projectCARS  Topic is solved solved with post #21949

Re: projectCARS

Postby minikase » Fri 22. Mar 2013, 20:27

They build a new subforum...here we go:
http://forum.wmdportal.com/forumdisplay ... Discussion
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Re: projectCARS

Postby sirnoname » Fri 22. Mar 2013, 22:40

Sorry guys, in the current version of pcars the output is broken as reported in the forum and as I can confirm.
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Re: projectCARS

Postby prodigy » Mon 25. Mar 2013, 19:59

Build 435 with fixed shared memory is live *.

Shared Memory:
* Restore gSharedMemoryManager.Update call
* Shared memory fix
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Re: projectCARS

Postby sirnoname » Mon 25. Mar 2013, 20:04

All is working f....g good ;)
Local accelerations and slip with rotation velocities ...
The values seems to be correct sorted in. Autodetection with the game wizard is also working.
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Re: projectCARS

Postby RafBR » Tue 26. Mar 2013, 06:07

Good, motion Works :)
It seems that roll and pitch are with some kind of spikes :?
I will run some more tests, I did not find a good track with some hills where I can take the car to test roll and pitch :mrgreen:

regards

edit:
the problem is definitely on the pitch
roll working fine


open wheelers are the great fun to me, road cars are too weird
overall game is great.
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Re: projectCARS

Postby yokoyoko » Wed 27. Mar 2013, 13:49

Yesterday I finally had some time for my first try ever of this game... -> I waited for a motion plugin.

road cars are too weird

Agree - some more some less. But really weird are the Karts! :?

I will keep trying the huge content of this game.

Here some impressions of my "lousy" first lap:


@ Raf - I have no spikes with roll or pitch.? Perhaps Sir had already filtered this in v3?

But I noticed that yaw (effect 28) is not "yaw". It is working like a compass at the moment! The values change on the "way" the car is positinoned on the track. Effect 32 could also not be used for a traction loss simulation atm because the values are proportional to the steering angle. ---> Anyone experienced the same? Has perhaps someone reported this to wmd - or does someone know the correct thread?

All other effects seem to work great!

Thx sirnoname for the plugin :!: :!: :!:
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Re: projectCARS

Postby prodigy » Wed 27. Mar 2013, 15:20

Thanks for the video man, I was thinking when are you gonna post it :)
You should also put it on pCars forum, they would love to see some showcase.
I had some bad luck with my sim, for now I can only satisfy myself with Arduino Dashboard :D

Sirnoname told that some forces are world oriented, that's probably why they change as you change direction. It seems that it is working like using Graphic Driver, X Y Z..
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Re: projectCARS

Postby yokoyoko » Wed 27. Mar 2013, 15:29

Thanks for the video man, I was thinking when are you gonna post it :)


Hehe thx for your comment - prodigy ;) Unfortunately I have really limited time at the moment, so it took a bit longer. I even did not create a seperate profile for this video - my rafctor profile for f3 cars works great on the palmer jaguar of project cars. ;)

You should also put it on pCars forum, they would love to see some showcase.

Would you mind to do this for me? Would be very nice of you!
As said above this month is not the best regarding sparetime. + I'm not so familiar with the wmd forum and never posted there...

Best regards
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Re: projectCARS

Postby RafBR » Wed 27. Mar 2013, 18:39

yokoyoko wrote:@ Raf - I have no spikes with roll or pitch.? Perhaps Sir had already filtered this in v3?

Yes I use V3. The problem is on pitch, roll works fine.
When I enable pitch, sometimes my simulator seems that will throw me out of my room :o

Everything else working so good!
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Re: projectCARS

Postby yokoyoko » Wed 27. Mar 2013, 18:55

When I enable pitch, sometimes my simulator seems that will throw me out of my room :o

Can you pm me your math for pitch or is your profile in the cloud?
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