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(@happiness133)
New Member
Joined: 2 years ago
Posts: 4
 

@romainrob I did try on phone tablet local computer and remote. Logs attached if it helps 🙂


   
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 eGaD
(@egad)
Active Member
Joined: 3 years ago
Posts: 7
 

@romainrob I asked you time ago for implementing the rotation range for non simhub games (wrc was not in the list) so it will switch to that value if the game is not supported by simhub. It seems that only the value of the "non simhub game" is working for all games, so for example switching to DR2 (with raw data input) don't use the range from "current simhub game". Can you please take a look at it? I thank you in advance.

 

Kind regards

 

This post was modified 2 years ago by eGaD

   
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(@romainrob)
Honorable Member
Joined: 4 years ago
Posts: 530
Topic starter  

@egad Hi,
I just tested it with DR2.0 and couldn't replicate the issue.
As soon as the game connected, the plugin started using the range defined for the current SimHub game.
Note that if you have a TM wheel, and the Thrustmaster FFB control plugin is enabled, the rotation range settings are ignored as the actual range of the wheel is used.
Also make sure the "All axes" toggle is disabled for the current game if you want the plugin to use data from the game.


   
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 eGaD
(@egad)
Active Member
Joined: 3 years ago
Posts: 7
 

@romainrob I use raw data input because softlock (changes the wheelrotation per car) in DR2 don't show my real input on my wheel. As example i running DR2 with softlock and 1080dor. If i head over to WRC or RBR (both 540dor) i have to manually change the value of the "non simhub games" to 540 because only that value works, otherwise its way off (two times faster in this example). I mainly using raw data, so game data don't manipulate my real input. In DR2 i really need to do that with activated softlock.

Softlock is the only problem with the actual solution. But i love to drive a car with it's specific rotation 😉

Maybe a extra value that only works if rawdata is checked and is saved per game will do the job.

 

This post was modified 2 years ago 4 times by eGaD

   
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(@romainrob)
Honorable Member
Joined: 4 years ago
Posts: 530
Topic starter  

@happiness133 Hi,
There is a lot going on is the logs...
I have a hard time making sense of it all tbh.

I see the iRacing plugin getting into an error loop i don't understand yet. I'll try to look into this further this week end.
This error may definitely cause troubles, like the dash looking all weird, and the plugin data not updating, but wouldn't explain the dash not loading at all.

Could you try the following please:
- Re run the RSC setup again to overwrite the dash files with a fresh copy. I also see errors when trying to parse one of the dash files (strangely sometimes only).
- Launch Simhub. Open only my universal iRacing dash, with no other dash running.
- And then launch iRacing and wait for it to connect, maybe enter the car.
- Restart SimHub while iRacing is running.
- And again only open the universal iRacing dash.
- Close SimHub
And send me the logs again please.


   
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(@romainrob)
Honorable Member
Joined: 4 years ago
Posts: 530
Topic starter  
Posted by: @egad

@romainrob I use raw data input because softlock (changes the wheelrotation per car) in DR2 don't show my real input on my wheel. As example i running DR2 with softlock and 1080dor. If i head over to WRC or RBR (both 540dor) i have to manually change the value of the "non simhub games" to 540 because only that value works, otherwise its way off (two times faster in this example). I mainly using raw data, so game data don't manipulate my real input. In DR2 i really need to do that with activated softlock.

Softlock is the only problem with the actual solution. But i love to drive a car with it's specific rotation 😉

Maybe a extra value that only works if rawdata is checked and is saved per game will do the job.

 

@egad Ok, I see what you mean now.
Forcing raw input for the axes, indeed made it always use the non SimHub game rotation range.
I've updated it so it uses the current game range when a game is connected.
Simply overwrite the dll and pbd files in your SimHub folder while SimHub is closed to update the plugin.


   
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 eGaD
(@egad)
Active Member
Joined: 3 years ago
Posts: 7
 

Wow so fast. Thanks again romainrob. Will test it in a few moments.

 

@romainrob Do i have to delete the setting files, because the saved values per game are weird? Sometimes it seems it won't saved or the rotation is taken over to another game and such things.

 

I looked at the .json files. values are correct, but in simhub it displays other values if i switch the game and look at the "RSC - Input Display" settings.

 

edit:

it seems it's ignoring the "current simhub game" value and reads only the "non simhub game" value as before and displays the last edited simhub game rotation everywhere. sometimes it also lose the "all axes" and "shifter" settings.

This post was modified 2 years ago 4 times by eGaD

   
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(@romainrob)
Honorable Member
Joined: 4 years ago
Posts: 530
Topic starter  

@egad The per game settings were not properly updated on game change... ☹ 
It should be fixed now.


   
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 eGaD
(@egad)
Active Member
Joined: 3 years ago
Posts: 7
 

@romainrob works like a charm. thanks alot 👍 


   
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(@romainrob)
Honorable Member
Joined: 4 years ago
Posts: 530
Topic starter  

@egad Glad to hear it 😀
And thank you very much 😉 😉


   
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 jch
(@jch)
Eminent Member
Joined: 3 years ago
Posts: 26
 

Hello everyone,

I have made a bestlaptime0 text zone and I'd like to format it.

I'd like to have it show just the ss.000, if I make a 1.26.564 I want to have only 26.564 displayed.

I have done this with the best laps from the relatives and it works fine but not for my best lap for which I used the predefined option in the quick text section.

So either i should code my best lap with something like that but not like that 🙂

format([iRacingExtraProperties.iRacing_DriverAhead_00_BestLapTime],'ss"."fff')

Or I have to find a way to use a format in the predefined text zone (I have tried to enter ss\.fff in the format zone of the time format property but it does not work.

 

Additionally is there a property which will display the estimated laptime (using delta) ?

 

Finally a suggestion for Romain, when you release a new version of you .zip install could you include the version number in the file ? Everytime I get a new one I have to overwrite the old one and sometimes I don't remember which version is which.

 

Thanks a lot for the work


   
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(@romainrob)
Honorable Member
Joined: 4 years ago
Posts: 530
Topic starter  

@jch Hi,
You can set a custom format for the quick text.
Using
'ss"."fff'
as TimeFormat Fx

So the result of the formula is
ss"."fff

The tracker plugin includes an estimated laptime property:
PersistantTrackerPlugin.EstimatedLapTime

I considered this but if I change the zip file name every update I've no doubt I'll end up braking the direct link by mistake.
So I purposefully keep the file name the same.


   
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 jch
(@jch)
Eminent Member
Joined: 3 years ago
Posts: 26
 

Hello Romain,

Thanks for the help, I have an error with your code for the time format, I get an error in the formula raw result line

Expression error:missing EOF at 'as' at line 2:0

I'm trying to play with the estimated laptime plugin and i'll report if it works.

thanks


   
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(@romainrob)
Honorable Member
Joined: 4 years ago
Posts: 530
Topic starter  

You're welcome 😉
The time format binding Fx is a single line:

'ss"."fff'

   
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 fred
(@fred)
New Member
Joined: 2 years ago
Posts: 2
 

Hello, all aboard, thank you for the work of the plugin.
I have a problem, I have selected the key to switch from "Multi class" to "Player Class",
when I press the key I have the message "Player class" But I still see all the classes present in the race in the Leaderbord.

 


   
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