1. Do not share user accounts! Any account that is shared by another person will be blocked and closed. This means: we will close not only the account that is shared, but also the main account of the user who uses another person's account. We have the ability to detect account sharing, so please do not try to cheat the system. This action will take place on 04/18/2023. Read all forum rules.
    Dismiss Notice
  2. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  3. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  4. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

SimTools v3 Alpha (Questions, Answers, Fixes, Show & Tell)

Discussion in 'Tutorials and Tips by the Developer' started by yobuddy, Mar 17, 2022.

Thread Status:
Not open for further replies.
  1. levers

    levers Active Member Gold Contributor

    Joined:
    Aug 18, 2016
    Messages:
    156
    Location:
    UK
    Balance:
    935Coins
    Ratings:
    +42 / 1 / -0
    Hi @yobuddy

    I've been having problems getting my fans to work. I tried to copy all the V2 settings over and it trips out the V3 software. I've set the interface serial settings the same and managed to work out the new rules for the speed. If I enter the same output settings and start the game it trips out. I noticed on page 2 you just set interface to <sp1> but although that means the software doesn't close when I launch the game, the fans don't work.

    I tried setting 2 motors to the same axis with the JRK plugin and when I went to test the output it would only move whichever interface was active at the time. I had to go to axis settings to get both to move at the same time. For interface plugins that have more than one axis settings, will these be able to be tested in the same interface tab so if when you get a chance to update the dual JRK plugin would I be able to move them both at the same time/

    I've had some issues with the smoothing filter compared to V2 but I want to try it again. Also, the dead zone doesn't seem to work for me but it never worked, as far as I can tell, on V2 either. If for example I set min/max tuning to 2 and the dead zone to 1 then the output slider shouldn't start to move until the input reaches 1?

    Thanks for your help.
  2. yobuddy

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

    Joined:
    Feb 9, 2007
    Messages:
    5,321
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    49,677Coins
    Ratings:
    +5,116 / 18 / -0
    Hi @levers,
    I would need to see your settings to really tell you what may be wrong.
    But we don't use <Dash#> anymore as an example, we use the identifiers show in the gui for the output we want. (The identifiers change depending on whats selected in that group btw.)
    But for general speed output, the command is <sp1>. (sp number one)

    Yes, this is by design.
    Setup and test the current interface selected, so the user can instantly if it works or not.
    This way there is no guessing as to which one may not be working is the thought.
    And is more strait forward for the new guy I think.

    Yes, anything on the currently selected interface should work when testing.

    The number does not relate to a max/min value.
    It simply allows for the axis to require more than a 10% jump on the axis.
    So for an acceleration input, when max min is set to +-10 and deadzone is fully on for the axis, it will ignore +-1 and start to move after that. Dead zone on a traction loss axis makes it easier to see it in action.
    Also worth noting that you can open the virtual window while testing, and see what going on possibly easier than just on the sim.
    Thanks for the testing buddy!!
    Chat soon!
  3. levers

    levers Active Member Gold Contributor

    Joined:
    Aug 18, 2016
    Messages:
    156
    Location:
    UK
    Balance:
    935Coins
    Ratings:
    +42 / 1 / -0
    Original working settings in V2:

    <221><0>
    <221><Dash1> 10ms
    <255>

    Tried in V3 and crashes:

    <221><0>
    <221><sp1> 10ms
    <255>

    Tried in V3 and nothing happens:

    <sp1> 10ms

    Tried in V3 and nothing happens:

    <221>
    <221><sp1> 10ms
    <255>


    Speed output and interface set up the same in V2 as in V3.



    I know it's off topic but regarding the dead zone then, it's a 10% jump in the input telemetry number regardless of min/max?

    I was using the virtual axis to see what is happening but it's hard keeping your eye on the road and the sliders!

    Sway in games seems to have a massive amount of noise on it and in V2 I'm having to use 80% smoothing to make it usable. In V3 it didn't have the same affect so I wanted to try dead zone but it would seem that's not suitable for my needs. I'll try testing it some more.
  4. yobuddy

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

    Joined:
    Feb 9, 2007
    Messages:
    5,321
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    49,677Coins
    Ratings:
    +5,116 / 18 / -0
    Yes, 0 to 10% adjustable.

    Maybe use axis testing and the virtual window, then you can slowly move sliders around rather than playing a real game.

