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

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

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  1. yobuddy

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

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    I'm afraid not, as we would need wpf to make that work.
    And I chose to stay with win-forms (and custom controls) as it leads to building plugins with gui's easier for weekend coders.

    Here is the test Pcars2 plugin.
    (thou I'm working on better versions of both pcars plugins.)

    Attached Files:

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  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I am not getting TC data with this one.
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  3. yobuddy

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

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    Hi Guy's,
    Just checking in...
    I'm getting close to having the first version of crash detection up and running!
    (Just a bunch of testing and tweaking, and some final GUI changes I think.
    crash.png

    Once I get this running, I will alter the game plugin API and update the existing game plugins if needed.
    And then go back to working on some new plugins to add the list.
    Chat soon!
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  4. Gadget999

    Gadget999 Well-Known Member

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    My Motion Simulator:
    2DOF, DC motor, Arduino, 6DOF
    I am a bit late to the party with other things getting in the way

    I have installed Simtools 3

    how do i configure the smc3 interfaces / serial device ?

    is there a plugin yet for RF2 ?
  5. Daguru

    Daguru Rally drivers do it in the Dirt

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    @Gadget999 im not using smc3 but my guess would be install the serial plugin and that will let you select a com port for motion, no RF2 plugin yet

    sim.JPG sim1.JPG
  6. Gadget999

    Gadget999 Well-Known Member

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    My Motion Simulator:
    2DOF, DC motor, Arduino, 6DOF
    I installed the plugin - but the screen you showed me is not installed.

    I will try again

    Is anyone building a RF2 plugin ? - I have some suggestions that could improve the experience
  7. Daguru

    Daguru Rally drivers do it in the Dirt

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    @Gadget999 once the serial plugin is installed hit the hamburger menu button (3 lines) then click interface setup

    sim2.png

    then the drop down box

    sim4.png
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  8. yobuddy

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

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    w00t! o_O
    upload_2022-4-21_22-32-44.png
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  9. yobuddy

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

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    Since we now double click to launch games from the Gui, I thought it would be nice to have some sort of clicked-once action. (which reverts to normal after ~350ms)

    This allows the user to know that they have clicked the play button once.
    upload_2022-4-22_11-44-25.png
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    Last edited: Apr 22, 2022
  10. yobuddy

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

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    Update Posted! :thumbs
    Both SimTools and any game plugins installed need to be updated before a run.
    If your using the F1 2021 plugin, please remove it and reinstall.

    (Changed plugin naming a bit)

    Crash Detection now included. ;)
    New Crashed Status icon added. (Hover to show the last crash triggered event).
    Dash Edits control upgraded for future skinning (& Red removed).
    New Play button One-Click action added.

    A little bit of what means what...
    Update.jpg

    I have done allot of testing, but more is needed of course.
    When using the Slow-Motion setting, please let me know what you think of the rate at which it gets back up to game speed. Does it need adjusting?
    (Be sure to setup the default profile, so it can be inherited by new profiles.)
    Let me know if there is any questions. :cheers
    Chat soon!
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  11. levers

    levers Active Member Gold Contributor

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    Hi @yobuddy, What a massive amount of work you've put into this! Can I ask when you are ready can I also test it as I'm sure we will have myriad questions from customers about upgrading and setups. In the meantime, I have a few questions of my own. Can the interface and axis profiles I've sent to customers be reloaded in V3? Will the smoothing filters correlate to the V2 ones as I've spent a long time fine tuning them? Lastly, I see you've added 'C' axis settings but there are still only 6 interface channels, will the dual JRK plugin you kindly sorted still work with this version?

    Thanks in advance.

    Levers
  12. yobuddy

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

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    @levers
    Hi buddy,
    Afraid not, but the new repo system gives us a single location we can support all users.
    (so it makes these files obsolete)

    In v3 you would setup v3 on your pc, when you have it working, simply export a 'setup-plugin'.
    You can then load the setup-plugin to your repo and everyone else gets to setup with the press of a button. ;)
    And axis assignments now get packed into custom plugin exports, which can also be loaded to your repo so users can install then with a press of a button. Find an error, you can simply update a plugin and the update is offered too all users of the plugin.

    Yes, after quite a few test changes, its back to what it was.

    Most interfaces support more than one output. Should if it support 6, we could have 36 outputs.
    But the reason there is 6 interfaces in SimTools, is because you need 6 axis for a 6dof sim.
    And if your using interfaces like a jrk, that only supports a single axis, you can still build a 6dof sim.

    No, but I'm sure I can update it for you when I find a minute.

