![]() ![]() This still needs to be tested (using the admin command /forwardseconds should help). An attempt to avoid the opponent car jitters that start happening after a few hours and get worse in long multiplayer sessions. Fix for server not writing correct results when everybody leaves session. ![]() Fixed an issue where a rear axle adjustment was essentially being done twice in initialization. Fix for not checking mod versions when changing mods Corrected albedo levels on several particle textures. Made fuel adjustment in legacy HDV variable BoostEffects work on new engine model (note that using the new turbo technology already results in more fuel being consumed naturally). Added multiview adjustment tool, toggle with ctrl-equal Expanded multiview adjustments to allow separate side channel settings Added onboard right track bar adjustment, which requires the HDV setting OnboardRightTrackBarAdjustment=1. Made the key for triple-head configuration and the TGM display into a single configurable control. Letting virtual cars override ∼lasses & ∼ategory from the base vehicle file. ![]() Added results file tag which lists the layout MAS file. Juggled some suspension geometry initialization so that caster changes affect the outboard pushrod location. Online map put players icon and the icon for the car to be followed under caution in front of the others so they are easier to keep track of. This is similar to /pitbydriver and /pitbyteam, but finds matches to the Description in the VEH file. Added an option to the KnockoutQualifying plugin to have a fixed number of vehicles being scored in Q2/Q3/Q4, rather than have a variable number which was computed proportionally based on the number of vehicles in Q1. Might need to invite Associator and Hexagramme to talk about all things rF2 related. Made LEFT Path to pit entry transition smoother Reduced false positive cut track warnings Stopped AI hitting garages when leaving Fixed and improved various trackside cameras Fixed pit entry line for 400 and 500 layouts Fixed UV mapping glitches on Gift Shops Fixed garage back door colliders on F1 pit garages Fixed gap in S1/T3 road for 2007/2013 layouts Fixed missing piece of road/terrain for 20 layouts Fixed various terrain gaps on drivable surfaces Replaced loading screens for all layouts Enhanced AIWs for Speedways less extreme Block Path Removed pitwall fences for 400/500/2014 layouts Added dashed line on pitlane for 400 and 500 layouts Added service pitlane fence posts for 400/500/2014 Added ∻rickyard 400″ layout for Stock Cars Switching back to that version fixes all the issues.Updated Indianapolis Motor Speedway v1.3: It simply won't register.Īll of this worked well until Proton 6.3-8 and the Experimental version based on it. With previous Proton versions I could setup all the Hatire axes in the game to look around in the cockpit view, now there's some axes that will only work in the positive range, so I can set Z+ to look up but I can't set Z- to look down. I checked that it's working correctly using joytest. The Hatire is configured as a virtual joystick using OpenTrack. Thus my previous profile has stopped working and I have to reconfigure controllers.Īnother thing, and the most critical, is that I can't no longer setup all the axes in the Hatire. Now the hatire is Joy 1 and the wheel is Joy 2. I use a Hatire head tracking device and the wheel controller was Joy 1 and the hatire was Joy 2. The order of the controller devices has changed. I have to set the FFB of the wheel controller to negative, before it would work on the default value: positive. I've found regressions related to controller input with Proton 7.0-1. It would be a good thing if someone took up that job again, because it's very likely that a lot of games that work with Proton, but don't have Force Feedback, would work correctly. Some time ago there was a project (ff-memless-next) who tried to include these on the kernel, but were finally discontinued: Technically there is no reason why that stuff can't be implemented in user space. ![]() There are no other (currently sold) wheels with a force feedback driver although it appears that Feral managed to make support for others on their own. The G920 supports all effects in hardware and all are available in the driver. The logitech wheels (except G920) support spring and damper in hardware, but this is not implemented in the official Linux driver. All other games calculate everything themselves and only use constant force effects. "ETS2 and ATS are the only games I know that use the predefined effects of the force feedback system (spring, damper, inertia, friction and periodic effects). Someone has tested this game with an G920 wheel? This controller has some effects included in the driver that G29, G27 or DFGT don't include. ![]()
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