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# | Post Title | Result Info | Date | User | Forum |
Gears on ETS2 Need Help | 13 Relevance | 3 years ago | deeph | Simhub General | |
Hi there, While liking this app badly, I have issue with LED matrix for gears. The gears likely 2 numbers ahead from dashboard, ie: dashboard give me A3 and led matrix give me at 5. I'm running ETS2 latest version with some mods, especially in graphic mods. Thanks | |||||
rFactor 2 Cars that Work Well with SimHub’s ShakeIt Bass Shakers Wheel Slip Effect | 13 Relevance | 5 years ago | Grechy | Projects | |
SimHub’s ShakeIt Bass Shakers Wheel Slip effect can work quite well with some of the cars in rFactor 2 (RF2) and it can add a much-needed effect to the sim. For those without a direct drive wheel, this effect will almost eliminate those annoying spinouts while driving some of the rear wheel drive cars. It also gives you better control over some of the cars, making it much easier to drive these cars at their limits. However, many of the “official” cars that come with RF2 don’t generate wheel skid data. If skid data isn’t available, ShakeIt automatically reverts to an algorithm the generates skid effects using wheel speed differences. This algorithm has its limitations and the skid effects generated can be poor. Also, the cars from the official Endurance Pack, and many of the cars from the GT3 Pack also don’t generate wheel skid data. Studio-357 has been contacted about this and, to date, they haven’t acknowledged the problem. The official cars that have been tested and work quite well are the: USF2000, Corvette C6.R GT2, Camaro GT3, StockCar, and Renault Formula35 2010. The official historic cars, the Howston Dissenter, and most of the third-party car mods also generate skid data. Out of the third-party car mods, the EnduRacers Ferrari 458 Italia GTC and UnitedRacingDesign (URD) Ferruccia EGT were found to work quite well and the other cars from these packs probably should work as well as the Ferraris. EnduRacers cars are available on Steam and the URD cars are available at www.unitedracingdesign.net . Settings used for testing: SimHub version: 6.8.6 Sound Output, Output Selection: Corners Effects Profile, Wheel Slip:Effect strength: 25% Threshold: 60-70 Minimum force: 0-20 Base effect frequency: 80-82 Hz Defaults for everything else Hardware used for testing: Four AuraSound AST-2B-4 Pro Bass Shakers, two under the seat and the other two under the pedal deck Four-channel 240 W ampASUS desktop PC Onboard Realtek High Definition Audio chip, connected to the amp by front and rear 3.5 mm jacks If you want to try ShakeIt’s Wheel Slip effect with RF2, a good combination is the USF2000 car at the Zandvoot Club circuit. This combination should generate vibrations, during hard corning or when the wheels lockup during braking, through the front or rear or both sets of transducers when either the front, rear, or both sets of wheels begin to skid, respectively. The vibrations should also start gradually and increase as the skid becomes more severe. | |||||
RE: ETS2 Dashboard SIMHUB - Tesla Dashboard Like Interface | 7 Relevance | 2 weeks ago | NigeUK | Dashboard Templates | |
@techchetta No, sorry. I’ve avoided using maps in my dash because it can get very tricky with map mods and other issues. | |||||
RE: Development Update | 7 Relevance | 1 month ago | PLANET_XYZ | Dashboard Templates | |
Here comes a very detailed insight into my current development since it might take some time until the next release! (Normal text is the general bullet point, italic text contains more details or some sort of explanation for my decision) I am currently running a massive amount of tests for the real time ETA and ETE to make them more accurate after realizing that those values are incredibly inaccurate outside of my previous tests. Mind you, it will never be perfect, at least not given the current circumstances, mostly due to the following reasons: Obvious reasons such as: different engines and cargo weight -> different acceleration (I currently test with a 500hp Scania S 4x2, 2550Nm / 1000-1300 rpm, Opticruise GRSO 925R and 20.8t apples which all seemed like a fair average to test with) if you are unlucky and hit a lot of red lights, you will take longer (my tests are not taking traffic lights into consideration since they can randomly impact the test values and I prefer baseline values that are as close as possible to reproducible) driving behavior is different from player to player (speed limits, stopping at stop signs, overtaking etc; I test with sticking to speed limits (max 80 for easier comparison) and stopping at stop signs, using auto retarder on cruise control and traffic is off, more about that in the next point) Traffic: Obviously traffic will always be different especially when mods are used BUT! since the ETS2 telemetry gives no traffic data, I can't estimate any kind of impact on the ETA or ETE due to traffic. So even my test values will be kinda inaccurate for the most part because I turned off traffic for testing to have a consistent baseline for every test and to make the test values as much as possible only depend on the actual distance; traffic will very likely slow you down in comparison to these test values Gameplay features: I did include tolls in the test values, so they are somewhat accounted for I purposefully did not plan any test drives through border controls; I can't take these into