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ghowden
S2 licensed
Quote from Scawen :No... tyre warmers in racing are changing with the new tyre physics (most classes don't have tyre warmers any more). I don't know if we'll have adjustable ones in the future but I don't want to get into that now, implementing it into multiplayer packets to pass the information around and so on, it would take more time.

Anyway, the same problem doesn't exist in racing - people don't start doing donuts and all manner of crazy looking things to warm up their tyres before they start going round the track.

Except for some drifters and 'special' people during qualifications :P
ghowden
S2 licensed
Quote from Woz :Scawen, finally got around to testing the checkpoint stuff.

I created a track with Start, CP1, CP2 and End. All fine.

If I delete CP1 and start the race it gives warning that CP1 not found. You do not get a split if you cross CP2 as it appears to want to detect crossing CP1 first.

I could get around this by always having the 3 on track and then when I want to move one just delete old position and add at new.

With the quick play around I have had I have found it does not always detect crossing the checkpoint. Not sure if I had too close together as all were within 1-200M of each other when I was testing as no wheel at the mo. I was testing with a mini "oval" on Fern Bay on mini loop people always asked to open on that track

Looks like I will not have time for this project for a while so if I am only one asking about dynamic checkpoint placement dont put any priority on it. I could always implement my own checkpoints using other items such as road marking items and collision detection on those for checkpoint processing when I can get back to this.

I think he means say you pass through checkpoint 1 first time, try moving it afterwards, does it work in 'lap 2' in the new position? If so you could make a route yourself using multiple laps by moving each checkpoint as you go through them. Only problem would be it would only work for 1 car in race afaik
ghowden
S2 licensed
Quote from Bass-Driver :hi
I found a LX4 3d modeling bug
If someone hit the LX4 backend u get something like this.(see attachment)

i know its hard to fix and its not something to worry about it , i just thought to report it here.

And the rear wheels can still spin and have grip whilst not attached to the car visually :P
ghowden
S2 licensed
ghowden
24
UK

FBM@BL1 = not set
XFG@BL1 = 1.38.28
XRT@SO1 = not set
FXR@AS3 = 2.04.57 <---LOL!

I don't think I can beat the XFG@BL1 without lots of practice, the others I'll set some times tomorrow
ghowden
S2 licensed
From liverpool:
53ms
69ms
84ms

From London:
17ms
40ms
44ms


All averages from 6 pings
ghowden
S2 licensed
Changes needed for z32:

Still wrong code for VW in Car.java, should be VWS (non essential)

In SetDirectCameraRequest, CameraPositionResponse and StateResponse the line:


static public final short ISS_SHIFTU_HIGH = 16; // HIGH view

Is no longer needed as the flag can be removed (Shouldn't the flags be in some kind of ISS State enum anyway?)

In OutGaugeResponse the following two lines need to be added:


static public final int OG_SHIFT = 1;
static public final int OG_CTRL = 2;

Attached is the new code for RaceStartResponse to be cleaned up to be inkeeping with the style of the rest of the library

Assuming everything was implemented for z28 this is all that needs doing/testing for it to work with z32
ghowden
S2 licensed
I noticed you updated the Track list, how about the MessageToConnectionRequest? Is that alright?
ghowden
S2 licensed
Fixed a couple of spelling mistakes and what looks like a numbering issue for Aston in the Track class, also added all the new open configs

EDIT:
new MessageToConnectionRequest with larger message size and sound field
Last edited by ghowden, .
ghowden
S2 licensed
Quote from Brilwing :I have created a new development branch for the Z30+ changes add have added your changes (with some modifications):
https://jinsim.svn.sourceforge.net/svnroot/jinsim/branch/z30

I have not applied the changes in the OutGaugeResponse file, cause the current version is correct.

(If you want build the jinsim jar use gradle (http://www.gradle.org/))

Thats great thanks, its ok I merge the source with my code and build in eclipse in one final jar using fatjar

Is there any other changes needed for z31? I looked at changelog and it seemed to be only a couple of length changes
ghowden
S2 licensed
Here is the latest source code plus my collision packet code seems to work fine now. Learnt bitwise operators in java at long last lol
ghowden
S2 licensed
Quote from morpha :You have to initialise the connection with ISF_CON for LFS to send CONs

ah great work , added the flag for collision events. Now I get buffer underruns, need to have a look at my response code now

EDIT: Buffer underrun fixed, I thought char would mean char, but no it's a byte. Closing speed seems to be returning 0 though, still needs more work

