CTRL-G enables/disables plugins ingame
That's no good as I use other plug-ins, was wondering if there's a specific key bind to lose this one, if not add it to the "ideas" list TechAdethanks
The ini now resides in UserData, rather than alongside the plugin. Made this change a couple of versions ago thanks to the evils of UAC!
That's a good idea, thanks. Next time I dive into the code I'll do that, make it horizontal like the steering bar.So, can I ask you something? Do you think it would be useful to have the FFB bar having a positive and negative (L & R ) differentiation? I mean so that we can see at any moment in which direction is the force pulling.
I don't really know if it would be helpful.. but I think it should be like that.![]()
How about some sort of 'high water mark' that stays behind for a little while, indicating the highest value reached over the last few seconds? That shouldn't be too tricky (he says not so confidently!).A probably more helpful function would be to keep the FFB bar red for a bit longer than the FPS in which clipping occur. As I said elsewhere, the phisycs engine run at much higher speed than our monitor refresh, so you really miss most of the clipping. This would mean that we would see the bar colored red even if the value actually displayed is no more 100%.
aahh I thought the OverlayEnabled= would allow in game turning off but alas it does'nt, any plans to add this?
TechAde, maybe it would be more clear some sort of diagram, with time in the horizontal axis, just like the ram or the cpu usage in the resource manager of the PC. You would really need to display just less of 1 second history, but this amount should be customizable. So, I figure you have a rectangle, and the right side show the realtime data, and streaming to the left the history is constantly updated. But what would be important is to show most data possible, but unless you use a 400 pixel bar, you cannot show 1 second history, maybe 0.25 sec. will be enough. And if due to this you have to cut data out of the display, they must not be the 100% values.
I hope this is clear, today english is still sleeping in my mind.
and now another baby due soon!
No, sorry, at least not unless I can find some key detection code that isn't as heavy on the CPU as GetKeyState(). With rF1 it wasn't so bad as the physics thread wasn't hitting the CPU so hard, but with rF2 any extra CPU load is a problem, especially on slower systems.
Edited to add:
You can back out to the monitor, edit the ini (alt-tab or windowed), then hit the track again and it will re-load the ini, if that helps?
Do I just unzip this file into the plugin folder to get it to work?