    Let me get today's update out, as I have broken the registration process in the last update :p, and I will send you over a v3 license.
    Chat soon,
    yobuddy
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  13. levers

    levers Active Member Gold Contributor

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    Hi @yobuddy,

    Thanks for the info, looking forward to trying it! :)
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  14. yobuddy

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

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    Update Pushed! :thumbs
    - Reg problem fixed!
    - Addons section should now be working! :eek:
    - Completed the first Addon API - The Tool Addon API
    (Addons will have a few API's for doing different things) ;)
    • Like Like x 3
  15. ALXXX

    ALXXX 2Dof Motion in progress Gold Contributor

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    I really would like to try out yo buddy:thumbs
  16. levers

    levers Active Member Gold Contributor

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    Hi @yobuddy,

    I installed it today and although it took a little while to find my way around I have to say I'm impressed! I can see you're thinking behind it of trying to consolidate all the elements and make it more GUI driven.

    A few small things I've thought though, When I was loading all the plugins it kept taking me to the home screen after each one rather than stay on the plugins screen so I had to keep going back.

    The second thing was when on the 'output type' page, it lists 6 linear/rotational settings but not which axis they apply to. I assume the first one is 1a then 2a etc but as you've added a cool feature of being able to rename the axis then I think it would help having the names there as well.

    I noticed when I started I was looking for a default axis assignment to set up but couldn't see one so I set it up for a game and then saved that as default.

    What's the difference between global and default?

    I was able to save settings to a new name but couldn't see how to load them for another game so I used the default route instead, is that correct?

    I have noticed which is a welcome change is when testing the slider stays where it is when your finger goes off the edge of a track pad. I use a laptop to set up and test or mini keyboards on my PC's so I was always having to pay more attention to my finger than the motion I was watching!

    Great work!!

    Levers
  17. yobuddy

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

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    @levers,
    It may be nice to have it stay on the plugin manager page for setup, but afterwords, you simply goto the plugin manager to get a new game plugin. So under normal circumstances, I think you would want it to drop back to the main page. (We will nail down these kind of things in the beta for sure)

    Yea, a few of the plugins still need some layout gui work. (We will get really picky about these things in the beta for sure)

    A default profile is made when you install a game plugin.

    All game plugins are now classified as an Air, Land or Sea type of plugin, and you can save a Global Profile for all 3 types of plugin types. When a new game plugin is installed, its Default profile is created from the Global profile of the same type (if it exists). From there, when a new profile is needed for Auto Profiling, a profile is auto created from the Default profile for the current game selected.

    So when you build good axis assignment settings, save it as global, and it will be the starting point (default profile) for all new game plugin installs of that type. In short, all new game plugins installed get their settings from the global profile. And all new profiles created for a game get their settings from the game default profile. Hope that makes sense.

    Save as global profile, then goto the game you want the profile for, and click load global profile.

    The original windows control is the problem here, so a custom control fixed the error and made the control fully skin-able.
    Thanks for the feedback buddy!
    yobuddy
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  18. levers

    levers Active Member Gold Contributor

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    Hi @yobuddy,

    I appreciate these are more UI comments than bugs but I guess you've eliminated most of them with the help of other testers or I haven't come across any yet although I'm still exploring. My next task is to become a crash test dummy!
  19. yobuddy

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

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    @levers,
    Don't get me wrong buddy, We will get them fixed for sure!
    (And I made a note here to remind me.)
    I was just saying that I'm just getting out of the 'breaking bugs' stage.
    And now with the addons section all setup, I just need to finish the skinning stuff to get to beta.
    Well and 5 or so more non-game plugins and a manual too. lol

    But we should discuss how stuff works for sure!
    Maybe we only go back to the main page after a game plugin installation?
    That would maybe fix the setup home button issue, but then I like things one way also.
    Chat soon!
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  20. levers

    levers Active Member Gold Contributor

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    Hi @yobuddy,

    It's your baby so it's entirely up to you but i would say if you are installing for the first time or reinstalling you want to be able to load all the plugins without having to keep going back to the plugins screen. Surely the home button is there if you want to go to the home screen after installing a plugin.

    I've been playing a bit more and the renaming of the axis seems a bit hit and miss as to whether the names stick when you close and reopen the software. I've saved per a game, default and global but some seem to revert back then I do it again and they stick.

    Also, when I go to virtual testing the new names are there but swap to b axis output and then back to a and they've reverted back to 1a, 2a etc. They are still the saved names in the main software.

    When testing the interface settings it took me a while to realise that if I set several interfaces and go to test the slider only works for the particular axis set on the particular interface setting tab so if for example I set interface 1 as axis 1a and then test the output, only axis 1a works. If I want to test 2a I have to close the screen and select the interface tab which I've saved 2a to in order to test that output. It would obviously be easier to be able to test all outputs set from the same screen. I first though the settings hadn't been saved. This interface setting test output is a really useful feature! Perhaps if you can't make them all available at once the the active one could be highlighted?

    I've been looking at the crash detection but am I missing something? Which min/max set number does it relate to? if I put surge in set #1 as 4 and in set #2 as 2 which one is limited by the crash detection? Is there a settings page for each of the 3 sets?

    Thanks in advance for your help.

    Levers
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