For the front I haven't been expecting anything to detect on my side, as it's too hard to recover anyway. I want to focus only on the rear.
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Quote from: HornetMaX on May 08, 2019, 07:47:27 PMCurrently not possible and unlikely it will ever be. As said, reason is: replay file size.
Quote from: HornetMaX on May 08, 2019, 07:47:27 PMSome telemetry tools allow to inspect the telemetry while showing a recording of the lap, but you'll need to sync them properly to use them effectively, that can't really be automated.
Quote from: HornetMaX on May 08, 2019, 07:47:27 PMDid you try to use MaxTM ? As it shows where the bike is on the track, you should have little need for the video.
To be honest, I don't think in real life riders do look at the video: the telemetry should be enough.
Quote from: HornetMaX on May 08, 2019, 07:47:27 PMBTW, for in game recording, try OBS studio (free): unless you have a very low-spec PC, it should be the best solution around (for CPU-based encoding). If you have a weak CPU but a good GPU, you can try the GPU-based encoders (Nvidia has NVenc, AMD has similar one, forgot the name). I think these encoders are also available in OBS Studio.
Quote from: Vini on May 08, 2019, 03:23:47 PMi mean you have throttle and brake inputs via MaxHUD plugin.
Quote from: TimboC137 on May 08, 2019, 10:54:23 AMQuote from: HornetMaX on May 07, 2019, 07:40:29 AMYou're doing something wrong guys, m_fSteer is the steering angle ...
You're the expert, and I'm glad you chimed in, but how are our observations wrong? That variable seems to respond exactly as the rear slide would. It doesn't matter what it's supposed to represent. The variable stays at 0 degrees most of time and only fluctuates approximately 4 degrees(usually less then 4) in turns depending on braking and acceleration. When the rear loses traction, that variable seems to go to a maximum angle of 25 degrees in either direction before the bike crashes. Why does this need to be more complicated?
Quote from: HornetMaX on May 07, 2019, 07:32:59 AMIf you have a FFB wheel and you use DS1/DST: this makes no sense at all. The position of your wheel is not at all related to the steering angle in-game. How realistic it is if the wheel handlebars you're holding in your real hands is not aligned to the in-game handlebar ?!Exactly, hence my statement: it would make no sense to use regular force feedback (the one you would enable with DS2) on a DS1 mode.
Quote from: HornetMaX on May 07, 2019, 07:32:59 AMIf you absolutely want to dictate to GPB the steering torque (DS1/DST) you'd need something complex, like a FFB steering wheel with a torque sensor on the steering axis. The device will send to GPB the torque, not the angle (the angle would stay unused), while GPB will send to the device the FFB signal, as usual.
What's complicate with that is the torque sensor sees not only the torque your hands apply to the wheel but also the motor torque (the FFB torque).
Theoretically you could take the difference between the torque sensor reading and the FFB signal to get the steering torque, but I'd expect this to be more a bit more triky in practice.
Quote from: HornetMaX on May 07, 2019, 07:32:59 AMAnd even if you sort this out you have a final problem: the in-game steering angle is not tied to your wheel angle (as we said, the angle is not sent to GPB). So even if you manage to do all the savvy computation to align everything (assuming this is even possible) in terms of open-loop, without a feedback loop the thing will drift and your wheel angle will be different from the in-game steering angle. Imagine how fun that would be ...I'm not sure to understand your statement here.
Quote from: HornetMaX on May 05, 2019, 06:57:00 PMWith a joypad (or, more precisely, without force feedback) DSA/DST make no sense.
You should address this only at people with FFB devices.
Saying "I tried DST/DSA with a joypad and it didn't work" is like saying you tried to dig yourself out of alcatraz with a toothpick and you didn't enjoy it. It's expected.