Posts written by WowDOCwoW

  1. .
    CITAZIONE (SteULM @ 16/11/2021, 17:46) 
    Mi piacerebbe fare qualcosa di simile ma sono totalmente allo scuro in questo campo......
    Doc sei ancora attivo per caso perchè mi saresti di grande aiuto.
    Saluti, Stefano.

    Ciao ste, ho venduto la postazione per seguire altre passioni e pensionato la mi carriera da simracer…
    Peró se hai bisogno di aiuto per progetto e idee puoi affidarti al forum di xsimulator , comunità molto attiva e dove in passato ho trovato aiuto anche io , certo un minimo di lingua inglese lo devi masticare ma è fattibile, ti lascio il link , per te e tutti quelli che in futuro ne avranno bisogno ;)
    Forum Xsimulator
  2. .
    v0.4.1 Changelog

    - Fixed occasional driver model flashes in the Ferrari 488 GT3
    - Fixed slightly offset cockpit and dashboard cameras in the Ferrari 488 GT3
    - Added interior endurance lighting in the Ferrari 488 GT3
    - Fixed Sprint race fuel estimation
    - Fixed Cup Category and car bodykit when Free event type is selected (Practice, Quickrace etc)
    - Fixed replay after multiplayer skip session
    - Fixed lap marks for Replay hud
    - Fixed wrong track starting condition that was forcing dry setup
    - Improved Hungaroring AI line
    - Fixed high pitch noise during a burnout
    - Removed gearbox compressor sound on Ferrari 488 GT3
  3. .
    0.4.0

    - New Ferrari 488 GT3
    - New Hungaroring circuit
    - Preview: Race weekends in Multiplayer
    - Added version 1 of the Broadcasting SDK (including test/example application)
    - Fixed look around in chase camera
    - Added Lock to Horizon option for Cockpit cameras (Alt+H to toggle, Shift+H and Ctrl+H to increment/decrement partial effect)
    - Added Confirm popup for NextSession, Restart, Pits and Quit button in ingame menu
    - Mirror options are now split in two: "Quality" and "View distance"
    - Added Fuel indicator in car HUD
    - Added Laps information for Hotstint online leaderboards on "Special events" page
    - Corrected brake heat influence on core tyre temps
    - Adjustments in cars inertia
    - Adjustments in tyre model and tyre flex, should result in better kerb behaviour
    - Added TC2 (TC initial cut) feature of F488. Physics, Controls, Setup
    - Fixed Tyres IMO (Inside Mid Outside) HUD visualisation
    - Fixed Ferrari 488 AI stopping without fuel in long races
    - Fixed wrong car systems during replay
    - Added lap tag in the replay HUD
    - Fixed cumulative automatic highlights endtime
    - Instant replay support for Broadcast app
    - Fixed focused car when entering or leaving replay
    - Fixed wrong time session start after a restart/next session
    - Fixed potential exterior camera issues for multiplayer
    - Fixed potential wrong near plane during starting sequence
    - Fixed proximity indicator according to the focused car
    - Added new skins for featured cars
    - Car dash luminosity readjusted for new exposure values
    - New Total (TO) rating representing strength and completeness (visible in the Rating Profile)
    - New driver category (visible in the Rating Profile)
    - CarControl Rating adjustments: alien performance now will still have overdrive, but less significant
    - CarControl Rating adjustments: very good driving performance will show values of CC 95+
    - TR/CN/CC: Fixed false-positive detection of "way too hard" for bends and kinks
    - Hotstint now shows laps in the menu leaderboard
    - Hotstint gaps now correctly display lap gaps / time gap within the same lap
    - Added backend connection state indicator to relevant menu pages
    - Added HUD page for broadcasting
    - Added HUD page with the current timetables
    - Holding TAB will temporarily show the timetables HUD page
    - Prevent Ambient sound to play during in game menu
    - Improved camera fading when switching cameras
  4. .
    ragazzi se avete la pazienza di scorrere tutti i precedenti post molte informazioni sono già state date ....:)
  5. .
    Ciao Ale, il team è in pausa di riflessione e non ci sono eventi e corse in programma a breve ;)
  6. .
    Changelog v 0.3.5

