData_t:
typedef struct
{
int m_iRaceNum; /* race number */
int m_iActive; /* if set to 0, the vehicle is not active and the following fields are not set */
int m_iRPM; /* engine RPM */
int m_iGear; /* 0 = Neutral */
float m_fSpeedometer; /* meters/second */
float m_fThrottle; /* 0 to 1 */
float m_fFrontBrake; /* 0 to 1 */
float m_fLean; /* degrees. Negative = left */
} SPluginsRaceVehicleData_t;
Ah bummer.
Quote from: javiliyors on January 15, 2022, 11:52:12 PMI think the race times doesn't work fine. Durong the race the times going crazy in the standings
Hmm I wondering maybe the problem wasn't in my plugin:
Quote from: PiBoSo on January 15, 2022, 11:52:12 PM* GPB / MXB: fixed the race standings and gap
Quote from: HornetMaX on February 15, 2022, 11:16:58 PMQuote from: Vini on February 15, 2022, 03:29:38 PMYou sure? Because beta20's default UI is able to show it in replays now.
I've seen no changes in the output plugin interface.
How does MaxTM read these values, though?
Quote from: Vini on March 30, 2022, 09:32:54 PMQuote from: HornetMaX on February 15, 2022, 11:16:58 PMQuote from: Vini on February 15, 2022, 03:29:38 PMYou sure? Because beta20's default UI is able to show it in replays now.
I've seen no changes in the output plugin interface.
How does MaxTM read these values, though?
MaxTM logs stuff only while riding, not while spectating or watching a replay.
While riding the rear brake is available in the telemetry (SPluginsBikeData_t, m_fRearBrake).
While spectating/replay there's no telemetry (no SPluginsBikeData_t), you only receive some bike data (SPluginsRaceVehicleData_t, at lower frequency compared to telemetry).
typedef struct
{
int m_iRaceNum; /* race number */
int m_iActive; /* if set to 0, the vehicle is not active and the following fields are not set */
int m_iRPM; /* engine RPM */
int m_iGear; /* 0 = Neutral */
float m_fSpeedometer; /* meters/second */
float m_fThrottle; /* 0 to 1 */
float m_fFrontBrake; /* 0 to 1 */
float m_fLean; /* degrees. Negative = left */
} SPluginsRaceVehicleData_t;
Never understood why there's no rear brake there (GPB and MXB), only one brake for KRP (while in telemetry you have two) and no handbrake for WRS. Weird.
Ah, thanks for the clarification.
My settings adapted for release version:
[HUDRumble]
_ini_version=2
_enabled={1,1,1}
_pos_x={0.812500,0.812500,0.812500}
_pos_Y={0.000000,0.000000,0.000000}
_pos_linked=1
_optlinked=4095
_cogacc_rumble_map0={0.20,1.00,0.30,1.00}
_cogacc_rumble_map1={0.22,1.00,0.30,0.70}
_cogacc_rumble_map2={0.20,1.00,0.30,1.00}
_tireslip_rumble_map0={0.03,0.20,0.30,1.00}
_tireslip_rumble_map1={0.09,0.14,0.30,1.50}
_tireslip_rumble_map2={0.08,0.30,0.20,1.00}
show_widget={0,0,0}
xinput_device={0,0,0}
rumble_crashed={0,0,0}
rumble_cog_dest={1,1,1}
rumble_cog_mapidx={1,1,1}
rumble_f_underrun_dest={1,1,1}
rumble_f_underrun_mapidx={1,1,1}
rumble_r_underrun_dest={2,2,2}
rumble_r_underrun_mapidx={2,2,2}
rumble_r_overrun_dest={2,2,2}
rumble_r_overrun_mapidx={0,0,0}
hey max, i've been thinking about making some backgrounds for the elements to enhance the user interface. I've been thinking, would it be possible to add a "mask" to the element backgrounds, to "limit" the drawing area of certain parts?
like the only thing we are currently allowed to do is to make rectangular/square backgrounds, because the map always renders as a rectangle [ ]:
if we could add a mask we'd be able to limit the elements to certain shapes, like a circle which is pretty common for games - to have their minimap as a circle:
would be a cool addition for more stylistic possibilities :)
@iNsane: short answer, no not possible.
