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Crew Chief V4 Spotter for Automobilista

Discussion in 'Automobilista - Links & Resources' started by gongo, Jun 17, 2016.

  1. Tony Binelli

    Tony Binelli Active Member Reiza Backer

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    Time my friend , just time;)
     
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  2. gongo

    gongo Dan Allongo Reiza Backer

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    Alrighty, I finally tracked down the blue flag issue and fixed it forever. As it turns out, the safety car and trucks around the track were causing most of the issue since they populate in the opponent grid but are set to controlType = nobody. Filtering them out and checking for cars only 40 meters back instead of 80 helps reduce the false-positives to nearly none. And now I'm checking that the vehicle behind is going at least as fast as the player so that only vehicles with a similar or faster pace can trigger it.
    Also, the Crew Chief now works when the car is under AI control as well to account for people who may have the pit assist turned on (also helps to not miss out on session data).
    I'm working on getting the pit window notifications to work in single player/offline races against AI.
    Timing is coming along nicely, just a couple of things here and there to test and tweak before I send another update over to the boss man. :)
     
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  3. mr_belowski

    mr_belowski Active Member

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    Gongo - is that pull request complete and finished? Not sure if I'm reading it right, but I think it might have been a bit mangled. There's a single pull request but when I look at the 'changed files' I don't see many changes - for example, the RF1GameStateMapper in the pull request isn't the 'rewritten' version you committed a couple of days ago.

    Can you check that PR contains all the stuff you need? Ta :)
     
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  4. gongo

    gongo Dan Allongo Reiza Backer

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    @mr_belowski Yup, it's complete. I made a couple last-minute additions when I realized you were likely asleep, and for some reason the web interface won't show the diff but it does say "CrewChiefV4/RF1/RF1GameStateMapper.cs
    499 additions, 836 deletions not shown because the diff is too large. Please use a local Git client to view these changes."
    It should merge okay.
     
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  5. mr_belowski

    mr_belowski Active Member

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    sweet, i'll have another look shortly and merge that mofo. If I have the time and energy when I'm back from work I'll add some missing sound recordings and cut another release
     
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  6. mr_belowski

    mr_belowski Active Member

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    i dun merged dat innit
     
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  7. DaVeX

    DaVeX AMSUnofficial Staff Reiza Backer

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    Sorry...what?
     
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  8. mr_belowski

    mr_belowski Active Member

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    I have successfully merged the exquiste and well structured pull request submitted by esteemed colleague Gongo
     
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  9. gongo

    gongo Dan Allongo Reiza Backer

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    Good stuff. I've got to grab the CART Extreme mod tonight and do some testing. I'm afraid that the linear interpolation might not be keeping up with the drastic acceleration values on these higher powered cars.
     
  10. mr_belowski

    mr_belowski Active Member

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    I had 10 minutes on one of the ovals in the CART mod last night and the spotter seemed to be doing a decent job
     
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  11. Erick Goldner

    Erick Goldner Active Member Reiza Backer

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    Can you guys post the changelog here when you update the app ?
    I like to inform our drivers of the changes and notify of something good they can use from it.
     
  12. Kevin Pheiffer

    Kevin Pheiffer Owner of Shadowracingrsa

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    My drivers are impressed. Thank you from Shadowracingrsa. You guys ROCK!!!
     
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  13. gongo

    gongo Dan Allongo Reiza Backer

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    The app should show you the release notes when it gives you the auto-update notification. Also, the release notes are available in the ReadMe.txt.
     
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  14. Erick Goldner

    Erick Goldner Active Member Reiza Backer

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    Awsome ! Thanks!

    Didn`t see anything about this yet, but a few of our drivers mentioned that they have a lot of difficulties on the start of a race when they are on the back of the grid.
    On most tracks you can`t see the Lights nor listen to the sound of the beeps.
    Is there any plan of adding an audio reporting the start of the race ?
     
  15. MaH

    MaH New Member

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    There is a "Green Green Green" voice :)
     
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  16. Erick Goldner

    Erick Goldner Active Member Reiza Backer

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    Really ?
    Was it on SP ?

    Just tried yesterday in a multiplayer race (formation lap & standing start) and didn`t got the "Green Green Green" voice!
     
  17. mr_belowski

    mr_belowski Active Member

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    Yeah it should give a green green green when the lights go. If it doesn't it might indicate a problem with the session state mapping, but it's been substantially rewritten so there's not point in investigating till the next release.

    Speaking of which, I'll try to do it this evening - been a massively long day so I'll only do it if have enough brain left to not cock it up. It definitely won't include the green-flag-after-a-yellow addition cos that requires code changes and I'm completely coded out for the day
     
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  18. Erick Goldner

    Erick Goldner Active Member Reiza Backer

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    Just to report that on Sp and MP you can set 4 possible ways to start the race:

    0=standing start,
    1=formation lap & standing start,
    2=lap behind safety car & rolling start,
    4=fast rolling start

    Maybe they act different on each way.
     
  19. mr_belowski

    mr_belowski Active Member

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    Just pushed out 4.3.0.2 which includes gongo's mapper rewrite, so once the auto updater has done its thing give it another try
     
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  20. gongo

    gongo Dan Allongo Reiza Backer

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    The different ways to start the race don't really matter since eventually they all go to the Green session phase. The voice will call the start of the race on the first transition to Green for a session. The only time it won't is if you're running a single player race and click "restart race" after the session has gone Green since I didn't account for that in my rewrite. I've just written the change for that and I'll be testing tonight. It won't go live until 4.3.0.3 though since I want to collect feedback and fix anything that I may have broken with my re-write.

    Something to note is that in single player the app may go a little crazy on reporting position changes if you're running with duplicate AI (more cars than there are driver entries). For example, Lancer R only has 10 cars so if you load up a grid with 19 opponents, it goes bananas every time one of the duplicates passes the other. I've just written a potential fix for that and I'll be testing that tonight. It's another change that will wait until 4.3.0.3. If it works like I hope, it should also be portable to R3E to help with duplicate AI opponents.

    I've added detection for when the player goes off-track and will be adding detection for when the player is approaching the track surface after being off-track. From there we'll be able to support a "watch out for traffic" or "all clear" type message. I'm hoping to have this detection complete for 4.3.0.3 as well.

    I've removed the "invalid lap/lap deleted" messages for 4.3.0.2 since they were causing confusion and not entirely accurate anyway.

    The app should now be reporting sector gaps and lap time gaps.

    Thanks, and keep racing!
     
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