    - Fixed setting the wrong Audio driver in some cases
    - Removed start sequence for the first player in the server
    - Fixed auto pitlimiter spam when gear was not allowed
    - Fixed wrong fuel amount during AI pitstops
    - Fixed lack of correct driver head motion in Bentley Continental GT3
    - Changed local account data handling, improved delays caused by backend updates/restarts
    - Using Steam check to prevent unusable online profiles
    - Fixed issues causing Track Medals earned and laps posted to the Event Leaderboards not being saved
    - Fixed missing endurance kit joining a server
    - Fixed skidmarks when car is drifting
    - Fixed wrong tyre wear influence to rolling resistance
    - Reworked timetable logic
    - Added combined laptimes to the timetable
    - Fixed wrong car update during pitstop after replay
    - Fixed wrong car camera target after disconnection or coming back from replay
    - Fixed highlights not recording after a session restart
    - Fixed cars not removed when Multiplayer server connection is lost
    - Fixed possible server issue on linux emulators
    - Optimized account data storage/synchronization
    - Added Night + Rain preferences in Multiplayer server selection
    - Activated Night, Rain, Latency and Target Driver Count rankings in MP server selection
    - Added search box to MP server selection
    - Increased amount MP servers displayed
    - Reduced MP server bandwidth usage
    - Removed leaderboard/server list response delay
    - Standing widget: visual hint about disconnect state
    - Multiplayer chat keeps messages after opening the pause menu
    - Improved backend server efficiency on session/menu changes
  7. .
    0.3.4
    - Optimized netcode to prevent certain spikes, causing high pings for all clients
    - Fixed Chat Widget timestamp overflow and timezone
    - Lowered Chat position
    - Fixed nameplate visibility
    - Fixed possible memory leak for long replay recording
    - Increased fov and slightly increased maximum distance of the mirrors
    - Improved AI line at start straight to avoid incidents with cars exiting pitlane
    - Paul Ricard asphalt grip fine tuning
    - Fixed BMW M6 automatic clutch not holding idle at 2nd or higher gear
    - Improved (more permissive) Paul Ricard track limits at T2, T5 and outside of T11


    0.3.1

    - Enabled Chat Widget in Multiplayer Mode
    - Fixed laptimes not showing up in Special Event leaderboards
    - Fixed label switch in singleplayer mode
    - Fixed label name during Replay after a restart
    - Fixed Starting camera if when it has saved custom offset
    - Fixed Spotter saying "go go go" message twice after pitstop
    - accServer improvements and diagnostics
    - Added message for possible Multiplayer downtimes
    - Temporarily disabled pitstop during Replay
    - Temporary fix for BMW M6 GT3 fuel consumption. The setup fuel estimate remains broken, fix on next release
    - Tyre scrub/vibration FFB fine tuning
    - Fixed missing D-Pad navigation for "Brake ducts" and "Caster" options in Setup Page
    - Fixed help text not changing when hovering options in MatchMaking Advanced options page
    - Fixed MatchMaking Advanced options "Preferred drivers count" decrementing by 2 when confirmed
    - Improved positional sound for exteriors
    - Reworked distance attenuation, distance filter and reverb dynamic for exterior sounds (still WIP)
    - Improved remote car movement for speeds below ~30 kmh