consideration since most of the map doesn't include them and it would fake the results for baseline values; on a bit of a longer drive you already have two per border, if you go through 3 countries, you have 4 border controls, each like 30 seconds pure control, with traffic active make it sometimes up to 10 minutes to even get to the border because of traffic; if I would take this into consideration and apply the same code to an estimation of for example Germany to Spain, you would be much faster than estimated since you don't have to wait for border control There are also no ferries used, but they would only be a marginal difference in the times since they usually take like 10 to 60 seconds to use and appear once or twice per average drive; arrive at ferry, wait for loading screen (depending on machine; I have a pretty bulky PC so I can't take these into consideration for baseline values out of fairness) and then driving off the ferry area again, not relevant enough for an estimated time Last but not least; GPS Data: ETS2 Telemetry has no single bit of GPS data; the API doesn't know where the player currently is, what country, what town, what region, highway or road or whatever The only indication you get is "Map Scale"; now for everyone unfamiliar, there is three scales; 1:19 for out of town, 1:3 for in town and 1:16 for UK region. I am currently running these tests to find the most accurate Scales per "KM-category" and try to find some sort of pattern to make it a little easier to estimate, especially on longer distances Small example: On a 200km drive it is much easier to estimate the scale since you probably will only go through 1 or 2, maybe 3 towns, the rest is mostly consistent 1:19 scale; with a 1000km or even 3000km drive this estimation becomes almost impossible since I can't know how many towns you have on this route, how much highway, what countries you go through (since different countries have different highway truck speed limits) and all that With these tests I am trying to find the most suitable, average values that as best as possible work for these different "KM-categories" to roughly estimate the ETA and ETE in real life with what I have at my disposal. I am currently focusing on 200, 400, 600, 800 and 1000, if I find a pattern, great, if not, I will check 100, 300, 500, 700 and 900 as well, if still no pattern I will only make rough estimations for 2000, 3000 and 4000. No matter if I find a pattern or not, I will test the high distance estimations as well and try to make them as accurate as possible while keeping a compromise with realistic work load and code amount. The longer I work on this dashboard, obviously the more precise it might get, especially when I run out of ideas before SCS updates more stuff to play around with into the Telemetry API; but I still have to work my main job and I also wanna spend time with my fiancé, friends and family You can see the current test run so far in the link below (this is about 10% - 15% of what I expect I need to get to something remotely acceptable) Realtime ETA and ETE Test Progress | |||||
RE: New ETS2 Dashboard for SimHub UPDATED for ATS | 7 Relevance | 5 months ago | NigeUK | Dashboard Templates | |
@robinhood7471 Thanks for that. The brake light should stop flashing when you hold down the brake pedal. Then, when you press the Start button again (and gear is neutral and parking brake is on) the engine should start. For some reason the dash isn’t detecting that the footbrake is down, and so not sending the correct keystroke (i then e or e) to the sim. Just to confirm, are you using the default Mercedes Benz New Actros? Any mods for the truck?Also, forgive me for asking, here’s the procedure: 1. Parking brake on 2. Gear in Neutral 3. Foot on brake pedal all the way down (or holding the Footbrake keyboard key) 4. Press the Start button 5. The Ignition and Engine should start. Yellow brake light solid on, red parking brake light solid on. 6. Release footbrake. I am assuming that your footbrake is working when you move the truck? I will test the mechanics this weekend for sure. | |||||
SimHub not receiving all telemetry from game. | 7 Relevance | 1 year ago | Eclipse1943 | Simhub General | |
So I have been trying to make a dash for Farming Simulator 2022 but I'm not receiving all the telemetry. The only stuff that seems to be making it to SimHub is RPM, Speed and Fuel (maybe a few other things). A good example of things I'm not getting is Money or CruiseControl Speed/State. Things I have checked and tried: Plugin is installed and running. No errors in logs. Game is 'running' with blue dot in SimHub. I checked FS2019 as well since the plugin lua is the same and had similar issues. With other mods such as Stryder or one off GitHub, the telemetry works fine. Probably other things No issues in SimHub logs that I could see Any ideas? I'd appreciate it a lot if anyone has FS 19/22 and is willing to have a quick squiz. Also, is there anywhere that I can view only the telemetry that is being piped from the game? I know SimHub isn't a common use for Farming Simulator, but it should be. Trying to use the software most commonly used for creating a dash in FS made me want to throw my computer out the window. If people think this is a bug, I'll submit a bug report on GitHub. Thanks! | |||||
Thrustmaster Ferrari 488 Challenge Edition LED Controller Plugin | 7 Relevance | 1 year ago | Prodigal.Knight | Projects | |
