[REL] rF2 Pedal Overlay Plugin

@MarcG unless he uses a dx11 'hack' (like the d3d9.dll for dx9) it won't be possible until s397 provides drawing support for plugins.
 
@TechAde Will you be updating this plug in to work with DX11 next week? (pretty please with a cherry on top :))

¿with a cherry on top all covered with chocolate an karamelsutra ice cream?

pleeeeeeeease

CF_46390_66e6e6d702fa4848b77b05f9dc26bfb9__el_gato_con_botas_existe.jpg
 
Not graphically, yet. (suspect at some point the game itself will do it)

You can check this sort of thing via telemetry, such as https://forum.studio-397.com/index.php?threads/damplugin-for-rf2.49363/ , but I'll happily admit it's a lot of effort just to check FFB. Of course you can also check other stuff with it, so maybe it can be worthwhile.

I was not aware of it! I was already using Motec but completely ignored the FFB output channel. Now it feels way better indeed. Thanks!
 
Hi guys,

So, to test to see if I'm clipping with the Pedal Overlay Plugin, I need to run rF2 in DX9.

What does it entail to switch back and forth between DX9 and DX10?

Even if I backup all my configs all the time, is it just executables and graphic files so that when I restart rF2 in DX9, the game will be the same except look like an older sim?
If it replaces everything like a new install, in my book it's not worth it.

Any help by someone who actually done it will be much appreciated.

Thank You.
 
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