    0.3
    - New BMW M6 GT3
    - New Circuit Paul Ricard
    - Introduced Practice Session Multiplayer Mode
    - Introduced 3 Hours and 6 Hours Endurance race weekend
    - New online Special Events with new content and online leaderboard
    - Old offline Special Events (quick races) made available
    - Setup Alignment Caster modification is now possible
    - Setup bumpstop UP range is now in stable offset with wheel rate.
    - Adjustments to the dry tyre model rolling resistance
    - Adjustments to the rain tyre mode rolling resistance
    - Wet and water surface rolling resistance and aero drag adjustments
    - Brake ducts preparation on setup screen. Not yet available
    - Fixed steering ratio right selector issue
    - Fixed values on setup screen
    - Improved trasmission and engine wobble and vibration simulation
    - Improved start assist
    - Improved TC logic
    - TC logic simulation now takes into account engine and drivetrain vibration and tries to protect system malfunction.
    - Improved pitlane limiter function.
    - Pitlane limiter only available in 1st gear, disengages if 2nd gear selected.
    - Ram-Air simulation for normal aspirated engines.
    - Improvements on Lamborghini Huracán steering geometry
    - Improvements and adjustments on all preset setups
    - Introducing dirt buildup on cars (step 1)
    - Fixed Bentley ABS same value 2
    - Fixed Bentley Continental display issues with speed limiter
    - Fixed gamepad deadzone forced in UE4
    - Fixed z-fighting problem in replays
    - Added Pixel Density setting in Video options for VR:
    Pixel Density requires Resolution Scale to be set to 100
    removing external workarounds (e.g. modified engine.ini) recommended
    - Nameplates with text scaling in screen space, and settings in nameplateSettings.json:
    textMinSizePerc: to make the text size bigger/smaller
    minVisibleSizePerc: to make it disappear sooner/later
    - Added Replay tyre compounds, track lights and car dirt status
    - New audio device selector in audio options
    - Improved spatialization for tyres sound and all related effects
    - Reworked logic for skid and scrub sound effects
    - Tweaked dirtiness volume related to its level
    - Tweaked distance attenuation for exterior sounds
    - Radio comms resource usage optimization (loading audio on demand)
    - Events poliphony optimization
    - Fix missing exterior engine in some rare cases with chase camera
    - Minor audio fixes
    - Performance optimizations in the game thread
    - Mouse not interfering with D-Pad \ Keyboard menu navigation anymore
    - Added new menu page Driver Profile (only Rating section available at the moment)
    - Fixed drivers without helmet in VR
  8. .
    0.2.1 Changelog
    - Enabled basic keyboard controls for UI (up, down, left, right, enter, back, pgup, pgdown)
    - VR: Fixed wrong camera scaling that made 6DOF appear to not work correctly
    - Added possibility to look left/right on current car and during replay (not only for the player car)
    - Added possibility to centre view in VR by holding look left or right or back (or cycle left or right in the UI) keys for 2 seconds
    - Fixed HUD not updating electronics values after car setup
    - Fixed filter on Car Selection page
    - Fixed pitstop casually affecting the wrong car
    - Fixed gamepad vibrating when paused
    - Different loading mode for some sound assets
    - Fixed ambient sounds not paused during slow motion / FFWD in replay
    - Better timing for start/stop music
    - Events poliphony optimisation
    - Tweaked sound distance attenuation for some events
    - Fast Rolling start is now default in every Realism preset
    - Fixed slow AI in very wet condition due to wrong detection of puddles
    - Flames and Sparks are now not rendered in internal cameras in the focused car to avoid unwanted flashes
    - Fixed offset values not refreshing when the camera is changed while in View Settings page
    - Tweaked mandatory pitstop request timing
    - Added minimum pit window length (5 mins)
    - Fixed possible crashes after 30 minutes
  9. .

    ASSETTO CORSA COMPETIZIONE







    Dm4XN4KW4AEJZhn

    Discussione generale, aggiornamenti e sviluppo.



    0.1.1

    - fixed AI remaining without fuel
    - fixed crash caused by faulty recognition of T500 Gear Shifter
    - fixed time loop after midnight
    - added starter and ignition command on Controller Page
    - fixed car lights not working when opponents visibility video option is used
    - fixed backfires and other particles visible on hidden cars when opponents visibility video option is used
    - fixed misleading option values with AA and visible opponents
    - fixed marshal spline detection
    - expanded camera FOV and frame rate limits
    - visual and LOD tweaks to the Lamborghini Huracán GT3
    - disabled saving the discord username for in build configuration
    - slightly increased the retry-interval after a disconnect from the servers
    - added proximityIndicatorsVisible setting to hud.json
    - fixed music looping in some conditions
    - tweaked volume for reverb zones

    0.1.2
    - fixed T13 track competence problems with automatic gears
    - Hotstint is starting at the Hotlap position, fixes timing and exploits
    - Hotstint will now allow the last lap to be completed
    - fixed Hotstint timing issue
    - fixed stability control option and corresponding over-corrections
    - using stability control laptimes will add a laptime penalty in the online leaderboards
    - small adjustments to nurburgring track limits
    - minor tweaks for audio voices usage


