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Question SimTools 2.2?

Discussion in 'SimTools Pro & Entertainment Version' started by Zed, Aug 12, 2017.

  1. Zed

    Zed VR Simming w/Reverb Gold Contributor

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  2. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    v2.2 will be a big release, as I have allot of stuff to put out.
    This is not a complete list I'm sure.
    - GameDash will support separate edits per interface, allowing to run 3 completely different DashBoards at the same time.
    - Video Ride Player Update and GUI fixes.
    - GameVibe beta will be released with 2.2.
    - Lots of stuff fixed, added and polished in both GameManager and GameEngine.
    - The interface API will be fully released (And the example files will get posted)
    - SimTools launcher (one click launch all of SimTools launcher) will get posted.
    - The SCN interface will now support 2 scn's per interface.

    I'm sure there is more, I just have not had enough coffee yet this morning lol.
    yobuddy

    btw, No, 2.0 update will not break plugin compatibility.
    I'm pretty sure @value1 would have my head if I ever changed it again. lol
    • Like Like x 5
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    Last edited: Aug 13, 2017
  3. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Wow! Nice, nice, nice!

    Thanks and looking forward to it!
    • Agree Agree x 1
  4. Eddy Baldon

    Eddy Baldon New Member Gold Contributor

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    Btw -not a complete list...

    Will come up an option in Tuning Center for saving different Profiles? Thx...
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    While it is not what you are asking for you can do that to a degree already in a different way.

    When you are satisfied with the generic motion profile and Tuning Centre values you can then refine it even further by creating specific car/track profiles in the Profile Editor, located in the SimTools Game Manager. Copy the Default Profile in Profile Editor under the Editor tab, name the copy by the Car/Track then use the sliders in the Editor to further tweak the settings for each axis/force.
  6. Eddy Baldon

    Eddy Baldon New Member Gold Contributor

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    Thx, I know. But tweaking a midrange value with sliders is not the same. In Tuningcenter the clippingfree max values can be detected very exactly and without any risk of give away resolution. Moving sliders is something like searching in the dark. There is no reason, why in Tuningcenter isn't a "Save as...".
  7. Neman Ahmed

    Neman Ahmed Member

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    Keep up the good work

    looking forward to it!
  8. Eddy Baldon

    Eddy Baldon New Member Gold Contributor

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    No question. A lot of work and very well done. Thx, thx, thx.

    But, with a little sarcasm, in my experience one of the main features of nearly all devs is, to be largely immune to feedback. Present company excluded... hoping... ;-)
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Feedback is fine but keep in mind most devs have a development path and a user request, even a good one, will always be considered relevant to pending and competing priorities of the road map.
  10. PiaMan

    PiaMan Active Member

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    In my time here yobuddy has been active in all software conversations and many more. He is as tuned in to user requests as any dev could be at the same time putting in enormous effort into an amazing product. Monetization seems to be the last priority with basically giving away the software to this community.

    I am extremely grateful for the hard work and dedication of yobuddy and for the fantastic community built around his software.

    THANK YOU
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  11. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    I'll try to explain a bit why it works this way.
    It will either make sense, or we can chat about how it could be better.
    Making SimTools the best it can be is the goal overall!

    Using the Sliders will not give up any and resolution or accuracy.
    You see, it just scales your Max/Min settings into range for the new car.
    (up to 50% bigger numbers or 50% smaller numbers)

    Even when you initially capture settings for a game, they don't really mean allot, until you take a ride with the settings.
    So, in a way, your butt tells you what is correct for the car

    When you switch cars, if you have to much surge say, you just slide it into scale for the new car.
    (In this case turning it down a bit.)
    You can adjust this even while you are racing. (remote profiler)
    Letting your butt tell you when you have it correct.

    Its just what I found that works pretty easily and keeps the user racing.
    Instead of constantly making new Max/Min settings all the time.
    And in the end, it does pretty much the same thing.

    Hope that help explain my reasoning behind how it was done this way.
    Take care,
    yobuddy
  12. Eddy Baldon

    Eddy Baldon New Member Gold Contributor

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    Dear yobuddy.

    Thx a lot for your statement and your time for development. First of all: Great work! Thx again!

    I´m a litte perfectionist not to say pedant. Your way, moving sliders until the seat of the pants feel ( in German: Popometer ) say ok, is usable. No question. But it´s not the only or imho the perfekt way. It´s good for users who don´t care about details and technics. Easy doing, easy gaming.

    According to my understanding the captured levels are more than important. It´s the identical to the FFB levels. What you geht from car / Track must be the optimal level between 0 and 100. The less you loose information the more there is signal clipping. Perfekt input is the base of all. This input the software has to interpret for a good output. If the input is not perfect, the output can´t be better.

    Cause of tons of possible car / track input combinations, the input levels needs need a possibility to save optimal profiles. Than outputsliders became unimportant.

    Stay ccol...

    Eddy
  13. yobuddy

    yobuddy Well-Known Member Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    Whatup @Eddy Baldon,
    Max/Min settings are not that technical thou.

    Let's take roll for example.
    We know that the game should give us 180deg to -180deg (making a full circle).
    We capture settings for roll and get 20 & -20 for Max/Min.

    This means when the game sends out a 20, Roll = 100% for that direction, and -100% when it sends -20 in the other.
    This also means that any degrees above or below these settings get ignored for 100% or -100%.

    Then if we use 25 and -25 for the Max/Min numbers, is it wrong?
    Not really, because doing this, the sim will react less to small changes.
    But it will react to output changes up to 25deg now instead of just 20deg.

    So it then comes down to what feel write on the old "Popometer".
    So to me, somehow, it always comes back to the butt. lol :cheers
    yobuddy
  14. faco

    faco Faco

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    With the purchase of a commercial license in 2.0, are updates included?
  15. faco

    faco Faco

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    My Motion Simulator:
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    and what is the release date of version 2.2
  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Yes updates are included.
    When @yobuddy, the SimTools developer, deems it ready.
  17. riton

    riton Active Member

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    SimVibe will be present with version 2.2 is that?
    My ButtKicker is waiting impatiently!
    this update is planned for which date?
  18. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Releases are always when the SimTools dev @yobuddy considers there has been adequate advancement, refinement, testing and bug squashing....so releases have been when they are considered ready, rather than to some per-determined schedule.
  19. riton

    riton Active Member

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    Is it possible to participate in Simvibe tests?
  20. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Of course! It’s GameVibe that’s the difficult beta to get into... :grin
    • Funny Funny x 5