With significant work I could "cut" the track more precisely at the border, but this would work for a specific shape of the "window" (e.g. rectangular or round). I don't see any way I could make this generic (as in "you can define your own weird-shaped mask in a .tga") with what GPB allows in terms of quad rendering to output plugins.
As a reminder, everything you see in MaxHUD is done with text and manually created quads. There's no higher-level rendering feature like masks, viewports, thick lines etc. Everything is rectangles/triangles ...
Gotcha, thanks for the explanation! :)
Hey @HornetMaX,
First of all, thanks for created this great plug-in!
I am conducting a research for my final design thesis on HUDs for motorcycles. I'll be testing Real prototyped HUDs on GP Bikes to test it.
So far, I've worked with Processing and the output/telemetry plug-in to get data from the simulation.
import hypermedia.net.*;
int PORT_RX=30001;
String HOST_IP="127.0.0.1";
UDP udp;
int pos;
void setup() {
udp= new UDP(this,PORT_RX,HOST_IP);
//udp.log(true);
udp.listen(true);
}
void receive(byte[] data, String HOST_IP, int PORT_RX) {
pos = 25;
int gear = (data[pos] & 0xff) | ((data[pos+1] & 0xff) << 8) | ((data[pos+2] & 0xff) << 16) | ((data[pos+3] & 0xff) << 24);
pos = 33;
int speed = int(Float.intBitsToFloat((data[pos] & 0xff) | ((data[pos+1] & 0xff) << 8) | ((data[pos+2] & 0xff) << 16) | ((data[pos+3] & 0xff) << 24))*3.6);
/* etc...*/
}
However, I would love to get the Map of the MaxHUD plug-in to work with my code. I could I retrieve it (and play with the parameters) ? What kind file is it ?
(I am not so great at coding but with some explanation, I could get it I think)
Many thanks!
Quote from: Rox75009 on August 04, 2022, 10:07:04 AMHowever, I would love to get the Map of the MaxHUD plug-in to work with my code. I could I retrieve it (and play with the parameters) ? What kind file is it ?
(I am not so great at coding but with some explanation, I could get it I think)
Many thanks!
Hi there, not sure what you mean exactly but I suppose you want to have something similar to the HUDMap widget (i.e. a 2d or 3d representation of the track).
GPB passes to the plugin the centerline of the track. The format is relatively simple: a bunch of SPluginsTrackSegment_t, each of them being either straight segment or an arc (part of a circle).
Relevant code in the output plugin example from PiBoSo:
typedef struct
{
int m_iType; /* 0 = straight; 1 = curve */
float m_fLength; /* meters */
float m_fRadius; /* curve radius in meters. < 0 for left curves; 0 for straights */
float m_fAngle; /* start angle in degrees. 0 = north */
float m_afStart[2]; /* start position in meters */
float m_fHeight; /* start height in meters */
} SPluginsTrackSegment_t;
/*
_pRaceData is a pointer to a float array with the longitudinal position of the start / finish line, splits and speedtrap.
This function is optional
*/
__declspec(dllexport) void TrackCenterline(int _iNumSegments,SPluginsTrackSegment_t *_pasSegment,void *_pRaceData)
{
}
Yeah, you got it right. I would like to have a 2D representation of the track . Thanks for explaining how the track's centerline is done (with segments and arcs)!
However, I don't get how to properly:
- call the function (in my case in Processing);
- do as you did in the maxHUD Map Widget, display the 50m upcoming track (rotating the map to keep the player always facing up). <-- This is what I want to achieve!
Quote from: Rox75009 on August 08, 2022, 12:12:53 PMYeah, you got it right. I would like to have a 2D representation of the track . Thanks for explaining how the track's centerline is done (with segments and arcs)!
However, I don't get how to properly:
- call the function (in my case in Processing);
- do as you did in the maxHUD Map Widget, display the 50m upcoming track (rotating the map to keep the player always facing up). <-- This is what I want to achieve!
Would be really appreciated if someone could help me here 🙏🏻
Quote from: Rox75009 on August 10, 2022, 01:25:52 PMWould be really appreciated if someone could help me here 🙏🏻
Start your own thread with this, it really doesn't have anything to to with MaxHUD.
hey Max, we've just recently discovered that by using MaxHud on a specific MXB track, the game crashes with a C++ Runtime error. PiBoSo figured it was due to MaxHud, I tried it as well and can confirm that it only crashes with MaxHud enabled.
