In my opinion no plugin should do anything that could last for undefined time, not at startup, not at end, not during process. A rebuild of unknown amount of files IS undefined. Imo this is the job for a little repairtool exe
I do understand, but I have reasons for not providing such a tool. But I'll make the process opt-in rather than automatic.
Version 0.922 now in the first post. Changes: For now, old log building isn't available. I'll work that back in at some point. Changed some timing code which I think was being affected by a recent windows update. Thanks to @lagg for helping to get a new version tested, hopefully that success is widespread. My code there was intended to spread log processing on the worker thread, so hopefully its removal won't lead to any CPU spikes (very unlikely on non-VR systems, because of rF2's limited use of threads). Fixed track or car names breaking logging. Also fixed the fact that it caused a crash, so if a file can't be written that shouldn't happen now. Moved the standard DAMPlugin_Output file to the rF2 root folder. This will hopefully avoid Output <> .ini file confusion. It's still possible for the plugin to be processing logs when the game is trying to exit (just not old ones). This will happen after long driving stints, and if you quit the game so it doesn't have time to process it before you exit. You kind of have to be trying to make this happen unless you've driven for 6+ hours, so we'll hopefully have no further game exit issues. @Fabrice Cornelis I'm hoping your issue, though sounding a bit different, is caused by the same thing. If you still have problems let me know.
I don't know if that was discuss yet, but I don't see in motec water temp, oil temp, engine torque. I have RFactor 2 64 bits, Motec Pro 1.1.2.0542 and Dam plugin 0922 I've cofigure Damplugin.ini like you said Lazza
Bring up the channel list in i2Pro by pressing V. If those channels have values you just need to fix the graphs to show them. If not, the car you're driving probably has some telemetry blocked.
I don't have that specific car, but driving the BMW GTE I'm missing: engine temps (oil, water) tyre loads tyre grip fraction ride height aero data (wing height, drag, front/rear downforce) engine torque tyre forces (lat, long) So this car blocks those, and I'm guessing all the other GTEs do too. And probably the GT3s. And possibly other DLC. Manufacturers ask for certain data to be blocked as part of the licensing, and because it's done in blocks (not individual channels), and possibly also because they want to block any channels that might help reveal the specific ones to be blocked, you end up with whole groups missing. This is the price for having real cars, it seems. (the plugin just records what the game provides, regardless of which car it is; so as long as a channel is displayed in a graph properly using your current settings, if it doesn't work for a certain car then it's down to that car, rather than the plugin or motec)
Quick question: why does the plugin log fewer channels when in mod dev mode? I drove the FSR 2019 car in both single-player and mod dev mode for a test and found out that the mod dev mode log was missing quite a few channels (notably aero and a few susp channels) compared to the single-player log which had all the channels.
The config file is created under the ModDev\Userdata\player folder. So you'll want to set the DAMPlugin.ini options in there, or copy it from your main rF2\UserData\player folder.
99,9% dont. They just like to look graphs. Its most useful when you get to compare your lap to faster lap.
I use it to tune my dampers if I feel like I want to. Also to compare laps or getting faster. Beside that I mostly just play around with it.
When I started using daq in rf1, the basic thing I looked at was throttle/brake usage. If you can add that to a track map you'll see where you are stabby with input. Try to smooth those out so you are not jumping back and forth from throttle to coasting/braking. (This will help maximize the time you are accelerating). I also started looking at the % of the lap I was on the brakes. I found out I turn better lap times the less brake I use. Friction circle is another good thing to look at, try to keep on the outer perimeter.
I usually compare to my fastest lap and am looking to see if I'm: applying the brake and throttle appropriately the extent to which I'm understeering applying the brakes too hard and the ABS is turning on cooking the tires (this is currently my largest issue though I have many. I tend to cook the tires so I'm constantly monitoring my carcass temps these days) For this I've pretty much borrowed the Assetto Corsa Competizione Motec workbook. Where telemetry is most useful for me is if I have reference laps to compare to. That's what makes VRS so good for iRacing. I don't like iRacing that much but VRS almost makes it worth it.
I've been using it this week to see my theoretical best. Love that it saves the individual setups. Are you taking feature requests @Lazza ? I'd love it if the best lap was appended to the setup file.
Use it to check brake balance and any locking, where I wheel spin, Ride height tocheck I’m not grounding out. Tire temps to look at pressures and camber. Fuel use for pit stop strategy. Comparing fastest sections across several laps to check braking points turn in etc FFB to check clipping. Brake and throttle application. Gearing for the fastest straight Probably other stuff as well
I take it you mean putting the laptime on the end of the filename? One thing I'm definitely aware of is the sheer number of logs that can build up. At the moment the plugin can be made to separate them into folders based on the vehicle class, perhaps a further separation into tracks would help? The filename could then be simplified a bit.