    Maybe the Max/Min numbers are different from v2 to v3?
    That would adjust the sensitivity of sway between the two apps anyway if they were different.

    For Dash Please try this and let me know what happens please...
    <221><0>
    <221><Sp1> 10ms
    <255>
  5. levers

    levers Active Member Gold Contributor

    Joined:
    Aug 18, 2016
    Messages:
    156
    Location:
    UK
    Balance:
    935Coins
    Ratings:
    +42 / 1 / -0
    I need to try it when driving as I'm trying to remove the noise from the input which you only get from the games. Min/max and smoothing set the same. I'll get some pics of the settings and videos of the virtual axis for V2 and V3.

    I can't see how that's different to what I said caused the crash in the V3 in my previous post?

  6. yobuddy

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

    Joined:
    Feb 9, 2007
    Messages:
    5,321
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    49,677Coins
    Ratings:
    +5,116 / 18 / -0
    There is a 'Sp1' rather than a 'sp1' as I believe it case specific at the moment.
  7. levers

    levers Active Member Gold Contributor

    Joined:
    Aug 18, 2016
    Messages:
    156
    Location:
    UK
    Balance:
    935Coins
    Ratings:
    +42 / 1 / -0
    It was actually set to <Sp1> If I set startup to <221><0> it crashes. If I set it to <221> it doesn't crash but the fans don't start.

    Regarding the smoothing issue, here are the axis and tuning centre settings compared.

    [​IMG]

    [​IMG]

    Here's the video showing the different smoothing.



    You can see from the sliders, especially sway and axis 3b the smoothing is completely different.

    I hope this helps :)
    • Like Like x 1
  8. yobuddy

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

    Joined:
    Feb 9, 2007
    Messages:
    5,321
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    49,677Coins
    Ratings:
    +5,116 / 18 / -0
    They both look like they are smoothing to me?
    The engine of v3 is faster for sure, so you may want a bit more smoothing.
    Also the screen update rate of the 2 virtual windows may be different, I would have to check that.

    I'll take a peek at the startup dash line, see if i can see anything.
    Chat soon!
  9. early_m

    early_m Active Member

    Joined:
    Jul 28, 2016
    Messages:
    321
    Location:
    Chelmsford
    Balance:
    822Coins
    Ratings:
    +347 / 4 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    @yobuddy

    Hi mate, you may not have got my previous message about the dash issue...

    All works fine on the first run, but if I exit the game then go back in the fans on my wind sim set to constant full speed

    This is AC using content manager which I still have to manually start the plugin for as it doesn't auto detect the game starting when I hit 'go' in content manager (which may be the cause??)

    Ta
    • Informative Informative x 1
  10. early_m

    early_m Active Member

    Joined:
    Jul 28, 2016
    Messages:
    321
    Location:
    Chelmsford
    Balance:
    822Coins
    Ratings:
    +347 / 4 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    @yobuddy

    On another note, I've been testing motion through serial and it's epic! My sim is a dream, got it dialled in nicely - so don't change anything ;)
    • Like Like x 1
  11. levers

    levers Active Member Gold Contributor

    Joined:
    Aug 18, 2016
    Messages:
    156
    Location:
    UK
    Balance:
    935Coins
    Ratings:
    +42 / 1 / -0
    We must be seeing different things ;) V2 output is slower compared to the input but with far more smoothing. V3 is on 80% now so I'm running out of head room if it's faster.

    The sway on 3b on my system is throwing over 250KG from side to side and it's undriveable on the V3 software.
    • Informative Informative x 1
    Last edited: May 11, 2022
  12. yobuddy

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

    Joined:
    Feb 9, 2007
    Messages:
    5,321
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    49,677Coins
    Ratings:
    +5,116 / 18 / -0
    Please try setting the limits to +-3, with a bit more range they should calm down a bit.
    Making it so there is more smoothing headroom is possible also.
  13. yobuddy

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

    Joined:
    Feb 9, 2007
    Messages:
    5,321
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    49,677Coins
    Ratings:
    +5,116 / 18 / -0
    We probably should simply add content manager to the plugin, then it should work I think.