I'll send you a DM with the track link, would be awesome if you'd got the time to debug and fix this :) We appreciate it big time!
Quote from: iNsane on October 19, 2022, 02:02:09 PMhey Max, we've just recently discovered that by using MaxHud on a specific MXB track, the game crashes with a C++ Runtime error. PiBoSo figured it was due to MaxHud, I tried it as well and can confirm that it only crashes with MaxHud enabled.
I'll send you a DM with the track link, would be awesome if you'd got the time to debug and fix this :) We appreciate it big time!
Hi,
what do you mean exactly with "it crashes" ? At startup ? When you go to track ? After riding a few meters ? Always at the same spot ? Randomly after a few secs/minutes ? Context, plz :)
Also:
- I don't understand what you want to show with the screen capture above.
- The .pkz is named "Jones_AX2.pkz" but the folder inside is "Jones AX2" (OK I can fix that by myself, just FYI). EDIT: doh, you told me about that in your DM, sorry.
- In your racedata (.rdf) you have finishline, holeshot, split1 & split2 all at the same place. Maybe this screws MaxHUD (or even MXB). Not sure it's good practice.
Hello Max,
first of all and most importantly: Thanks a lot for your hard work ! This phantastic plugin is a must have for a sim nut like myself :-)
As for my issue I think the actual zip archive seems corrupted ( "MaXHUD - v2.2.6.zip" on the Mega site ). Any of the downloads I tried last weeks ended with a 0 bytes zip result. Would be great if you could check that out.
Luckyly you also provided the beta dlo. With it I could get the latest GPB version working using the 2.2.5 content.
The latest MXB (beta)version though doesn't like 2.2.5 it seems: no ini created, no log. Guess I have to roll back to an older MXB installer for the time beiing ( which I cant find atm...)
Anyways, thanks in advance for your efforts and all the best for your next versions/projects !
Cheers Walter
Quote from: wiper on October 31, 2022, 02:24:49 PMAs for my issue I think the actual zip archive seems corrupted ( "MaXHUD - v2.2.6.zip" on the Mega site ). Any of the downloads I tried last weeks ended with a 0 bytes zip result. Would be great if you could check that out.
Seems to work fine here for me, I can download 2.2.6 without any problem. Can you try with a different browser ?
BTW, 2.2.6beta should not be used.
EDIT: I re-uploaded the archive just in case.
Thanks for reupload !
Instant success downloading it. Strange though ..
Hi Max.
Have a question. I have a Logitech Rumble Pad 2 USB controller mounted on my steering wheel. Use it for rider movement and buttons. Is there a way to activate the rumble function on it to work with MaxHUD. When I go to the rumble widget, I can only scroll through 4 Xinput devices and they are all disconnected. The controller is working fine for everything else (ie it shows up in other widgets as Logitech RumblePad 2) but not in "rumble". I'm not to clever when it comes to Xinput and such.... Can I add the controller in the ini file or do I have to use x360e or something like that, or is it even possible?
Cheers,
/David "Gonzo" Boda #46
Hi David, looks like your pad is not seen as an xinput pad, so no joy.
A quick search on the web (Logitech Rumble Pad 2 xinput) brings up a lot of results of people with troubles using that pad in xinput games. There may be a solution via x360ce (e.g. here (https://computerpuppy.wordpress.com/2017/01/10/getting-logitech-rumblepad-2-to-work-with-x360ce/)), but it may be a bit messy.
But why would you want the rumble active on a pad mounted on your steering wheel ? Just curious ...
Quote from: HornetMaX on November 10, 2022, 03:20:04 PMHi David, looks like your pad is not seen as an xinput pad, so no joy.
A quick search on the web (Logitech Rumble Pad 2 xinput) brings up a lot of results of people with troubles using that pad in xinput games. There may be a solution via x360ce (e.g. here (https://computerpuppy.wordpress.com/2017/01/10/getting-logitech-rumblepad-2-to-work-with-x360ce/)), but it may be a bit messy.
But why would you want the rumble active on a pad mounted on your steering wheel ? Just curious ...