    0.2
    - Fixed "No VR no buy"
    - New first-gen Bentley Continental GT3
    - New Misano World Circuit
    - Aero: Non circulatory lift implemented
    - Setup UI and logic changes to accommodate a big number of damper clicks
    - Hotlap has fixed fuel load (10L). Also fuel load slider is not available in UI in hotlap sessions
    - Bumpstop telemetry graphs in setup mechanical balance screen
    - Fixes and fine tuning in setup aero screen
    - Decimal numbers in front aero variation values
    - Code for realistic (displayed) brake bias values
    - Brake bias variation now possible in decimal numbers
    - Fine tuning of preset setups
    - Setup name now shown on top screen title
    - Setup name adds an asterisk when user changes setup values, indicating saving is needed
    - UI warning when users tries to load a different setup, or a preset, indicating that you might lose your setup changes if any
    - Setup protection against out-of-limits values
    - Setup Input/Output filtering for car and circuit
    - Setup navigation fixes
    - Fine tuning of Huracan suspension geometry and dampers
    - Fine tuning of tyre model camber gain, IMO heat range, and more
    - FFB option screen sliders: dynamic damper, road effects
    - controls.json extra FFB values: minDamper, damperGain
    - Stability control is now using different logic
    - Reworked driver steering animation
    - Adjusted safety net position in the Lamborghini Huracán GT3
    - Added driver assets for the teams featured
    - Adjusted water spray effects in the night
    - Nurburgring fixes and improvements
    - Added HUD option for speed unit toggle
    - Added timetables to pause menu & post-session
    - Added sharpness option to video settings (make sure you remove external workarounds)
    - Added pitch angle adjustment to camera settings
    - Added Save, Cancel, Defaults and Quit buttons to camera settings
    - Proximity indicator toggle in HUD options
    - Added Sprint Race Weekend and Hotlap Superpole in Game Mode options
    - Track selection page navigation fixes
    - Fixed bug when loading the last game mode settings
    - Added auto engine start
    - Added auto pitlimiter
    - Fixed pitlimiter issue with pitlimiter lights on toggle
    - Added multiple starting lights logic
    - Added pitstop logic (basic) for human and AI
    - Added Sprint race weekend system
    - Practice and Qualifying Overtime has a max time of 3 minutes
    - Controller page: Starter, Look functions and Shift can't be set as advanced
    - Fixed engine forced shut off when return on track after setup changes
    - Fixed wrong weather key in the .json
    - Fixed weather selection in UI not resetting after a special event
    - Added camera sequence for Full formation lap
    - Tweaked marshal system to avoid false spline recognition
    - Added logic for flags when in entry and exit lane (slower speed are allowed without raising any flags)
    - Reworked steer scale/steer inverted control options
    - Removed confusing ghost car time references in the gui
    - Added base version of end session highlights
    - Fixed music still on after clicking drive or restarting
    - Audio engine optimizations
    - Added superpole/pitwindow/hotstint event spotter
    - Fixed double engine start inside the reverb zone
    - Minor tweaks for tyres scrub sound in dry and wet conditions
    - Fixed clicks in particular camera switches
    - Fixed pit alarm sound for Nurburgring
    - Minor tweaks for crowd and track speakers distance attenuation
    - Fixed announcer voice stopping after some minutes
    - Fixed bodywork noise entering the setup page
    - Removed the possibility to change lights/wiper stage in the replay
    - Fixed mirror visibility in the replay
    - Added current session time, car lap time, valid lap and fuel for replay
    - Slow Motion now affects the entire world
    - Fixed slow motion pause state for replay HUD
    - Stability control is now less performant with steering wheel to avoid being used as illegal aid

    0.2.1 Changelog
    - Enabled basic keyboard controls for UI (up, down, left, right, enter, back, pgup, pgdown)
    - VR: Fixed wrong camera scaling that made 6DOF appear to not work correctly
    - Added possibility to look left/right on current car and during replay (not only for the player car)
    - Added possibility to centre view in VR by holding look left or right or back (or cycle left or right in the UI) keys for 2 seconds
    - Fixed HUD not updating electronics values after car setup
    - Fixed filter on Car Selection page
    - Fixed pitstop casually affecting the wrong car
    - Fixed gamepad vibrating when paused
    - Different loading mode for some sound assets
    - Fixed ambient sounds not paused during slow motion / FFWD in replay
    - Better timing for start/stop music
    - Events poliphony optimisation
    - Tweaked sound distance attenuation for some events
    - Fast Rolling start is now default in every Realism preset
    - Fixed slow AI in very wet condition due to wrong detection of puddles
    - Flames and Sparks are now not rendered in internal cameras in the focused car to avoid unwanted flashes
    - Fixed offset values not refreshing when the camera is changed while in View Settings page
    - Tweaked mandatory pitstop request timing
    - Added minimum pit window length (5 mins)
    - Fixed possible crashes after 30 minutes

