[REL] DAMPlugin for rF2

Discussion in 'Other' started by Lazza, Jul 18, 2015.

  1. prescient

    prescient Registered

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    ChatGPT wouldn’t be any good at this type of analysis. The way to think about ChatGPT is that it is guessing the next word in a sentence. It doesn’t understand numbers.

    The way for algorithms to understand how to get faster around the track would be to develop some sort of reinforcement learning algorithm. So as the algorithm completes more laps it better learns the track. There was a motorcycle game that took this approach. It would be interesting for sim racing because you could theoretically have it optimize setups as well. You could also have it learn to race with other cars, but would have to have a really smart penalty system or else it would probably learn to put competitors in the wall with a little bump to the tail.

    The compute required would be enormous.
     
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  2. Jebus

    Jebus Registered

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    First of all, thanks for the plugin. I can't figure out how to get a track map in motec with LMU. Is it even possible atm? Any help would be appreciated, thanks.
     
  3. ebeninca

    ebeninca Registered

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    On Motec, Menu Add >> Track Position..

    It will add the track component to your current worksheet...

    Right click on track component >> "Track Editor..."

    Then click on "Generate Track..." >> OK (no need to change any parameters)..

    If your log file have a good amount of laps, Motec will be able to auto generate the track map based on your laps.
     
  4. Jebus

    Jebus Registered

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    Thanks. I've tried that too but getting an error "Track generation failed. Could not get data for the 'CG Accel Lateral' channel". There is no such channel in channels list. Log file has 7 laps. All channels are enabled in damplugin.ini. Just to make sure, I'm talking about Le Mans Ultimate.

    Edit. Nevermind, got it to work. Changed the channel to 'G Force Lat' and presto. Thanks.
     
    Last edited: May 27, 2024
  5. Lazza

    Lazza Registered

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    You should be able to use GPS instead, it'll log fine in LMU.

    Thanks @ebeninca for the cover :D
     
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  6. Jebus

    Jebus Registered

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    What could be wrong then because using GPS in track position widget or adding GPS track doesn't work? GPS track shows empty window and GPS in track position gives an error "Could not get data for the 'GPS Latitude' channel".
     
  7. Lazza

    Lazza Registered

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    Check your GPS correction settings, Tools -> Corrected GPS. You should be able to not select "Enable Corrected GPS Calculations".

    When generating the track, select GPS and if you need to select the GPS latitude and longitude channels in there. The data logs fine, so it's probably your project settings that are trying to use something else (happens often when dealing with different games / loggers).
     
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  8. Jebus

    Jebus Registered

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    This made me think. I was using some ancient project that I probably used already with Simbin Race series. So I started with a toatlly new project and everything works now.

    Thanks for the help guys.
     
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  9. Emierbeach

    Emierbeach Registered

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    Hi,
    I'm having a problem with some of the data being quite unrealistic. For example I'm getting -273 degrees for my tyre temperature and 0 Newton for various other things like tyre load, drag or downforce. Would be grateful for some help.Thanks in advance
     
  10. Lazza

    Lazza Registered

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    Is that with the AI driving?

    (Also, some cars - DLC for example - will block some of the data. But basic things like tyre temp should be fine)
     
  11. Emierbeach

    Emierbeach Registered

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    Yes, that's right.
     
  12. Lazza

    Lazza Registered

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    Ok, that's normal then. The AI use their own physics model, a lot like the rFactor 1 player model, but with some simplifications. Tyre temp either isn't a thing or gets reported as 0 (kelvin). Others like load etc are the same.

    I think the closest you can get to AI driving player physics is in devmode (Ctrl-I from memory, only your car) but I can't remember if even that will log the values correctly.
     
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  13. ebeninca

    ebeninca Registered

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    It's the I key only, and it works in normal game too.
     
  14. Lazza

    Lazza Registered

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    No, that's AI physics. I'm talking about the player physics / tyre model.
     
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  15. ebeninca

    ebeninca Registered

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    Interesting, I didn't know about this possibility
     
  16. Alex96

    Alex96 Registered

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    Hello Lazza, I am trying to create my own templates in MOTEC and I have observed that when I go to load any Log File, the track and the vehicle do not matter, in the Summary section "Vehicle Wheelbase" appears, and I always see the same value = 2850, 00. Shouldn't they be different for each vehicle? Where do you read that data from? Is it an error in the game, in Motec, or in the plugin? In some vehicles Carstat gives me the Wheelbase data, in others even though it is not encrypted it does not give it either, but by opening a .mas file I have been able to find it.
    If I load the record in MOTEC and open Details and go to Vehicle, this information also appears, but it is always the same, however, the gear ratio does change for each vehicle. I also see that in Details-Weather it does not show the Air and Track temperatures but they do appear when I load the records.
     

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  17. Lazza

    Lazza Registered

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    Hi Alex,

    The game doesn't provide the wheelbase so the plugin just puts a value there so the default oversteer calculation works. It probably works well enough for most cars (excluding very small or large ones), but you can set your own value if you need it to be accurate.

    The weather and temperature fields are for an overall summary (an engineer might enter Cloudy, 30 degrees as a rough guide) and I haven't tried to populate those with a description (could be hard to do usefully) or temperature (starting, or average maybe). The ones you see when you load it are the logged live conditions.
     
  18. Sammy1027

    Sammy1027 Registered

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    Hi Lazza,
    i need help. i did the manual installation for LMU but when i start the game it doesn't create the DAMP.ini. do you have any ideas?
    Thanks
     
  19. Adolfo Bisi

    Adolfo Bisi Registered

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    Check if you have exactly this structure in your LMU folder
    Remember to remove the "plugins" folder in "Bin64" from the zip file and put it directly in LMU root folder


    [​IMG]
     
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  20. Sammy1027

    Sammy1027 Registered

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    ATTACHING MY FILES
    I tried restarting the game several times but it doesn't create the damp.ini
     

    Attached Files:

    Last edited: Aug 13, 2024

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