NyE, podrías ponerte en contacto conmigo vía MSN? me gustaría hablar contigo. Si estás interesado envía MP

Moderador: XRStaff
Hola a todos, me presento:ErnestoASV escribió:Por cierto. He localizado el mail de Gaboni y le he comentado el proyecto que tenemos entre manos. A ver si se anima y nos echa una mano. Si es que cuando me pongo pesado con algo .................
Yo creo que eso le quitaría realismo al asunto. Si queremos ajustar en las trazadas, tenemos que guiarnos por el sonido de las ruedas como en la vida real. No olvidemos que esto es simulciónBEDI escribió:Ideal:
Dos leds por cada rueda para ver el deslizamiento de cada una de ellas. Cada uno de los leds se podra programar (mediante soft) con el % de deslizamiento que cada uno quiera.
Como lo ya existente:
Un led para cada rueda para ver el deslizamiento. Cada uno de los leds se podra programar (mediante soft) con el % de deslizamiento que cada uno quiera
El pluggin para el CC2 de Crystalfontz saca estos datos. No se si son todos los que ofrece rFactor.ErnestoASV escribió:Tambien habra que verificar que informacion saca el plugin original de rFactor, para ver si saca algun dato mas que se nos haya escapado y merezca la pena incluir. Asi que se agradeceria si alguien pudiera colgar un listado con toda esta info:
Código: Seleccionar todo
struct TelemVect3
{
float x, y, z;
void Set( const float a, const float b, const float c ) { x = a; y = b; z = c; }
};
struct TelemWheel
{
float mRotation; // radians/sec
float mSuspensionDeflection; // meters
float mRideHeight; // meters
float mTireLoad; // Newtons
float mLateralForce; // Newtons
float mGripFract; // an approximation of what fraction of the contact patch is sliding
float mBrakeTemp; // Celsius
float mPressure; // kPa
float mTemperature[3]; // Celsius, left/center/right (not to be confused with inside/center/outside!)
};
struct TelemWheelV2 : public TelemWheel
{
float mWear; // wear (0.0-1.0, fraction of maximum) ... this is not necessarily proportional with grip loss
char mTerrainName[16]; // the material prefixes from the TDF file
unsigned char mSurfaceType; // 0=dry, 1=wet, 2=grass, 3=dirt, 4=gravel, 5=rumblestrip
bool mFlat; // whether tire is flat
bool mDetached; // whether wheel is detached
// Future use
unsigned char mExpansion[32];
};
// Our world coordinate system is left-handed, with +y pointing up.
// The local vehicle coordinate system is as follows:
// +x points out the left side of the car (from the driver's perspective)
// +y points out the roof
// +z points out the back of the car
// Rotations are as follows:
// +x pitches up
// +y yaws to the right
// +z rolls to the right
struct TelemInfoBase
{
// Time
float mDeltaTime; // time since last update (seconds)
long mLapNumber; // current lap number
float mLapStartET; // time this lap was started
char mVehicleName[64]; // current vehicle name
char mTrackName[64]; // current track name
// Position and derivatives
TelemVect3 mPos; // world position in meters
TelemVect3 mLocalVel; // velocity (meters/sec) in local vehicle coordinates
TelemVect3 mLocalAccel; // acceleration (meters/sec^2) in local vehicle coordinates
// Orientation and derivatives
TelemVect3 mOriX; // top row of orientation matrix (also converts local vehicle vectors into world X using dot product)
TelemVect3 mOriY; // mid row of orientation matrix (also converts local vehicle vectors into world Y using dot product)
TelemVect3 mOriZ; // bot row of orientation matrix (also converts local vehicle vectors into world Z using dot product)
TelemVect3 mLocalRot; // rotation (radians/sec) in local vehicle coordinates
TelemVect3 mLocalRotAccel; // rotational acceleration (radians/sec^2) in local vehicle coordinates
// Vehicle status
long mGear; // -1=reverse, 0=neutral, 1+=forward gears
float mEngineRPM; // engine RPM
float mEngineWaterTemp; // Celsius
float mEngineOilTemp; // Celsius
float mClutchRPM; // clutch RPM
// Driver input
float mUnfilteredThrottle; // ranges 0.0-1.0
float mUnfilteredBrake; // ranges 0.0-1.0
float mUnfilteredSteering; // ranges -1.0-1.0 (left to right)
float mUnfilteredClutch; // ranges 0.0-1.0
// Misc
float mSteeringArmForce; // force on steering arms
};
struct TelemInfo : public TelemInfoBase // re-arranged for expansion, but backwards-compatible
{
TelemWheel mWheel[4]; // wheel info (front left, front right, rear left, rear right)
};
struct TelemInfoV2 : public TelemInfoBase // for noobs: TelemInfoV2 contains everything in TelemInfoBase, plus the following:
{
// state/damage info
float mFuel; // amount of fuel (liters)
float mEngineMaxRPM; // rev limit
unsigned char mScheduledStops; // number of scheduled pitstops
bool mOverheating; // whether overheating icon is shown
bool mDetached; // whether any parts (besides wheels) have been detached
unsigned char mDentSeverity[8];// dent severity at 8 locations around the car (0=none, 1=some, 2=more)
float mLastImpactET; // time of last impact
float mLastImpactMagnitude; // magnitude of last impact
TelemVect3 mLastImpactPos; // location of last impact
// Future use
unsigned char mExpansion[64];
// keeping this at the end of the structure to make it easier to replace in future versions
TelemWheelV2 mWheel[4]; // wheel info (front left, front right, rear left, rear right)
};
Código: Seleccionar todo
unsigned int Time; // time in milliseconds (to check order)
char Car[4]; // Car name
word Flags; // Combination of OG_FLAGS, see below
byte Gear; // Reverse:0, Neutral:1, First:2...
byte SpareB;
float Speed; // M/S
float RPM; // RPM
float Turbo; // BAR
float EngTemp; // C
float Fuel; // 0 to 1
float OilPress; // BAR
float Spare1;
float Spare2;
float Spare3;
float Throttle; // 0 to 1
float Brake; // 0 to 1
float Clutch; // 0 to 1
char Display1[16]; // Usually Fuel
char Display2[16]; // Usually Settings
int ID; // (optional ID - if specified in cfg.txt)
Bits de la palabra FLAGS:
OG_SHIFTLIGHT 1
OG_FULLBEAM 2
OG_HANDBRAKE 4
OG_PITSPEED 8
OG_TC 16
OG_HEADLIGHTS 32
OG_SIGNAL_L 64
OG_SIGNAL_R 128
OG_REDLINE 256
OG_OILWARN 512
OG_1 1024
OG_2 2048
OG_3 4096
OG_4 8192
OG_KM 16384
OG_BAR 32768