    Edited by WowDOCwoW - 17/10/2018, 09:39
  10. .
    No lascia perdere le molle, qualsiasi molla serve solo a contrastare le forze in gioco e creare inutile resistenza, se il progetto è ben fatto ed il peso scarica omogeneamente sul cardano non serviranno mai molle.
    Intendo una semplice leva meccanica di finecorsa che serva da limite di battuta quando il simulatore è scarico...e fa da fermo.
    Comunque ti consiglio se puoi di restituire uno dei due motori e di fartene mandare un altro uguale a quello che scegli di tenere, devono lavorare in coppia e con rpm diversi sincronizzarli è un impresa nell’ impresa, esci pazzo...
  11. .
    Ciao Sarruga, sto latitando un pò ma vediamo che si può fare...
    se un motore si gira a mano e l' altro no significa che hanno un torque diverso, non ho ben capito se sono uguali i due motori ma anche se lo fossero esteticamente potrebbero avere riduzioni diverse all' interno, di solito quelli che si girano anche a mano sono quelli con riduzioni minori e che fanno più rpm... comunque se poi funziona e riesci a calibrarlo al pari dell' altro in movimento puoi usare una leva di battuta per frenare il movimento quando non è in funzione, cosa che di solito viene fatta per i motori ad alto rpm...
    Per i giri è normale, i miei dichiarano 65 rpm poi ne fanno 75-80 a vuoto, quindi ok solo che sta ai costruttori essere trasparenti , anche se "chaina"...
    nessun problema per le configurazioni jrk, se hai già settato max e minimo ti posto le mie configurazioni, per simtools non ti posso aiutare in quanto simtools 2 deve essere necessariamente attivato da un key che ti forniscono loro ... ma non devi pagarlo per forza, basta che apri un tuo topic lì (dove tra l' altro trovi tutto il supporto che vuoi) e ti viene fornito gratis...al limite se mi contatti posso fare qualcosa per i plugin, quelli che ho ....

    wd7HK01

    l2rmXbU

    prova a partire con queste impostazioni, che sono sicure e preservative, se poi in game ti sembreranno un po "mosce" poi provare ad aumentare

    max duty cycle /accelleration e alzare i valori di pid proporzionale e derivato (non toccare l' integrale)

    Edited by WowDOCwoW - 11/5/2018, 18:46
  12. .
    Ciao Maurizio, no la 21v3 non è la stessa cosa, in quanto esce con Amperaggi diversi e non sufficenti, se hai bisogno di una pololu 12v 12 ne ho una in più nuova di zecca ( era per il progetto del traction loss posteriore che non ho mai implementato) quindi basta che ne trovi solamente 1 in rete , per l' altra se interessato ne parliamo in messaggio privato.
    Altrimenti se ne intendi devi optare per controller Arduino di cui io però non ho esperienza e non posso fornirti supporto.
  13. .
    CITAZIONE (Antonello Cappelletto @ 11/2/2018, 18:50) 
    Ciao sono Antonello un gran appassionato di simulatori guida ,me ne sono costruito 1 ed ora mi stò creando un nuovo telaio modello ( Vesaro ).
    Mi congratulo con te e per il tuo bel progetto,gradirei tu mi potessi aiutare per progetto dinamico avrei bisogno di sapere dove posso trovare l'elettronica comandi attuatori e alimentazione da collegare al pc.
    Se desideri contattarmi la mia e-mail [email protected] te ne sarei grato,vista la tua competenza a riguardo del tema in atto.
    A presto GRAZIE:

    Ciao Antonio, rispondo con delay perchè ho avuto giorni incasinatissimi, le schede controllo motori che ho usato io sono Pololu jrk 12v12 ne serve una per ogni motore , costano ma sono di semplice gestione, le trovi qui o a miglior prezzo se cerchi in rete, si possono usare anche schede arduino più economiche ma che non ho mai provato e quindi non ti posso aiutare, l' alimentazione è composta da un semplice alimentatore stabilizzato 12v 30 A ( uno per motore) tipo questi, ti consiglio di andare per un maggior supporto su xsimulator dove trovi decine di progetti belli e pronti da cui ispirarti ;)

    CITAZIONE (avrnino @ 11/2/2018, 22:22) 
    buonasera sono nuovo del forum vorrei cimentarmi anch'io nella costruzione di una postazione dinamica avevo alcune domande da porre.
    1- si può usare la postazione con una console tipo ps4?
    2-avendo racimolato dei motorini 24v dei tergicristalli che schede posso usare

    Ciao e benvenuto, se ne parlava qualche pagina indietro che ci sono dei software anche per usare le consolle con simulatori dinamici, per i motori 24 non ho esperienza diretta e non ti posso aiutare, puoi però visitare xsimulator dove trovi tutte le informazioni necessarie al tuo progetto ;)
  14. .
    Ciao e benvenuto ;)
  15. .
    TAG [FORUM]:DOC
    STEAM ID [STEAM]:76561198071593212
    TAG [ASSETTO CORSA]: DOC
    TEAM DI APPARTENENZA: RC
1696 replies since 4/11/2011
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