Quick update on the next version of the Simhub suite. I focussed on the GT3 bundle so everything got delayed a bit because of that. But I reached a pretty important milestone that I promised from the start: In my current build the penalty calcuations for the class leaderboard finally work flawlessly against AI (as far as I could test it). No matter if you speed in the pitlane or at the formation lap, the overlay will correctly calcuate the time penalty you got. It's important to note again that AMS2 does not share the time penalty values with Simhub, so it's a big step that it works through workarounds (without creating much load on your system). There's only one minor downside that can't be done otherwise, your time penalty will always be final calculated and displayed after you complete a lap. So it's a bit delayed to the real AMS2 value, but in the end it works Tomorrow I will test it in multiplayer races, and if that turns out as I hope this feature is ready to ship with 1.2. Also the leaderboard performance rewrite is done. While what you see doesn't look different the complete coding is redone which should lead to way more consistent data and way less load on your system. You can spot the constitent data easily by watching the gap in the leaderboard which now updates all cars at once. Next up are finalizing the performance optimization for multiclass display and relatives. When that's done 1.2 is bascially ready to drop. My own relatives delta calcuations are still in prototype phase, some early tests look promising that it might be possible to do, but it's quite huge task to get this running for a full grid. So most likely this will be a 1.3 feature, since I don't want to hold back all the other improvements just for that. Hi, can you check if your overlay window is set to WPF Renderer? Otherwise try this preview version, it changes that what you see in the input monitor is the actual pedal input and not the AMS2 (which is modified by TCS and ABS) values
Here's a little proof of concept video on real delta times. To my understanding what AMS2 and Simhub do for deltas between cars is measuring the distance between two cars and based on speed just calculating the distance between the two (there might be more to it, but that doesn't matter atm). While this method is okay for a vague value, it runs into the hugge issue that on the time constantly stretches with showing lower values in slow corners and higher values at high speed, even if two cars would drive 100% identical behind each other. So on track like Monza it shows you constantly gaining and losing multiple seconds to the car in front, giving you no idea if you catch up or lose time. In real life gaps are measured by measurement points at the track, so it can determines the exact miliseconds between two cars passing. So I build a proof of concept to rebuild such a system in Simhub. While you can see a recorded gameplay (with the new LMU-style gauge) the imporant part is my test run on the left. Each time a car passes 10% of a lap the exact timestamp when he hit that measurement point is saved. And with this information I can measure a 100% constant time delta between two cars hitting the same point of the track, here tested as gap to first. So with this I'm pretty sure I can realize a completely constant real delta measurement between cars. Can you send me a screenshot of your options you set to the overlay window? It barely has any coding but is just displaying the Simhub Input values. What simhub version do you have? Do other overlays work in simhub? I will stick to replying here, so we don't have to talk here an at overtake at the same time
I've used different overlay window display methods in various combinations, and there's no point in sending you screenshots. So, I'll send you a bunch of screenshots with different options. None of them display the brake and throttle pedal graphs, only the right side with the on and off columns. SimHub version 9.10.1
My ISP broke down atm, but I've got a nice video ready showcasing my Real Deltatimes coming with v1.2. With these the annoying behaviour of AMS2 and Simhub relative Deltas that distances jump up and down multiple seconds between corners and straigths is finally solved by having real time measurements when cars reach certain points on the track. I'm even pretty sure this issue is why people claim AI is too slow in corners and cheat on straigths, since the game misleads you to thinking they accelerate so fast they gain 2 seconds distance after corners even when you both have the exact same pace. But you will see that in the upcoming video side by side once my internet works flawlessly again. Overall work on 1.2 is pretty much done, just minor testing left. Next Monday I will test the release candidate version online with friends. So it's getting close to release. I will also record a full video showcasing all overlays like the Multi Function Display and demonstrating new features before launch Thinking this should be a Simhub / Shared Memory issue and not overlay specific, but I really need something to work with to able to look into this. Could you send me your SimHub\Logs\Simhub.txt Logfile? Please add Input Circle Monitor to your screen and check if it behaves exactly as Input Monitor? Can you check if any of the Simhub included overlays recognize your pedal input?
Your overlay looks fantastic! Thank you for your work Without burdening you with even more work, there is still some more data in Simhub about the weather: The property [GameRawData.mRainDensity] is showing how much rain is currently falling. Dry Weather: [GameRawData.mRainDensity] = 0 Light Rain: [GameRawData.mRainDensity] = 0.20 Rain (incl. Fog): [GameRawData.mRainDensity] = 0.40 Storm: [GameRawData.mRainDensity] = 0.60 Thunder: [GameRawData.mRainDensity] = 0.80 The value rises or falls when there is a change in the weather. This can also be displayed in the overlay. For example, I use the following formulas to display different images: isincreasing(1000,[GameRawData.mRainDensity],0) isdecreasing(1000,[GameRawData.mRainDensity],0) There are also some more data for the wind (direction and speed) or how cloudy it is. But I haven't played around with that yet. [GameRawData.mWindDirectionX] [GameRawData.mWindDirectionY] [GameRawData.mWindSpeed] [GameRawData.mCloudBrightness] I sincerely hope that we will also have a weather forecast and a display showing the track moisture at some point. Nevertheless, you did a great job!
Thank you, yes Rain Density is added to the upcoming MFD overlay. You data how it scales is really useful, I will include that. The increasing and decreasing The over values are interesting, I will have to check if this and others you mentioned are reliable and makes sense to display there. if I understand that correctly they said in the HUD update will be able to forecast weather, so I hope that these informations will be added to SharedMemory then too so I can add something similiar