projectCARS  Topic is solved solved with post #21949

Re: projectCARS

Postby prodigy » Thu 21. Mar 2013, 19:21

First try of the plugin - no luck :(

Game runs fine through Exctractor, I've tried both DX9 and DX11 but didn't received any data :|
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Re: projectCARS

Postby minikase » Thu 21. Mar 2013, 19:29

enabled ingame?

Help/Options -> Gameplay -> use shared memory
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Re: projectCARS

Postby prodigy » Thu 21. Mar 2013, 19:32

minikase wrote:enabled ingame?

Help/Options -> Gameplay -> use shared memory

Ugh, totally forgot about that.
Thank you sir, it works like a charm :D

That should be also noted somewhere.
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Re: projectCARS

Postby sirnoname » Thu 21. Mar 2013, 19:45

I don't think all will fit.
For example we do not know if the values are correct sorted in and if the values are world oriented or car oriented.
For sure speed and RPM should be ok.
If a answer is correct or did help you for a solution, please use the solve button.
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Re: projectCARS

Postby minikase » Thu 21. Mar 2013, 22:18

There is now pCARS-motion in my seat....need for a new profile ;)
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Re: projectCARS

Postby sirnoname » Thu 21. Mar 2013, 22:28

The accelerations are map oriented!
If a answer is correct or did help you for a solution, please use the solve button.
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Re: projectCARS

Postby prodigy » Thu 21. Mar 2013, 23:44

sirnoname wrote:The accelerations are map oriented!

Is that good or bad?
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Re: projectCARS

Postby sirnoname » Thu 21. Mar 2013, 23:48

Bad!

If you move 90 degrees the positive acceleration is negative.
I did use my euler code to correct the orientation of the accelerations. It does not work. maybe I do not know the world orientation xyz to up.
Can someone ask them for a euler transformation code to get car oriented accelerations or velocities (same code).
As said my euler multiplication seems not to work here. Also the 3d space is not a 3d space because only the two of three vetor values do change. It seems to be a simplified 2D euler vector.

Else we need a math guy here, someone who know how to deal with euler vectors.

// Motion & Device Related
float mWorldPosition[VEC_MAX]; // [ UNITS = World Space X Y Z ]
float mOrientation[VEC_MAX]; // [ UNITS = Euler Angles ] <- only 2 are changing
float mVelocity[VEC_MAX]; // [ UNITS = Metres per-second ]
float mAngularVelocity[VEC_MAX]; // [ UNITS = Radians per-second ]
float mAcceleration[VEC_MAX]; // [ UNITS = Metres per-second ]
float mExtentsCentre[VEC_MAX]; // [ UNITS = Local Space X Y Z ] <- dont know what this is? the right or up vector?
If a answer is correct or did help you for a solution, please use the solve button.
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Re: projectCARS

Postby sirnoname » Fri 22. Mar 2013, 00:35

Ok angular velocities and orientation values are equal - BUG? No orientations.
Accelerations and Velocities are not car oriented.
If a answer is correct or did help you for a solution, please use the solve button.
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Re: projectCARS

Postby yokoyoko » Fri 22. Mar 2013, 08:48

float mOrientation[VEC_MAX]; // [ UNITS = Euler Angles ] <- only 2 are changing


No time to test the plugin so far :( But perhaps they only use "Theta" and "Phi" for roll and pitch? That would be not good...
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