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(@oibaf)
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Joined: 3 years ago
Posts: 1
 

the dropbox links are not working


   
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(@romainrob)
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Joined: 5 years ago
Posts: 530
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@oibaf Hi, Dropbox suspended all my public links 🙁
Too much traffic they said.
It seems it will be stuck like that for 24H.
Sorry about that.


   
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(@fullyjosh)
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Joined: 3 years ago
Posts: 3
 

Huge thanks for your work here. 

IRacingExtraProperties.iRacing_LapsRemaining - Can we get this value as a float instead of an integer for timed races.  I'm trying to get accurate refuel amounts and it would be good to know how much this accounts for. For ex. if you estimate there are 10.7 laps remaining, I'm going to take 11 laps of fuel. However if there are 10.3 laps remaining, I'm very likely taking 10L of fuel and will save 1-2s over my opponents in the pits. 

Better yet, is there any chance of showing what goes into this calculation. I appreciate if you want to keep that closed source.


   
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(@romainrob)
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@fullyjosh Hi, I'll take a look.
From memory, it's simply the remaining session time / best lap time, rounded up.


   
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(@romainrob)
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Hi.

1.1.7 update:

  • Sounds plugin:
    - Added a couple of audio alerts for iRacing grid formation process:
         - When the grid formation starts
         - 30 seconds before the grid formation ends
  • iRacing plugin:
    - Added a setting to choose what name to display on the leaderboards (full driver name, abbreviated driver names or team names)
    - Reworked the lapsRemaining and totalLaps properties for time limited session.
    - Added a lapsRemainingFloat property.


1.1.6 update:

  • Added brand logos for iRacing and ACC new cars
  • Added correct steering lock for the ACC 2021 BMM M4 GT3 to the input plugin
  • iRacing plugin new properties:
    - iRacing_PitDriveThroughDuration
    - iRacing_PitEntryTrkPct

    - iRacing_PitExitTrkPct
    - iRacing_PitLaneLength
    - iRacing_PitSpeedLimitKph
    - iRacing_PitSpeedLimitMph
    - iRacing_NonRelativeDriverAheadInClass_00_BestLapTime
    - Racing_NonRelativeDriverBehindInClass_00_BestLapTime
    - iRacing_NonRelativeDriverAheadInClass_00_LapsSinceLastPit
    - iRacing_NonRelativeDriverBehindInClass_00_LapsSinceLastPit

  • Various other tweaks and fixes

 

Links here

Enjoy!


   
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(@fullyjosh)
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  • - Reworked the lapsRemaining and totalLaps properties for time limited session.
    - Added a lapsRemainingFloat property.

Thank you for adding this! What do you use for the laptime calculation? Is it my(user) best lap time like you suggested earlier?


   
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(@romainrob)
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@fullyjosh 
Hi,
Yes, I divide the remaining time by the driver best lap time if available.
In order of priority, it will use BestLapTime, AlltimeBest and LastLapTime to get first estimate as quick as possible.


   
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(@fullyjosh)
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Joined: 3 years ago
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@romainrob appreciate you sharing. Have you thought about using - DataCorePlugin.GameRawData.SessionData.DriverInfo.CompetingDrivers01.CarClassEstLapTime ? I'm not sure where this coming from or if it's worth considering.


   
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(@romainrob)
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@fullyjosh 
These are theoretical static lap times.
I use these for gap computation.
I could use these as fall back for when no time at all as been set too.
But I like using the best time in priority. It at least adjust to the driver max pace.


   
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(@romainrob)
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Hi,
"Stealthy" hotfix. (still named 1.0.7)

I added CarClassEstLapTime as fall back for the total laps estimation.
Now it in order of priority, it will use BestLapTime, CarClassEstLapTime.

I also tweaked the gridding audio alert to prevent false positive.


   
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(@robertsmania)
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Joined: 3 years ago
Posts: 2
 

I love the Input Display overlay with iRacing, but wonder about this red line on the clutch display.  Is that intentional, and if so what is it indicating?  Or perhaps its a glitch?

I do have an exaggerated ceiling value for the clutch set in the joycalib.yaml file to allow for dual clutch style launches but experimenting with that does not change the red line on the Input Display.

 


   
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(@romainrob)
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@robertsmania
When you first drive a car, the input plugin learns the clutch bite point from the first 3 standing starts (based on change in speed).
The learned threshold is displayed as a red line and exported to a property (ExtraInputProperties.ClutchBitePoint) so it can be used to make a custom clutch friction shaker effect.

This cannot account for clutch wear.
"Teach" the plugin with a fresh car and release the clutch slowly for a more accurate result.

If the saved value is incorrect after 3 starts go to "Additional plugins" / "RSC - input Display" screen and click the button to discard the saved bite
point. The plugin will learn again during the next 3 standing starts.

Edit: The property for the shaker effect is ExtraInputProperties.ShakeIt_ClutchFriction


   
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(@robertsmania)
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Joined: 3 years ago
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Fascinating!  Thank you for the prompt and comprehensive reply @romainrob 

This post was modified 3 years ago by Robertsmania

   
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(@marco-pavona)
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Joined: 3 years ago
Posts: 3
 

Hello everyone, yesterday for the first time I used your dashboard, and the standing and relative overlays, I have a problem with the overlays in the sense that they are not updated, but this only happens to me in the race, do I need to change any settings?


   
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(@romainrob)
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Hi @marco-pavona
Could you please zip and share this folder? C:\Program Files (x86)\SimHub\Logs

This could also be related to this issue:
https://www.simhubdash.com/community-2/postid/2056/
In dash studio settings, you can map a button to quickly reload the overlay layout on the fly, and see if reloading it fixes it.


   
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