For those that don't know, you can place these into:
The server is currently hardcoded to use port
25144 on both TCP and UDP. If you want other people to be able to connect to the server on the open internet, you will need to open the port on your firewall. If you're behind a router, which is likely, you'll need to login to the router and forward the port to your computer running the server.
I updated the HydroSim page to mention this.
In order for people to connect, they'll need your IP address to put into the Join input field.
I plan on making a master server list, but haven't gotten around to it yet, hopefully soon.
I'm putting the Mac build up, however it may not work properly, I've been having issues getting the water to show up at all in standalone builds. Mac build also doesn't support how boat wakes are rendered.
Sounds like a good idea, along the lines of car racing sims that have the racing line that you can toggle. The only hard part is that the lane sizes aren't fixed, most of the rules define lanes based on the width of the boat. I may try and implement this when I start working on the course map overlay.
There likely won't ever be a way to paint the boats in game. Photoshop and Gimp are much better tools than anything that I could ever come up with. I was a little hesitant making it so people could add paint schemes this early on, since I am planning on eventually creating a new boat model for the Unlimiteds.
Anyway, there are Photoshop templates for painting the current boats, if you're a graphic designer it shouldn't be too difficult, its just a matter of exporting them to the correct DDS image format.
More race courses are definitely planned.
Yes, I would like to make it so the boats can be setup differently. I'd think of the current boats as just a place holder right now, I have some ideas for trying to make the physics more realistic as well as adding the ability to setup different parts of the boats.
Unfortunately, I'm just one guy working on this in my spare time.
Feel free to leave any ideas/suggestions you may have.
@jeffdewalt Yeah I made the water a bit rougher. Eventually I'll make it so the water conditions can be changed.
@PeytonHopp I haven't had any audio glitches. I wonder if it has something to do with the trees coming into view on the back straight. Detroit will probably be the next course.
Happy 4th of July! An update is finally here!
Download HydroSim v0.5.1.0 (Windows)
Newer build available here
Another update to address some issues that came up during the exhibition race.
Download HydroSim v0.5.0.3 (Windows)
Newer build available here
I'm not sure how many drivers the server can handle at the same time, so this should be a good test.
I'm also working on getting some automated penalties in the game for dislodged buoys and jumping the gun. I'll try to get it in for minimum speed also.
@PeytonHopp No worries, I'll have an update soon. I made an attempt at fixing some of the server issues. It's hard to test locally, so I won't know whether or not they worked until I put it up on my server for you guys to test.
I just finished implementing a chat system. Right now I'm re-working the GUI to try and make the chat fit somewhere.
Other than that, there's the updated camera system and some other bug fixes.
@CanYouFoush I started playing around with roostertail physics last night. I got it so it uses the upward and downward velocities from the roostertail, so if you hit the rear of the roostertail it will apply a downward force. If you hit the front of the roostertail, it will apply an upward force. Still needs quite a bit of tweaking, I should also have it apply a drag force to slow the boat down a bit.
@PeytonHopp Thanks! Good to hear :D
Yeah, I'd like the "swingman" camera to be more like the rFactor one as well. Mainly its just using a script I found right now, I haven't taken the time to sort it out yet. I also just started diving into Unity's Cinemachine camera system, so I might be able to use that for all the cameras, not completely sure yet.
Same with the TV cameras, right now the other cameras are disabled as I try to figure out the fancier camera system. They'll make their way back in, in future updates.
Yeah, I've been tweaking the physics here and there. It's still not exactly how I'd like it. I have noticed, watching some onboard videos, that the boats want to veer to the left. You can see JMK cranking the wheel to the right in the video here:
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