@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.
Posts made by Scott Przybylski
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RE: Can`t get any sound
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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.
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HydroSim v0.8.0.0-b7
v0.8.0.0-b7
Fixed
- Fixed a bug where boats would appear to be sinking in replays and sometimes on the server.
- Fixed a bug where the wrong value was being used from Crest water height queries, so the physics was using a horizontal displacement instead of the vertical height from the waves.
Updated
- Re-enabled some larger waves with higher wind speed
Added
- Added a grid overlay that can be toggled on the water to assist race officials. The overlay can be re-aligned by ctrl+clicking on 2 buoys and moved by shift+left click drag. Grid shows 30ft, 15ft, and 1ft increments.
Bundle Updates
- All of the course bundles had to be updated to support the grid functionality.
Windows Download
Linux Download
Mac DownloadThe v0.8.0.0 beta is finally here with Grand Prix Hydroplanes. Big thanks to Kallen Washburn for making the 3D models and Matt Johnson for recreating some awesome paintjobs.
Note: There may be physics changes to Unlimited / GP boats before final release.
Note: VR might be broken. Unity changed the entire VR API. I updated the code to work, but haven't really tested it.Known issues
- Various bugs with driver model doing weird things in certain situations.
- Bug with boats vibrating in replays
v0.8.0.0-b6
Fixed
- Reverted Input System version to fix some issues people were having mapping controls.
- Fixed an issue with cloud textures in the sky being pixelated.
- Fixed some issues with course select menu.
- Fixed water splashes not working in MainMenu.
Bundle Updates
- Fixed a buoy rope issue at Madison.
- Updated GP physics to drive a little better and make lanes more even.
- Reset some changes on the Unlimiteds, note the Unlimiteds are currently way too fast and will be changed.
v0.8.0.0-b5
Fixed
- Fixed bug where you couldn't login as admin on dedicated server to change race settings.
v0.8.0.0-b4
Updated
- Now using bundle system to create separate course and boat bundles. This allows me to separate things into multiple repositories which alleviates some disk space issues. This also allows me to make updates and add boats/courses without having to make a new game download. The game will auto-update on startup.
- Added ability to change GP boat configuration from the main menu, this allows for making a new boat configuration and saving to file, or just temporarily overriding the configuration.
- Added "dock ropes" to prevent boats from floating away on courses with flow-maps. These auto-release after the engine starts.
- Re-designed the course select menu when clicking Host.
- Added ability to change Field of View for on-board cameras in Graphics Settings.
- Changed propeller simulation to use a mesh that more closely resembles a propeller, which required tweaking all the physics again. Unlimited physics still needs some more tinkering.
- Added Content GUI, this is mainly for debugging purposes. Note: Enabling dev bundles will only work for members of the HydroSim dev team on discord.
- Added support for engine washdowns, this can be disabled on the server. Will need some tinkering as I haven't been able to test/adjust it yet.
Fixed
- Fixed some mirrored texture mapping issues with some of the GP boat canards.
- Fixed issue with fin/prop not taking flow-map forces into account.
- Fixed some issues with audio pitch/volume curves.
v0.8.0.0-b3
Updated
- Big thanks to Kallen there are many more part options for the GP boat. (See very bottom of t his post for full list of options that can be put in the Team.xml file)
- Added GP-15 Happy Go Lucky (thanks Matt!)
Fixed
- Fixed buoys at Guntersville
- Fixed trees at Copi Hollow
v0.8.0.0-b2
Updated
- Doubled the viewable area in the mirrors.
- Reduced wake amplitude for GP boats.
Fixed
- Foam bugs at Miami.
- Issues with buoy anchors / ropes at a few race courses.
- Fixed some rendering issues in the mirrors.
- Trailer textures can now be painted for GP teams.
v0.8.0.0-b1
Added
- Henderson GP hydroplane model with several configurable parts (more cowlings coming soon). The parts to use are specified in the team.xml file. (Template for painting GP boats is on the Google Drive).
