PiBoSo Official Forum

GP Bikes => Mods => Plugins => Topic started by: HornetMaX on March 22, 2016, 11:11:16 PM

Title: m_fAccelerationX / Y / Z
Post by: HornetMaX on March 22, 2016, 11:11:16 PM
@Piboso: in the telemetry data (SPluginsBikeData_t), the CoG accelerations are described as "local to chassis rotation".
From what I see in-game (for a rider sitting on a bike):

That's unusual, no ? Can you confirm ?
Title: Re: m_fAccelerationX / Y / Z
Post by: PiBoSo on March 23, 2016, 11:03:12 AM
Quote from: HornetMaX on March 22, 2016, 11:11:16 PM
@Piboso: in the telemetry data (SPluginsBikeData_t), the CoG accelerations are described as "local to chassis rotation".
From what I see in-game (for a rider sitting on a bike):

  • X is right
  • Y is up
  • Z is backward

That's unusual, no ? Can you confirm ?

In theory the acceleration should be local to the chassis.
So, for example, when the bike is leaned then Y acceleration should always be along the bike vertical axis.
Title: Re: m_fAccelerationX / Y / Z
Post by: HornetMaX on March 23, 2016, 11:49:03 AM
Quote from: PiBoSo on March 23, 2016, 11:03:12 AM
Quote from: HornetMaX on March 22, 2016, 11:11:16 PM
@Piboso: in the telemetry data (SPluginsBikeData_t), the CoG accelerations are described as "local to chassis rotation".
From what I see in-game (for a rider sitting on a bike):

  • X is right
  • Y is up
  • Z is backward

That's unusual, no ? Can you confirm ?

In theory the acceleration should be local to the chassis.
So, for example, when the bike is leaned then Y acceleration should always be along the bike vertical axis.
Yes, this is understood. It's just the choice of X right Z back that looks strange. But after all it's just a convention.