I reckon its java not having unsigned stuff messing with me, ffs
Last edited by ghowden, .
ghowden
S2 licensed
Here's what I have for the new car contact stuff, I added COLLISION_REPORT(50) to the PacketType enum and registeredTypes.put(PacketType.COLLISION_REPORT, CollisionResponse.class); to ResponseFactory too. Testing shows nothing happening at all atm
Last edited by ghowden, .
ghowden
S2 licensed
You have:


static public final int OG_TURBO = 8192; // show turbo gauge
static public final int OG_KM = 16384; // if not set - user prefers MILES
static public final int OG_BAR = 32768; // if not set - user prefers PSI

static public final int DL_SHIFT = 0;
static public final int DL_FULLBEAM = 1;
static public final int DL_HANDBRAKE = 2;
static public final int DL_PITSPEED = 3;
static public final int DL_TC = 4;
static public final int DL_SIGNAL_L = 5;
static public final int DL_SIGNAL_R = 6;
static public final int DL_SIGNAL_ANY = 7;
static public final int DL_OILWARN = 8;
static public final int DL_BATTERY = 9;
static public final int DL_ABS = 10;

in that version for OutGaugeResponse, shouldn't the DL_* ones be:

static public final int DL_SHIFT = 1;
static public final int DL_FULLBEAM = 2;
static public final int DL_HANDBRAKE = 4;
static public final int DL_PITSPEED = 8;
static public final int DL_TC = 16;
static public final int DL_SIGNAL_L = 32;
static public final int DL_SIGNAL_R = 64;
static public final int DL_SIGNAL_ANY = 128;
static public final int DL_OILWARN = 256;
static public final int DL_BATTERY = 512;
static public final int DL_ABS = 1024;
static public final int DL_SPARE = 2048;
static public final int DL_NUM = 4096;

seeing as the documentation says its bit numbers?

EDIT:
Yes it is, worked out dashlights wasn't in flasg (duh), then tried working with dashlights, then realised its in showlights lol xD I blame the alcohol. Anyways works fine now, thanks a lot Now to the program itself lol
Last edited by ghowden, .
ghowden
S2 licensed
Yeah sorry, I decided to try updating jinsim instead of using a relay seeing as I'm trying to keep the thing pure java. Where can I find the technical details about insim/outgauge?
ghowden
S2 licensed
Well I've just tried this:


if((flags & OutGaugeResponse.DL_FULLBEAM) != 0)
System.out.print("FULLBEAM ");
if((flags & OutGaugeResponse.DL_ABS) != 0)
System.out.print("ABS ");
if((flags & OutGaugeResponse.DL_BATTERY) != 0)
System.out.print("BATTERY ");
if((flags & OutGaugeResponse.DL_HANDBRAKE) != 0)
System.out.print("HANDBRAKE ");
if((flags & OutGaugeResponse.DL_NUM) != 0)
System.out.print("NUM ");
if((flags & OutGaugeResponse.DL_OILWARN) != 0)
System.out.print("OIL ");
if((flags & OutGaugeResponse.DL_PITSPEED) != 0)
System.out.print("PIT ");
if((flags & OutGaugeResponse.DL_SHIFT) != 0)
System.out.print("SHIFT ");
if((flags & OutGaugeResponse.DL_SIGNAL_ANY) != 0)
System.out.print("SIGNALANY ");
if((flags & OutGaugeResponse.DL_SIGNAL_L) != 0)
System.out.print("SIGNALL ");
if((flags & OutGaugeResponse.DL_TC) != 0)
System.out.print("TC");
System.out.println("");

With the values found here:

http://pyinsim.codeplex.com/So ... b8d279#pyinsim%2finsim.py

Which I'm assuming is current.

It prints nothing at all in normal use when flicking lights/indicators, but pressing 1/2 seems to give random flags and getting wrong route/restricted area seems to do the same. Even entering pits or pressing Esc seems to give results, anything but what I expected really. BAR and KM work tho.

Am I still using outdated flag values or has outgauage packets changed too and I need to fix parsing of them?
ghowden
S2 licensed
Ah thats great didn't know it was outdated code, the main download link pointed to 0.3, I went and got 0.5. Looking at this thread there seems to be a 0.6 out but I can't find source for it.

I'll use the relay for now, I can't seem to find the specs for outgauge atm, but I'll have a go at updating jinsim for new patches when I've finished my program.
Last edited by ghowden, .
ghowden
S2 licensed
So basically:


if(flags & OutGaugeResponse.OG_BAR != 0){
//stuff to do if pressure is in bar
}

would check if the pressure is in bar?

Would clear what I have up a touch lol


edit:
Think I'm doing something wrong, the only flags I seem to be able to get are BAR and KM :/
Last edited by ghowden, .
ghowden
S2 licensed
Ah OK makes sense, I haven't done algorithm stuff for ages, am I right in thinking to get the individual flags that are on I try taking away the largest flag number, if the result is minus it means its false, if its positive I make the flag number that amount less and then do the same with each of the rest of the flags in reverse number order?
ghowden
S2 licensed
Just looking through outguage, I understand what most of the flags are, except OG_1 OG_2 OG_3 OG_4, what are they?
ghowden
S2 licensed
My first skin, rendered. Only 2h 47mins!
FGED GREDG RDFGDR GSFDG