    Maybe try dragging the content manager's exe over the AC banner, so it will set the shortcut for the game to content manager. Then when you click the ac play button it will launch content manager.
    We may still need to add content manager to the plugin thou.
    • Like Like x 1
  14. levers

    levers Active Member Gold Contributor

    Joined:
    Aug 18, 2016
    Messages:
    156
    Location:
    UK
    Balance:
    935Coins
    Ratings:
    +42 / 1 / -0
    I'll try it but I've spent a lot of time getting it to work as you need to feel the weight transfer without the rapid motion of the noise otherwise you don't seem to feel it
  15. early_m

    early_m Active Member

    Joined:
    Jul 28, 2016
    Messages:
    321
    Location:
    Chelmsford
    Balance:
    822Coins
    Ratings:
    +347 / 4 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    No joy I'm afraid - still brings up the native AC launcher

  16. yobuddy

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

    Joined:
    Feb 9, 2007
    Messages:
    5,321
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    49,677Coins
    Ratings:
    +5,116 / 18 / -0
    @early_m,
    Hi Buddy,
    Is that content manager's installation directory?
    Is it the exe you use to launch content manager?
  17. early_m

    early_m Active Member

    Joined:
    Jul 28, 2016
    Messages:
    321
    Location:
    Chelmsford
    Balance:
    822Coins
    Ratings:
    +347 / 4 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    Yep and yep
    • Informative Informative x 1
  18. yobuddy

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

    Joined:
    Feb 9, 2007
    Messages:
    5,321
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    49,677Coins
    Ratings:
    +5,116 / 18 / -0
    Hi @early_m,
    The exe links seems to be working fine here, I'm just launching notepad.exe, but its working.
    Looks like the path to content manager is "c:\users\'username'\AppData\Local\AcTools Content Manager"
    Is that where the exe is?

    Maybe peek in C:\Users\'username'\AppData\Local\SimTools3\LaunchShortCuts and you can check the ac shortcut. #"90" (It should be set to launch content manager?)
    Thanks buddy!
  19. early_m

    early_m Active Member

    Joined:
    Jul 28, 2016
    Messages:
    321
    Location:
    Chelmsford
    Balance:
    822Coins
    Ratings:
    +347 / 4 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino, Motion platform
    OK, so here's what I've discovered.

    The shortcuts folder had a shortcut in it called '90' which was linked directly to AC in steam. So everytime I clicked play it was doing what it should.

    So I deleted that and dragged in the content manger exe to the banner and got this:

    1.jpg

    Clicking play did nothing.

    So I changed 'Assetto Corsa' to '90' and it successfully opened content manager. But it does not launch the game, you still have to click 'go'. But thinking about it, I don't think a content manager user would want it to go straight into the game as you'd then be unable to change car/track/settings etc. Personally, I'm happier to launch AC via Content Manager and then start the plug in manually.

    Anyway, this didn't have any result in fixing the wind sim/dash issue (if it was meant to?!).

    I've discovered with dash that there is no 'pause' or 'reset' feature like there is with motion. For example, when I pause the game the motors return slowly to their resting/parked position, and when I resume the motion picks back up again. When I pause the game dash doesn't seem to do this and the fans spin at their last data speed sent by simtools. It would be good if they did the same as motion. So when I pause the game, the fans power down and then pick up again when I resume the game. The same is for when I exit the game. The fans seem to stick on the last bit of data they were sent. If I start a new game (loading from CM) they just spin at max speed and have no control from simtools.

    Any ideas?!

    EDIT: thinking about it - the motion soft start may be due to the SMC3 code, so perhaps the wind issue I'm having is also down to the arduino code?
    • Informative Informative x 1
    Last edited: May 13, 2022
  20. yobuddy

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

    Joined:
    Feb 9, 2007
    Messages:
    5,321
    Occupation:
    Computer Technician
    Location:
    Portland, Oregon - USA
    Balance:
    49,677Coins
    Ratings:
    +5,116 / 18 / -0
    Big help buddy, I see the problem here.
    It needs to use the online ID, '90' in this case, rather than the plugin name...
    I'll get this fixed, I should be able to get a lot done this weekend.

    Once we add content manager to the plugin. we can have the play button launch the content manager, and when content manager launches the game it all will just work. In fact SimTools will think the game is running until content manager is closed. Should work a treat I think.

    It's setup to do this, must be a bug, I will get it fixed this weekend buddy. :thumbs
    • Like Like x 1
Thread Status:
Not open for further replies.