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Rfactor Plugin

Discussion in 'Force-Sender & Plugins' started by egoexpress, Dec 20, 2008.

  1. egoexpress

    egoexpress Active Member

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    @Mr Burns
    Please recheck your assignments for the longitudinal g-forces regarding the list above using the latest X-Sim update.

    Regards
    Christian
  2. bvillersjr

    bvillersjr Active Member

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    I have verified this plugin and as far as I can tell it is correct. I have used the X, Y & Z axis as well as X, Y & Z acceleration values. Hoppefully we can get these same acceleration values into the Race 07 Plugin.
  3. MasterYoda

    MasterYoda Active Member Gold Contributor

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    My Motion Simulator:
    2DOF, SCN5

    Sirnoname,

    I am testing with rFactor and definitely the following parameter does not change/work:
    Effekt 23: Gear shake effect
    :(

    Thanks.
  4. tetesim

    tetesim New Member

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    I search Rfactor Plugin where can I find ?

    regards Stefano
  5. bvillersjr

    bvillersjr Active Member

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    version 2.0.7.1 can be downloaded here: http://x-sim.de/download.html

    This installation contains the latest rFactor plugin. Just overwrite your existing X-Sim 2.x installation. Be sure to copy the plugin from <install folder\Plugins to <rfactor folder>\Plugins
  6. Fahim

    Fahim Member

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    Dear sirs,

    Thankyou for the update of plugins. You guys should be getting paid. I was playing R Factor last night.
    I downloaded f430 and BMW M3 4.5 stars out of 5. It might be just me but everything seems unrealistic.

    I am serious. It does not feel like you are driving a real car. A real BMW M3 is easy too drive yet on R Factor it just skids everywhere like it is on 2mm thin tyres. I have not driven the ferrari 430 in real life but again in this game its like trying to control a tank at 80mph.

    Basically I am trying to get at, alot of these games do not feel like your driving the real thing. Maybe the formula one cars respond as how they should in this game. :(

    Many Thanks.
  7. Michael N.

    Michael N. Member

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    I think you mean the xsimplugin.dll copy from <X-SIM² folder>\X-Sim\other stuff\rFactor in the <rfactor folder>\Plugins or?
  8. tetesim

    tetesim New Member

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    Hi All

    I desire to know which version of x-sim software is better to install to play with rfactor ?
    and is better use a comunity profile for rfactor or use Yoda2 capture ?

    regards stefano!
  9. Fahim

    Fahim Member

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    I take this all back. I had all my settings wrong.
  10. nicolasreynoso

    nicolasreynoso New Member

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    Hello, I write to all from Argentina, I am interested in simracing. I can do in order that the plugin indicates the shiftlight ? Thank you

    Sry my English :S

    Made by Me:

    http://www.youtube.com/watch?v=hfjZ6j-oKnU

    Tnx Mod for the avatar :thbup:
  11. egoexpress

    egoexpress Active Member

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    You can trigger shiftlight via rpm with the Gauge System in XSim2. This way you can even adjust the shiflight event to your needs. Lower shiftlight-trigger rpm value for endurance races to save the motor, higher for short races.

    Regards
  12. Miikka4x4

    Miikka4x4 New Member

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    I get weird values from Roll(Effect 35) when i drivin straight line or when i cross that line.

    Is the plugin roll value calculated same way than rfactor plugin example?
    Code:
    // Compute some auxiliary info based on the above
    TelemVect3 forwardVector = { -info.mOriX.z, -info.mOriY.z, -info.mOriZ.z };
    TelemVect3    leftVector = {  info.mOriX.x,  info.mOriY.x,  info.mOriZ.x };
    
    // These are normalized vectors, and remember that our world Y coordinate is up.  So you can
    // determine the current pitch and roll (w.r.t. the world x-z plane) as follows:
    const float pitch = atan2f( forwardVector.y, sqrtf( ( forwardVector.x * forwardVector.x ) + ( forwardVector.z * forwardVector.z ) ) );
    const float  roll = atan2f(    leftVector.y, sqrtf( (    leftVector.x *    leftVector.x ) + (    leftVector.z *    leftVector.z ) ) );
    const float radsToDeg = 57.296f;
    fprintf( fo, Pitch = %.1f deg, Roll = %.1f deg\n, pitch * radsToDeg, roll * radsToDeg );
    
    Bad englis, sorry!

    EDIT:
    This is screenshot when i driving circle and cross that weird line two times in round.
    [​IMG]
  13. bvillersjr

    bvillersjr Active Member

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    There are two roll values in the rFactor Plugin. You may have better luck with 30
  14. Miikka4x4

    Miikka4x4 New Member

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    No, Roll in effect 30 don't tell vehicle body roll example when you stop non horizontal road.

    I tested rfactor example plugin and i get steady roll values when i drive circle.
  15. bvillersjr

    bvillersjr Active Member

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    Yes, obviously vehicle body roll is different from the typical roll value. When I responded to your post, the image was not present. You have definitely located a bug if that was driving in a circle. What type of simulator do you have that makes it worthwhile to represent body roll?

    It's always nice to see pictures of a simulator.
  16. Miikka4x4

    Miikka4x4 New Member

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    Simulator is Frex with X-sim.

    In real word when i drive car my seat follow road pitch and roll and i want same in simulator. 34 Pitch works great.
  17. bvillersjr

    bvillersjr Active Member

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    I agree that roll and pitch are valuable, but body roll in a 2DOF? It's an interesting experiment if the value is available.
  18. Miikka4x4

    Miikka4x4 New Member

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    In my opinion, body roll and pitch is maybe only values what 2DOF can simulate real?
  19. egoexpress

    egoexpress Active Member

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    Most people prefer to use the roll axis to simulate lateral g-forces in a 2DOF SCN5 setup for car racing.
    But it should be no problem to use vehicle roll data instead, if the game outputs such data.
    Or even both effects mixed together.

    regards
  20. Miikka4x4

    Miikka4x4 New Member

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    Yes, body roll and litlebit lateral g-forces to create some effects.