Just for a bit of immersion I guess. The force feedback is unusable with my rig, the feedback is too high even at 25% and since the wheel itself is an old SW FF wheel I can't use the dedicated software to change the wheel's proprietary force feedback sensitivity. And my "wheel" is "The Thing"... https://forum.piboso.com/index.php?topic=5163.msg78677#msg78677 (https://forum.piboso.com/index.php?topic=5163.msg78677#msg78677). The board in the left side of the handlebar broke, and I could not solder it back to life so I stuck a full gamepad there instead... Never played GPB with a rumble controller so I was mostly curious.
Cheers,
David "Gonzo" Boda #46
Would it Be possible to get an update to MaxHUD where these options are basically "duplicated" for the Front Over/Underrun and Rear Over/Underrun (4 Pages). I really like the feel I had on this version on the rear, but I struggle with the 2.2.6 rear, however I enjoy having the front feeling.
Or is it possible to change the "Maps" in a cfg somewhere?
Not sure I've made sense but this to me is a gamechanger, and 2.2.6 is very good. I don't have the ability to do this myself, hence my asking.
TIA
(https://postimages.org/)
Quote from: Myst1cPrun3 on August 13, 2023, 09:40:35 PMWould it Be possible to get an update to MaxHUD where these options are basically "duplicated" for the Front Over/Underrun and Rear Over/Underrun (4 Pages). I really like the feel I had on this version on the rear, but I struggle with the 2.2.6 rear, however I enjoy having the front feeling.
Or is it possible to change the "Maps" in a cfg somewhere?
I'm not sure I understand what you want to do exactly.
If your goal is to have what you show in your screen shot (from 2.2.5) in 2.2.6, that's definitely possible: in 2.2.6, "CoG Acc destination" set to "Light rumble" and "Rear overrun destination" to "Heavy rumble" (all the others off). Then you need to check the maps in the .ini and set the values you like.
For your screnshot above, one of the cogacc maps should be set at {0.2, 0.5, 0.2, 0.4} and one of the tireslip maps should be set at {0.03, 0.20, 0.2, 0.5}.
If you mess up, just delete the lines from the .ini, they will be recreated with default values.
Hey Max!
Beta21 seems to have messed with MaxHUD.
There are some additions to the BikeData.
Feel up for updating?
Quote from: HornetMaX on August 15, 2023, 09:07:36 PMQuote from: Myst1cPrun3 on August 13, 2023, 09:40:35 PMWould it Be possible to get an update to MaxHUD where these options are basically "duplicated" for the Front Over/Underrun and Rear Over/Underrun (4 Pages). I really like the feel I had on this version on the rear, but I struggle with the 2.2.6 rear, however I enjoy having the front feeling.
Or is it possible to change the "Maps" in a cfg somewhere?
I'm not sure I understand what you want to do exactly.
If your goal is to have what you show in your screen shot (from 2.2.5) in 2.2.6, that's definitely possible: in 2.2.6, "CoG Acc destination" set to "Light rumble" and "Rear overrun destination" to "Heavy rumble" (all the others off). Then you need to check the maps in the .ini and set the values you like.
For your screnshot above, one of the cogacc maps should be set at {0.2, 0.5, 0.2, 0.4} and one of the tireslip maps should be set at {0.03, 0.20, 0.2, 0.5}.
If you mess up, just delete the lines from the .ini, they will be recreated with default values.
My suggestion was to have all the rumble options for the rear wheel in 2.2.5, available for both front and rear wheels, but if they can be edited in a cfg/ini then thats good enough for me :) :)
Will have a bit of a play, hopefully in b21.
Loving the work though the rumble is a big improvement these days :)
V2.2.7 out (2023/08/18)- Updates for GPB beta21 (nothing visible, only internals). No changes for MXB, KRP, WRS.
I've added a PayPal donate button in the 1st post 8)
Quote from: HornetMaX on August 18, 2023, 07:44:07 PMV2.2.7 out (2023/08/18)
- Updates for GPB beta21 (nothing visible, only internals). No changes for MXB, KRP, WRS.
I've added a PayPal donate button in the 1st post 8)
Holy mother that's a fast one. NICE! :) :) :)
Thank you very much. :)
Thanks Max!