- Course Layouts. Most of the Unlimited courses now have a separate GP course layout that can be selected in the Rules section of the admin panel.
- Rear-view mirrors (still need work)
- Full cockpit with Animated driver (in the GP boat).
- Added water flow maps to several of the race courses. This will cause the boat float downstream at courses on rivers.
- Cleaned up the boat texture loading code. Added ability to specify emissive maps.
- Updated Detroit underwater terrain (Thanks to Kym) and added trees.
Fixed
- Updated Unity and several 3rd party libraries.
- Several bugfixes with propeller and tunnel physics.
List of Configurable Parts
deck:
- Standard
- Front left extension
- Short
sponsons:
- Standard
- Left short (GP-15)
- Both short (GP-18)
- Rollason (Warlord)
cowlings:
- None
- Henderson single scoop
- Henderson split scoop
- Happy Go Lucky (GP-15)
- Charger (GP-10)
- Penrite (GP-57)
- Lady Liz (GP-273)
- GP-18
- Warlord (GP-3)
- Casino de Montreal
canard:
- None (Visual only)
- Canard with cockpit indentation
- Flat Canard
- Canard with spoiler (GP-15)
- Flaps with indicator
- Flaps without indicator
- GP-18
- GP-1 or Warlord
- Warlord
tail:
- None
- GP-15
blower:
- Forward
- Backward
sponson-fin:
- None
- Long
- Short
spar:
- None
- Flat spar
- Angled down spar
- GP-15 support
radio:
- None
- Fin antenna front canopy
- Fin antenna on left sponson
- Pole antenna on canopy
- Fin antenna rear canopy
antenna:
- None
- Small antenna center canopy
- Small antenna left sponson
strobe:
- None
- Strobe front canopy
- Strobe rear canopy
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HydroSim v0.7.1.0 Small update / fixes before SNHL season
This is a small update I wanted to get out before the start of the SNHL season.
It has various bugfixes and one feature that I assume most people will find useful. It's now possible, after joining a server, to download other driver's boat paint schemes that you are missing (as long as it's on the google drive).
Windows Download
Linux Download
Mac Downloadv0.7.1.0
Added
- Added ability to bind leaving the course to a button (Must hold for 1 second)
- Added ability to download paint schemes for boats on server that are missing, so long as it's using a team paint scheme that is uploaded to the google drive.
Fixed
- Fixed bug with wave height queries on linux.
- Fixed bug with FFB plugin breaking the game on linux/mac.
- Fixed bug with center of mass not being calculated correctly on linux.
- Fixed issue with the height of the prop/skidfin spray emitters not being at the correct height on the Unlimited model.
- Fixed fog rendering on water.
- Fixed water reflection distortion.
- Fixed bug with race standings sorting.
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RE: 80’s Vintage Class
Yes, I do plan on adding vintage boats. Currently working on GP boats though.
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RE: Gaming Console Possibilities?
@fouga60 This game is essentially just my hobby, I don't have the time or resources to develop a console game.
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RE: Info
@mitch81 Hey Mitch, not sure why you can't message anyone on discord, it looks like you have access to the chat now (as far as I can tell).
We mostly organize through discord now. What exactly is going wrong on discord? Maybe I can help?
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RE: Unity new Input System testing
@rick55_55 Thanks for the file. Unity should be able to create a default mapping from the HID data, it seems to not work particularly well though.
The force feedback works because I wrote a plugin myself to interface with DirectInput to implement that. For some reason Unity opted to not use DirectInput for their new input system, instead I think it's just grabbing raw data from the USB HID interface. Their steering wheel support is currently kind of lacking.
I can try to create a config file from what you sent that might work.
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RE: Xbox controller setup
@connor Sorry I didn't notice this post, what exactly is the problem? As far as I know Xbox 360 or Xbox One controllers should "just work" in windows. Maybe you need to install additional drivers? Which Xbox controller is it?