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value1

Project CARS Plugin 2.0.3.3

SimTools game plugin for Project CARS

  1. piorck

    piorck Member

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    My Motion Simulator:
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    notking specially .

    i'll patch my game normally and i'll run , the t1000 move .
    the message "pcars shared memory version mismatch" continu but the plugin running . just close the message at the end peharps .
  2. vthinsel

    vthinsel Well-Known Member

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    Maybe the plugin code is checking the SHM version but will continue. This is probably just a warning.
    You can try the UDP version also, which shouldnt complain about version mismatch (I haven't implemented checks in it)
  3. Casey Pareni

    Casey Pareni MasterP

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    Ive gotten this plugin to work with my 2dof sim. Using Pitch, Roll, Surge and Extra1 seems to get the best feel. The problem is, I'm not getting any acceleration or braking forces. I have individually tried all of the different forces and just cant seem to get that one going. I was wondering if anyone had a possible solution for this?
  4. Historiker

    Historiker Dramamine Adict Gold Contributor

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    My Motion Simulator:
    3DOF, DC motor, Arduino, Motion platform, 6DOF
    Surge is used for acceleration and braking. Accelerate and the platform/seat angles back, brake and the platform/seat angles forward.

    You mention that you are using Surge but not feeling Acceleration nor braking? Have you adjusted the settings in the Tuning Center?

    http://www.xsimulator.net/community/faq/tuning-center-entering-manual-values.210/

    Please post screenshots of your axis configuration, Axis limits and Tuning Center
    • Agree Agree x 1
    • Informative Informative x 1
  5. Casey Pareni

    Casey Pareni MasterP

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    I got it! When I was tuning before I didn't save settings, I just clicked stop capture. Its doing what it should now, thanks for pointing me in the right direction.
    • Like Like x 1
    • Winner Winner x 1
  6. kscorp

    kscorp New Member

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    My Motion Simulator:
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    Hello,

    I have an issue with oculus version of Project Cars, simtools work with steam version but not with oculus version... buyed on oculus store..... The app name has changed. SMS has renamed "pcars.exe" in "pCARSOculus64.exe". If i rename in Pcars.exe the game lauched and simtools is connected but in main menu the game crash....

    Thank you to help me
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    The Pcar dev team plan to also push the Oculus VR mods to the Steam version. To be honest I believe that is the time to fix the plugin, while the versions are in sync and the people who build the plugin already already have access to the game.
  8. kscorp

    kscorp New Member

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    My Motion Simulator:
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    Thank you for the quick response , the conversion of version Oculus / Steam is scheduled for July ... It is far
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Then your best option is to use the Steam version with the 0.8 Oculus runtime with the current plugin.

    Unfortunately I doubt it is worth either creating a separate plugin, when it is known the versions are to sync, nor would it be wise to mess with the current plugin when the majority of people have the Steam version of Pcars.
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    Here is a bit of an interesting Reddit concern that Oculus Home (Store Front for Oculus VR) may result in regarding fracturing the player base, so you won't be able to play against friends with the Steam version: https://www.reddit.com/r/Vive/comments/4cy8ec/how_oculus_home_is_going_to_split_the_player_base/

    How Oculus Home is going to split the player base of PC-Gaming. First up to bat, Project Cars.
    submitted 2 hours ago by Woofington [+1]

    Well today Project Cars announced 1.3 Oculus SDK support for their game. You can get it on Oculus Home. However if you do be aware of one important thing:

    You cannot play Project Cars multiplayer with players who have the game on Steam if you own it on Oculus Home.

    That's right, we have begun console-like schisms in the PC community. Now this is likely because Oculus wants to use their own friend-system and replace steamworks so there is no steamworks compatibility. But what this means is that two people owning the same game on PC cannot play the game online together.

    Now this wouldn't be that bad if they locked the VR version of the game to Oculus Home right? WRONG!
    Steam is hardware agnostic, it will let a Rift or Vive or Anything use the store and its SteamVR support
    Oculus Home is not hardware agnostic. You can only use the rift with Oculus Home
    So if your friend buys a game on Oculus Home and you have a Vive, you are simply out of luck, you won't be able to play multiplayer games with him if that game is utilizing Oculus' friend system. However if your friend buys a game on Steam, anyone can still play and download independent of the hardware they are using.

    Source for cross-play impossibility: http://forum.projectcarsgame.com/sh...1-Discussion&p=1260029&viewfull=1#post1260029
  11. vthinsel

    vthinsel Well-Known Member

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    • Useful Useful x 1
    Last edited: Apr 2, 2016
  12. eaorobbie

    eaorobbie Well-Known Member SimTools Developer Gold Contributor

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    My Motion Simulator:
    2DOF, DC motor, JRK, SimforceGT, 6DOF
    Vr 1.3 works fine in Pcars and steam , current non udp version works with no issues under SimTools V1.3.
    I believe from hundreds of forum post , simvibe and his copy wheel is currently not, but he will get it right.
    They cause a mem shared violation and even stops the CV1 from running, opps,
    Long live SimTools.
    • Like Like x 1
  13. sylvain

    sylvain New Member

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    • Agree Agree x 1
  14. lcturkey

    lcturkey Member

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    Hi to all,
    I have Oculus Rift version of Project Cars but i cant get motion from the plugin. simtools detect the plugin but dont give any motion. Do you know the reason ? The plugin doesnt work at Oculus version Project Cars ?
    Thank you.
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    As far as I know the original plugin has never been tested with the Rift version of Pcars, but as it differs from the Steam version I am not surprised that it does not work.

    Have you tried the UDP version of the Pcars plugin: https://www.xsimulator.net/community/marketplace/project-cars-udp-alternate-plugin.159/
    • Informative Informative x 1
  16. lcturkey

    lcturkey Member

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    No i didnt try it. Do you think it may work ?

    Ford anyone tried ve version of Project Cars with this plugin ?

    Thanks.
  17. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    It would be more likely to work.
  18. E1m0

    E1m0 Member

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    My Motion Simulator:
    3DOF, DC motor, Arduino, Motion platform
    Have you enabled the memory sharing in project cars settings?
    If not it wont work.
    Although all my experience is strictly with steam version.
  19. lcturkey

    lcturkey Member

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    Yes i enabled it. Windows is 64bit do you think its coz of that ?
  20. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    No, 64bit is not the issue.

    As I already pointed out the issue is that original plugin has never been tested with the Rift version of Pcars, and as it differs from the Steam version is not likely to work.