@cp65 Yeah, I think what is defined in the rules are minimum dimensions, the actual buoys may be larger, I'd need someone to measure them.
Posts made by Scott Przybylski
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RE: Problem seeing/picking up buoys
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RE: Problem seeing/picking up buoys
@dan-walters The buoys are sized off the dimensions specified in the H1 rulebook and most of the buoys are positioned from GPS coordinates of the actual course layouts. If they seem small and spaced out, that's how they are in real life.
If you think there may actually be something wrong with how they're displayed in game, maybe attach a screenshot, so I can see what you're seeing?
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RE: Not working on Mac
Hey @brotherblonde, I don't really have any good answers for you as I'm not much of a Mac person. I don't own a Mac to actually test the build on. I think there are issues because the software is not digitally signed, I think you have to disable some security stuff in OSX? I'm not really sure. I don't know if anyone has gotten the Mac build to run.
The Mac build was requested a long time ago and I've been debating whether or not to stop wasting resources building it.
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RE: Can't set left/ right axis on VRS wheelbase
@markmoddy it's really hard to figure out unless you have the input debugger open in the unity editor. Have you tried the latest version of the game that I released that has direct input support? That should just work if you enable the prefer direct input toggle. Though there have been some issues (mainly with Logitech wheels).
See post here: http://www.uhlhydroplanes.com/topic/271/hydrosim-v0-8-1-1
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RE: crashes
@kebos Can you attach the player.log file here?
It's located in
C:\Users\%USERNAME%\AppData\LocalLow\HydroSim\HydroSim
.Someone else was having crashes in windows 11 and it seemed related to having their wheel plugged in I think.
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RE: HydroSim v0.8.1.2
@low12a I will try to have another build up tomorrow that should fix some things. In the mean time, (without the game running) try deleting the
inputBindings
file inC:\Users\%USERNAME%\AppData\LocalLow\HydroSim\HydroSim
and rebind the steering input. -
HydroSim v0.8.1.2
v0.8.1.2
Fixed
- Fixed issues with Fanatec Wheelbase.
- When binding with Prefer Direct Input checked, non-Direct Input devices will now be completely disabled to avoid incorrect device getting bound.
- Hopefully fixed issues with dedicated server.
- Hopefully fixed bug where occasionally boats would start sinking.
Bundle Updates
- Updated water / wind at Tri-Cities.
- Fixed an issue with buildings at Madison.
Windows Download
Linux Download
Mac Downloadv0.8.1.1
Fixed
- Fixed Force Feedback bugs.
- Fixed DirectInput D-pad input bugs.
- Fixed bug where super admin couldn't change courses.
- Fixed bug where hosting, leaving, hosting again would make it so you couldn't spawn.
- Fixed a race condition when initializing Direct Input devices causing things to fail.
Updated
- Made Direct Input opt-in by allowing user to toggle whether or not to Prefer Direct Input or Raw Input when binding controls. The toggle can be flipped when binding individual controls, in-case something doesn't work with one or the other.
Bundle Updates
- Fixed ability to hide driver/wheel, it was not working.
v0.8.1.0
Updated
- InputSystem now uses custom DirectInput plugin as it should have better hardware support. (See note below)
- Added ability to hide Driver and or steering wheel in cockpit view via General Settings.
- Made minimal RaceLobby UI more broadcast friendly
- Added referee role to servers. Added ability for super admin to now control server settings. Set passwords, change server name, etc.
- Added ability for referees to add Penalty Under Review to drivers.
Fixed
- Fixed various bugs
Bundle Updates
- Added support for hiding driver/steering wheel
- Adjusted driver arms on Unlimited slightly
DirectInput Notes
- All Controls will need to be re-mapped in your Control settings before you can drive.
- The Input System is now fed by a custom Direct Input plugin that I wrote. It's been tested with several devices that didn't work with the old system. Please try this out and post any wheel/pedal/input device issues in the
#hydrosim-bug-and-issues
channel on discord or as a reply to this post.