Apologies if this is the wrong part of the forum to post in, mods feel free to move this post as necessary. I've created a plugin for SimHub which is capable of controlling the LEDs on Thrustmaster Ferrari 488 Challenge Edition wheels, available here | |||||
RE: Assetto Corsa Rumble Strips | 7 Relevance | 2 years ago | X90 | Simhub General | |
Thirded. Proper Road Rumble through SimHub and better AI are my last major wishes for AC as a sim. Compared to AMS2, where the kerbs and grass kick you about (and tell you you're off the road), AC is super lifeless in this regard, as nothing happens. Even stranger is that the Kerb Effect is specifically noted in FFB settings, meaning that an exact data stream is being sent from the game to the wheel in some form or fashion. It is indeed a fault of Kunos for not including this data specifically in telemetry. Shakers were essentially niche tech for sim racers when this game was in development over a decade ago. But for all of the crazy **** that people have been developing for AC, whether it's CSP and its many complicated extensions or hundreds of car/track mods, it's absolutely insane to me that a translation layer of the FFB Kerb effect to telemetry hasn't been done. I'd love a proper FFB solution (Kerb Effect is "canned" as it were), but I know that's not likely possible. But the canned effect is much better than nothing at all. It's such a disappointment for those who have the kit (in my case, 2 BK Advances). I wish I had the modding expertise myself, or I'd personally look into it. It's that glaring of an omission. Here's hoping that something can be done. | |||||
euro truck simulator 2 map | 7 Relevance | 3 years ago | JlakhR8 | Dashboard Templates | |
Does anyone know how to get the ets2 map working in dash studio? I'm using chrome and I have no mods installed and the map still does not show. Thanks for any help. | |||||
RE: GTR2 plugin not working | 7 Relevance | 4 years ago | mpass | Simhub General | |
@admin5435 I replaced my GTR2.exe file with the original one and now it works! The good thing is that it also works with the rest of the mods, including the ram patch. Thank you for the update, it's nice to have as much data from the game as possible. 🙂 | |||||
RE: GTR2 plugin not working | 7 Relevance | 4 years ago | mpass | Simhub General | |
@admin5435 I do have some mods installed (hard to keep track of them all after a while 😅). I will try with a clean install of the game then. Thank you! | |||||
API for custom modules | 7 Relevance | 4 years ago | krisavi | Simhub | |
Hi, First of all, the project looks awesome and supports a lot already, has quite nice and easy setup and configuration of input/output. In order to be able to support more games, maybe it would be possible to have some way of exposing API. I believe it could benefit games where a mod could do the telemetry exchange and lower the load for you as the dev of simhub. I would like to see KSP to support few of the functions. I know there are some mods already to convert info to serial and send to arduino, they are unfortunately lacking functionality like multiple arduinos, refresh speed issues and such. I see that if there is API, then some modder could plug into Simhub and the game and make the middle mod for communication. API could benefit some other games or even export modules. from some of the videos it seemed that in order to get telemetry, games send udp packets to specific port on localhost, so it kind of listens for the traffic. Most likely it might be possible to send data into it in correct format and it would even work, sending data back to game is more complicated and other topic. Then users who have made some addons for simhub could share them with others. It may help everyone and the whole project to grow even more and faster. I have not looked into structure, but I guess one way for addon system to work would be to have some kind of "definition" files that could be added into the Simhub folder. Those definitions then can be loaded and describe the parameters that could be used from specific game and how they are sent or how they communicate with the game or game mod. Same system could work for output, even if using some custom firmware then the definition file could in a way to describe the way how data is sent to the device, it will most likely be more difficult to set up if it is not serial interface based device, but I believe then it could also send messages over the network to different computer to use it as "screen" if someone wants to develop an interface like that. Also it could then communicate via sockets or HTTP requests to local network or even same machine in order to maybe speak with some other closed source API that redirects to some specific controller. I guess it could open up so many possibilities and users able to extend. I have not started to use it yet, but when I will, I am sure to give my contribution to the project. So for the dev of the Simhub, maybe food for thought here. Ok edit:Checked and it seems to support quite a lot already for output devices and also has udp forwarding, which probably means that it is quite easy to write listener for UDP and do the forwarding to where-ever needed and not supported by SimHub already. Though TCP packets, web requests or other network based messaging support out of the box could be nice. Maybe even to support some message queue like RabbitMQ. |
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