Thanks for the reply! No, I don't get anything that looks like this and I have to say I'm such a newb to this that I have no clue how to get it anything like it. For AC it works easily with "Car Coord X" and -y. For rF2 I just don't know what to create (is "GPS Track" even right?) and what channel to use in which way. Could you guide me in the right direction? No problem if I have to get it working on my own, I just need a starting point... I don't need the track borders btw, just the two driving lines overlayed. Thanks again in advance!
Hi, I am wondering if there are some detail instructions for generating the track edges as shown by the green lines in your example? How you do that has never really been obvious to me. At least in attempting to use the software tools, I haven't been able to get the track to generate that way. Thanks
In short how I create an gps track map: start an flying lap before start/finish, position your car at the outer line drive around track in low speed (1-2nd gear), stay at the line you want to create after lap is complete, close logging or return to pit (in-lap) repeat same for inner line make sure you do 2 logs, with only the "track-map" lap make a few laps for the drive-line, to be used for the trackmap (key T) load your 2 files select outer lap click generate track in the track editor, select Outer Line, click OK select the inner lap, do as above but select Inner Line Almost all tracks have 3 sectors so I create these Categories and Sections After this I save everything, close all data and workspace Now open the log with the drive line, go to generate track For rF2 -> use GPS For AC -> use Lateral G & Speed If you do not do this, the Track (T key) with the red dot will be wrong (only in AC, rF2 still works) I use the Track as an quick "drive line" track map rF2 and AC Track behaves different so I have an fixed degree on my GPS map in the workspace and the I always rotate the Track so it show the same as the GPS map. To set the sector distance, enter the Track Report tab The beacon is indicated on the graph In rF2 -> Delay seems to be 5 to 8m so I subtract that from the distance value (some rF2 tracks do not have any delay) in AC -> I use the previous sector time change position I then enter these values in the track map editor Now I save everything again and close all data & worksheets I share my work space here, it's not done and is what it is WorkSpace_JensRoos rF2 -> Basic workspace with gps track and some track maps AC -> Same layout as above, but for AC rF2map, ACmap -> I use this when creating maps, for math reasons/settings the maps gets bigger if above workspace are used One comment regarding AC, the app creating these files do not create an different track name for variations of the same track, so here you manually have to copy files. See the Monza66 as an example in the zip. Hope it helps
My bad, I was lazy and letting AI drive a couple of laps to test. It seems like that's what happen when IA drives, because I've ran some laps and data is back again.
@Wergilius Great guide there, only one small point: you shouldn't need to create separate logs for inner and outer, you can select which lap to use for each so you can do both in one go (separated by a lap still, obviously, as you can't end one lap on the outer line and start the next one immediately on the inner ).
@Lazza, I assume you are correct, but I have problems sometimes doing that so I just keep it simple and goes whats works every time
Thank you so much for your replies guys! They got me pushed in the right direction! It's all working now. I found out that my workspace was just broken... In fact my backup of it was broken too. For some reason there was some GPS-maths, similar to my AC workspace. The maths were just wrong for rF2 (channel cor calculation was "car pos" like in AC) but what I didn't know is that when you create a math with the same name as a "logged" channel - it won't show in the "logged" channels list anymore. I deleted the two GPS-maths and the logged GPS channels re-appeared. That's why I couldn't find the correct channels. Motec just hid them... Funnily enough the guy I got the workspace from sent me a screenshot with everything working fine. Guess he did a little change too and forgot, lol. Anyway, I got some awesome guide about how to make things even better. Thanks for that!
Hey, I can't seem to download, let alone install the plugin due to my antivirus going crazy about it. When I disable my antivirus, I can install the plugin but the moment i'd re-enable my antivirus - gone. Anything at all I can do about this? Thanks!
@Sherwin92 Is it the download file (.exe) that's getting deleted, or the plugin (.dll) itself? If the former, try grabbing the .zip file instead and put the files in your game manually. I use Avast and it also picked up the installer as suspicious, I submitted the file with them and they cleared it, I've done the same in the past with a couple of different antivirus providers but they didn't respond so not sure if they did anything.
Thanks @Lazza , I downloaded the .zip and dropped the 3 folders in my main rF2 folder. I have yet to check if it's all working as it should, but I assume it should. I am using W10 with the build in defender + Malwarebytes. When I disabled Defender, it would download the archica and let me extract the .exe, and the moment I'd turn it back on - files were gone.
I have the same setup and behavior, you should be able thru the notification allow the file to be saved. Sometimes it takes several tries as you have to be rather quick. When successful, you can download the file again and it stays on your downloaded location.
Yep, they seem to err on the side of caution. I also submitted a previous version of this installer to them with helpful info, I didn't hear anything in response. Avast at least sent me to a page of theirs with guidelines to help avoid this sort of issue in future, but some aren't really relevant to a simple game plugin and I doubt the others alone would help, so I'll probably just leave it as is and some people will need to do things manually. As annoying as it is, truthfully you can never be 100% sure about anything you download - whether I inadvertently upload an infected file because I have a virus I don't know about, or someone actually puts up a plugin that does more (in a bad way) than it says. So as a default option for all levels of users I can see why Defender is cautious. Seems other products do offer more flexibility in this regard though, making it easier to override and declare the file safe.
Has anyone else had issues getting 0.78 of this plugin to log tyre load? I've added all the relevant channels and told it to log all extra data and it's not showing anything. Wondering if it's a bug with the plugin or I've done something wrong.
@CarBoyCam Do your graphs have the same channel names as the logged channels? I'm not sure I'll have time to double check right now, but that's usually the first thing to check. *Oops, forgot my own recent changes... yes, Tyre Load is logged as it's now a standard channel (can't turn it off). Either the channel names in your graph don't match (which seems unlikely if they worked previously, because the logged channel names haven't changed) or the car you're driving has tyre telemetry disabled. Try another car just in case. @CarBoyCam
Cheers for the reply Lazza. So it appears that the BTCC cars which I'm racing at a league don't have the tyre load sensors enabled in the HDV. GP3 2018 cars work fine. It also appears the Civic BTCC from Studio 397 has the sensors disabled too. Works on other S397 cars with no issue. Thanks for the help though and the awesome plugin!
Hi Lazza, A question if I may: I found FFB Output in Channels but I cannot find it anywhere in Motec after selecting Add to Active Component. What am I doing wrong ? I tried adding it when Virtual Dash was open still nothing. Thank you very much for your work on a great program Channels FFB Output FFB Output[%] Add to Active Component Edit Maths Properties
@ceecee I never add channels that way, so had to test it. It looks like it does something weird (ie nothing) if you don't actively select a component before doing it. If you click the time/distance graph you want to add it to first, it should work. Personally I bring up the channel list on the right by pressing v (on the keyboard), find the channel, and drag it over to the component I want to add it to. For multiple channels I right-click the graph, go to properties, work out which group I want to add them to (or create a new one), click Add Channel, then you can search by name and select multiple to add at once. Either way should work.
@Lazza , ok, took your advice and have it visible now. One more noob question, how do I recognise clipping, what am I looking for ? Thanks for your patience
Clipping is when the output is stuck at 100 or -100%. A little bit of that is ok, but if you get it a lot during normal cornering (not hitting any unusual bumps or kerbs) you should probably reduce the in-game FFB (overall, or vehicle-specific). You would generally want to check where the normal forces are at their highest - in an open wheel car (with aero) this would usually be a high speed corner. It's your choice exactly where you want the maximum output to be.