Quote from: Myst1cPrun3 on August 18, 2023, 08:32:36 PMHoly mother that's a fast one. NICE! :) :) :)
Lucky combo: I stumbled on the forum and I had some free time :)
P.S.
Thanks to the donors !
when you exit from watching a replay, this message appears
I'll have a look asap.
I've fixed it in my code. Can it wait until the next plugin release ?
Quote from: HornetMaX on August 20, 2023, 08:03:14 PMI've fixed it in my code. Can it wait until the next plugin release ?
Yes, u can wait
Loving the vibration, Now I've figured out the ini file and can set the maps up individually its amazing.
One thing that would love, is the ability to use the "Trigger Motors" as an option as well as "Heavy" and "Light". A lot of modern controllers have vibration motors in the actual triggers themselves, as well as the 2 main ones, having the ability to use them, for wheelspin for instance, would be amazing.
That being said, I'm still shocked how you've managed to get more feedback from a 3rd party plugin than most of the "main" developers get out of their motorcycle games by standard. It's amazing :) :) :)
Quote from: Myst1cPrun3 on August 27, 2023, 11:01:33 AMLoving the vibration, Now I've figured out the ini file and can set the maps up individually its amazing.
Yeah, the setup of HUDRumble (vie the .ini file) is a bit cumbersome but it allows you to configure a lot of stuff.
Quote from: Myst1cPrun3 on August 27, 2023, 11:01:33 AMOne thing that would love, is the ability to use the "Trigger Motors" as an option as well as "Heavy" and "Light". A lot of modern controllers have vibration motors in the actual triggers themselves, as well as the 2 main ones, having the ability to use them, for wheelspin for instance, would be amazing.
Hmm interesting, I may want to have a look into this.
And maybe get one of those joypads with "Trigger Motors": do you (or anybody else) have one ? Which one ? How good it is compared to others (sticks, triggers etc) ?
Quote from: HornetMaX on August 30, 2023, 09:01:19 AMQuote from: Myst1cPrun3 on August 27, 2023, 11:01:33 AMLoving the vibration, Now I've figured out the ini file and can set the maps up individually its amazing.
Yeah, the setup of HUDRumble (vie the .ini file) is a bit cumbersome but it allows you to configure a lot of stuff.
Quote from: Myst1cPrun3 on August 27, 2023, 11:01:33 AMOne thing that would love, is the ability to use the "Trigger Motors" as an option as well as "Heavy" and "Light". A lot of modern controllers have vibration motors in the actual triggers themselves, as well as the 2 main ones, having the ability to use them, for wheelspin for instance, would be amazing.
Hmm interesting, I may want to have a look into this.
And maybe get one of those joypads with "Trigger Motors": do you (or anybody else) have one ? Which one ? How good it is compared to others (sticks, triggers etc) ?
I believe the Xbox Controllers have this. I run PS5, which has "adjustable triggers" (like force feedback, can make stiffer etc), but I think also have the motors in as well (obviously to stiffen them up). I don't know if this can be used as like a brake pedal that we can make get stiffer over time, but the Xbox controller definitely has trigger vibration.
https://www.pcgamingwiki.com/wiki/List_of_games_that_support_Xbox_One_impulse_triggers#:~:text=The%20impulse%20triggers%20of%20the,gun%20or%20charging%20an%20attack.
That being said, it does say the X-Input API (Which I assume is what GPB Uses seeing as its all bound as "X-Input") is not compatible. However you're more qualified to judge that than me ;D
Quote from: Myst1cPrun3 on September 01, 2023, 07:42:22 PMThat being said, it does say the X-Input API (Which I assume is what GPB Uses seeing as its all bound as "X-Input") is not compatible. However you're more qualified to judge that than me ;D
I had a quick look at some doc, it's the usual Micrsoft API mess.
They have only one API that support this, but in principle it's only for UWP apps.
If you want to use it in non-UWP apps there're some workarounds.
Also (if I understood it correctly), it only works from certain versions of windows 10 on (not sure how big a problem that is).
One day, maybe :)
I do know ride 5 and motogp 23 have an option to "force windows 10 controller" which enables it, but its only an xbox controller thing. Not sure on the rest but yeah. Its a shame as it could really work well :(