Assetto Corsa  Topic is solved solved with post #6419

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Re: Assetto Corsa

Postby motiondave » Sun 24. Feb 2013, 01:18

CXC would have commercial interest in this, meaning, they would look for data for their simulators as it would generate income for them. So they would throw money at this.
Give us time, this is a community project and there will be someone whom can find data with the graphics driver and then share it.
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Re: Assetto Corsa

Postby ericRacer » Sun 24. Feb 2013, 01:56

I have no data with graphics driver!
DirectX 11 is it supported by it? :?
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Re: Assetto Corsa

Postby museumsteve » Sun 24. Feb 2013, 13:26

It'll come :) and if the first impressions of the tech preview's FFB and general car physics are anything to go by then the motion should be spot on :ugeek:
Maybe they'll sneak another car in for us soon ;)
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Re: Assetto Corsa

Postby yokoyoko » Sun 24. Feb 2013, 17:36

AC supports remote telemetry via UDP.
It is possible to read real time telemetry data from AC following this document:

https://docs.google.com/document/d/1Kfk ... 5FQpp4/pub

this document is updated constantly with your feedback.
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Re: Assetto Corsa

Postby sirnoname » Sun 24. Feb 2013, 23:57

Here is V1 of an plugin

AssettoV1.zip
(1.5 MiB) Downloaded 2016 times


Copy all content of the plugin folder to the plugin of X-Sim. Also do copy the game wizard script.
Then autosearch and the game will be added to the game list.
The first plugin must be checked. Not all is implemented because it is different named than normal.

Please test it and public it in the fitting forums to get more testers. A video with using this game and a X-Sim simulator would be fine for that public work ...
Delay is under 1ms, the update rate must be verified. Math graph looks excellent.
There is also a python app plugin available but I wait what they do develop next.
As usual there is whole smartphone and OBD2 gauge support with this plugin.

@Prodigy: please change your first thread that there is a plugin here in a later post!

Thanks go to yokoyoko who has found all needed informations so we swim in solutions for motion telemetry extraction out of this game.
Investing time with google seems to give much feedback ...

Oh, something special for you yokoyoko: cports tells me that there is port 9996 (above document) open with that game and a mysterical 9666 is also open ;)
What it will do?
If a answer is correct or did help you for a solution, please use the solve button.
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Re: Assetto Corsa

Postby prodigy » Mon 25. Feb 2013, 01:26

sirnoname wrote:@Prodigy: please change your first thread that there is a plugin here in a later post!

Done!

Thank you very much for the plugin and YokoYoko for provided informations :)
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Re: Assetto Corsa

Postby museumsteve » Mon 25. Feb 2013, 01:56

Great work and thanks to those involve for such a quick result :)
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Re: Assetto Corsa

Postby ericRacer » Mon 25. Feb 2013, 03:35

prodigy wrote:
sirnoname wrote:@Prodigy: please change your first thread that there is a plugin here in a later post!

Done!

Thank you very much for the plugin and YokoYoko for provided informations :)


I second . great work for a great game ! :P :P

Thank you very much !
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Re: Assetto Corsa

Postby RafBR » Mon 25. Feb 2013, 04:03

Great game and plugin!

But here I notice that lateral and vertical force are swaped.

...and roll, yaw and pitch seems not to work at all.

But felt great drivin this with motion.

my regards to you all!
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Re: Assetto Corsa

Postby yokoyoko » Mon 25. Feb 2013, 11:31

Hi all,

@ sirnoname: thank you very much for your great work on V1 of the Assetto Corsa plugin :!:

I have to say that this will def. not be the last release of this plugin.
Atm the provided data is not completed and some "naming" is a bit confusing. In the doc I posted before you can see what is available via UDP. Via Python it is the same atm (as I now)...

...and roll, yaw and pitch seems not to work at all.
That is correct. Unfort. no yaw, pitch and roll atm. BUT the guys at Kunos promised to add this as fast as possible.
What makes me wonder are the videos of Evotek - they def. have yaw movement on their sim with this title (even months ago) and I don't think they are using the slipangle and tyreslip for this.

But here I notice that lateral and vertical force are swaped.
This could be - due to the different "naming" Kunos made. Did you made an official report to sirnoname? I think for the V1 of the plugin we can live with that.?

Delay is under 1ms, the update rate must be verified.
Delay sounds great! Update rate should be bound to the FPS in game -> basically right now the udp data is sent in sync with each frame.
This means that if you have 60 FPS on your machine, the udp data struct is sent 60 times in one second.
The higher the fps in the current tp, the higher will be the frequency of the comunication.
:roll: mhh - I need a better grafic card :lol: :lol: :lol: 60hz update rate as in iracing should be the mininmum ...


Please test it and public it in the fitting forums to get more testers. A video with using this game and a X-Sim simulator would be fine for that public work ...
Good point. As Asetto Corsa is so hyped atm - it would be a good opportunity to do some promo for x-sim! :!:
:cry: I will not be able to reach my simulator this week :x So I can not test this plugin or even do a short video.

10 People have downloaded the plug right now! Who has the "cleanest" sim and will do the video job for the community???
Any volunteers?
Last edited by yokoyoko on Mon 25. Feb 2013, 11:34, edited 1 time in total.
Reason: my bad english
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