I can't understand what the import problem is exactly, it seems that the script starts to import the .obj file correctly until a certain point but I can't identify it.
yeah it would be quicker and easier to post the blend files, but I don't have web space to do it myself, and there may be some copyright problems.
Python is a programming language, the scripts we use in Blender are written in python. The python console is the DOS-like windows which spawns each time you launch Blender. This console tells some informations about Blender when it executes python scripts, so if there's a python error, that console tells it to you.
OK I will work on a stable version, but it will make basic notices in game to release it as soon as possible.
I will probably use the future button system in LFS.
Finally fuel management in LFS will be possible :banana:
Yes it uses Outgauge and Insim, there's possibility to receive outgauge packets via Insim but it's too hard to manage for me, and chances to miss packets would be increased.
For the pit reminder & co, these are planned, plus other features to help pit stop managing.
There's no distance calculation. The app gather the fuel level in real time (a float type value, ultra precision :Eyecrazy and performs a simple subtraction.
partypope: have you set Yafray up correctly? do you have a camera in your scene?
black vampire: good render and good settings for the shadows; rims seem to be hard worked
Now my last test render:
Rendered with Blender's internal renderer only. I Just worked the materials, added a sun lamp, used a HDR image for the sky and its light for ambient occlusion. The only things that are annoying me are the glasses. They have a nice smoked effect but I don't wanted it and didn't not managed yet to transmit the light in the cockpit correctly. I didn't have this problem with Yafray however.
I think I'll continue to work with Blender's renderer only because it's a lot easier and quicker for production. Yafray is slow and hard to setup, Indigo is better but painfully the slowest, hard to use and we must entirely redefine materials for it without previewing the settings.
EDIT:
glass tweaked:
Turned off 'raytraced' for glass material to let the light enter the cockpit, and switched to 'ztransparent' instead of 'ray transparent', to see the sky through the windows. Then the mirror effect and opacity have been increased to keep the realistic effect of glass. There's still too much noise...
Last edited by Bogey Jammer, .
Reason : new screenshot
Wow the report proves the work needed for the analyzer is enormous :Eyecrazy: I will better savour this.
The comparison with other analysis softwares tells us that this analyzer is the only one which is free and so versatile, it's a true pearl
All the informations are well presented in this report, the routine diagrams are good idea.
I've programmed a rudimentary app to notify me in game how much fuel I burnt in a lap.
For me this tool is extremely useful and has great potential, enough to wonder if it would be the same for the community.
I theoretically attached a poll with this thread but please read this before to vote:
I'm not an expert programmer, I program it with Python only (what Python is: http://www.python.org/), so the user must install Python interpreter, so the app is not stand alone (it also spawns a console window). In brief it's not an app with a cool interface (and probably not very well coded)
The app is still at a prehistoric stage, a public release means serious improvements, more features, and of course lot of time to make it.
OK I've just read the manual, it's exhaustive to learn how to use the analyzer but not how to create setups with it; however I think it's not the goal anyway..
Since this excellent tool could be used for other games and some car applications, I would like to know the LFS physics calculation limitations, like the linear undertray ground effect, aero calculation, and other physical interactions that are not calculated in LFS but present in the reality. And also the current analyzer calculations which are not yet coherent with LFS (like the suspension geometry as mentioned above)
A formula summary may be useful to know where the magic results come from, and for everyone car engineering education :nerd:
I think some technical words should be explained, a fresh noob may not know what "unsprung mass" is, and may be confused with the different meanings of "acceleration". The analyzer's manual should also invite the noob to study your excellent setup guide.
About your big list of improvement, what are they? :yummy:
another question in that style:
Spring forces calculation are made without motion ratio, isn't it? Are the springs stricly vertically modeled in the analyser?
I've just tested this program and it has a great potential. Clearly simpler to use than F1perfview.
Since I like MoTec's interface, I would like to see histogram and XY plotting features, what F1perview is cruelly lacking of.
nihil:
an example for a 6 lap race
run replay once, output the 1st, 3rd, 5th laps, fast forward between these laps (LFS can't output two consecutive lap in one replay run)
Then replay only one more time to output in the same way the 2nd, 4th and 6th laps.
You need to restart only one time the replay whatever the lap number is 5, 25 or 100, not for each lap (as I think I've understood)
Future releases sound better than I thought what a great program
It's the FXR. The slider range can be exaggerated, but we can see that it affects the forces.
I didn't know that ground effect in LFS works like this. It's quite a disappointment, it's so sensitive in the reality.. But your program is coherent with LFS, that's most important.