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RE: Can`t get any sound
@skid2206 The only thing I know of that causes this is if you copied the 0.8.0.0 beta on top of an existing 0.7.0.0 install.
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RE: using keyboard
@smity199m You can, but it's really hard to drive with keyboard, especially turning or using the canard, because it's not analog. If you have a game console, you could probably use the gamepad from that.
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RE: Other boats doing flips and acting erratic
@low12a I don't know a lot about laptop specs. One thing I usually check when people ask is how old the parts are. From some Google searching, that CPU and GPU were launched in 2013. That's 9 years old.
To put it in perspective. I didn't even start working on the game until 2016. So...while it's possible those components could perform better than what you have now. I couldn't guarantee that it would be playable. I wouldn't recommend spending money on that.
If you're going to get a computer with low-end or mid-range components, you're likely better off getting something newer. If you're getting a computer with older components, it's more likely they need to be high-end / top of the line.
The reality is that as more things are added to the game the higher the minimum specs will keep getting, so you don't really want to be at the floor performance wise. I try to optimize the game as much as possible, but there's only so much I can do.
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RE: Other boats doing flips and acting erratic
@low12a Yeah, unfortunately, there's not really anything I can do about that. That computer is pretty underpowered.
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RE: Other boats doing flips and acting erratic
@low12a you would need to upload the video to YouTube or somewhere and paste a link.
But it looks like you're only getting 8fps, which is likely the problem. Try reducing the graphics quality (Fastest), lower the game resolution, turn off Ambient Occlusion, Bloom, Water Reflections, set trees to billboards or off. If you can't get 60fps without other boats, it will likely be unplayable trying to race.
What are your computer specs? CPU, GPU, memory?
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RE: Other boats doing flips and acting erratic
@low12a It sounds like your network is dropping lots of packets, are you on wifi? It might be helpful if you could take a video with the fps/network info visible (ctrl+f).
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SNHL 5 New Driver Notice
Any new drivers that want to sign up for next season, please join the Discord channel and see Beau's post: https://discord.com/channels/139415884182585344/737111090953060354/980585223894995005
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RE: HydroSim Sound Mod by ACER45
@racer It was not, I still haven't added support for different in-cockpit sounds. Now that I've been moving everything into bundles, I plan to change how the audio is setup which will make it harder to mod.
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RE: Sound problem
@normallard1 The problem is that you likely copied a newer build on top of an older one. There were some changes to the audio file structure with the bundle system updates.
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RE: new races
@cp65 Thanks for answering this. Just to follow up, I'm currently in the process of re-working how the game loads race courses and boats, so that these things can be updated without having to update the entire game and make everyone re-download it. Nothing is going to be removed, I was just running into some file size limits with the git repo I store the game in, and so I've decided to split it up into pieces to address the issue.
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RE: Why not Unreal instead of Unity?
Good question, I never really played with Unreal, I don't think it was free when I started all of this. I think Unity had a free version, but it was very limited. I actually started out using a game engine called Torque 3D, but struggled quite a bit with it.
I started messing with Unity in 2016 after playing Design It Drive It Speedboats made in Unity by Todd Wasson. I found that Unity's Asset Store made it really easy to get started. At the time the water assets for Unity were much better. I'm not sure if this is the case anymore, but at this point I don't think switching engines is an option.
I'm pretty sure that both Unreal and Unity use the NVIDIA PhysX engine for physics, so there isn't really a difference there. All the boat physics is custom code calculating forces that just feed into the physics engine.
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RE: How to set up a Thrustmaster T150 for the hydrosim?
@jean-philippe-poulin Unfortunately, support for wheels / pedals is not great with Unity's new input system. It is possible to add support for just about anything, unfortunately it's near impossible for me to fix without the hardware.
I will probably look into an alternative solution using a custom DirectInput plugin. In fact someone else expanded on the Force Feeback code that I wrote and created a full DirectInput solution to Unity's input system. I'll probably look into using that.