2018-07-28 snapshot

Post anything about MX Simulator here. Please. I'm begging you.
jlv
Site Admin
Posts: 14910
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

2018-07-28 snapshot

Post by jlv »

Changes:
  • Added /log command. Type "/log e 10" to leave erode info on the track and "/clearlog" to remove the markers.
  • Added "erode_lateral_scale" setting to tileinfo.
  • Added "erode_front_scale" setting to tileinfo.
  • Client version is now 33.
Windows users: http://mxsimulator.com/snapshots/mx-2018-07-28-1418.exe
Linux users: http://mxsimulator.com/snapshots/mxbin-2018-07-28-1418

Replace mx.exe or mxbin with one of the above files. The default location for mx.exe should be "C:\Program Files (x86)\MX Simulator". I'd keep a backup of the originals since these aren't well tested.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
jlv
Site Admin
Posts: 14910
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2018-07-28 snapshot

Post by jlv »

Explanation of the erode log info:

speed - the speed of the wheel
slip - slip speed
fx - force lateral to velocity vector before processing
fz - force along velocity vector before processing
pfx - force lateral to velocity vector after processing
pfz - force along velocity vector after processing

By before/after processing I mean before/after all of the various settings in the tileinfo file are applied.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
DJ99X
Posts: 15523
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: 2018-07-28 snapshot

Post by DJ99X »

jlv wrote:Changes:
  • Type "/log e 10"
Can I type ln 10 instead?
Mxkid823
Posts: 153
Joined: Sat Dec 14, 2013 2:57 pm
Team: SPINC

Re: 2018-07-28 snapshot

Post by Mxkid823 »

DJ99X wrote:
jlv wrote:Changes:
  • Type "/log e 10"
Can I type ln 10 instead?
*Rap Battle Horns*
2019 BRMXS Amat Supercross Part 1 [NA] 450SX Champion
3 - rF Amateur [NA] SX Wins (Oakland & Houston 2019; Atlanta 2020)
1 - MXSEMF Amateur [NA] SX Win (Minneapolis 2019)
yzmxer608
Posts: 15352
Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A

Re: 2018-07-28 snapshot

Post by yzmxer608 »

Ol m8 Dane. Never thought I'd see you post again!
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
jlv
Site Admin
Posts: 14910
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2018-07-28 snapshot

Post by jlv »

DJ99X wrote:
jlv wrote:Changes:
  • Type "/log e 10"
Can I type ln 10 instead?
Hah! Didn't even notice that. It means log, "e" is for erode and 10 is for 10 feet between markers. I thought I might want to use it for some other stuff besides erode so I put in the extra field for new options in the future.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
ColtonD719
Posts: 631
Joined: Tue Jun 21, 2016 4:15 am
Team: Privateer
Location: Oregon
Contact:

Re: 2018-07-28 snapshot

Post by ColtonD719 »

jlv wrote:Added /log command. Type "/log e 10" to leave erode info on the track and "/clearlog" to remove the markers.
Is there a way to make this work with playing in 3rd person? Right now I just get a bunch of markers popping in my face. Also, is there a way to toggle off the log recording, or at least toggle the markers? When I enter "/log e 10," then "/clearlog" it clears the previous markers, but continues to make new ones. Or is the idea just to use this with demos?
jlv wrote:By before/after processing I mean before/after all of the various settings in the tileinfo file are applied.
Which one, before or after, affects erode?
jlv
Site Admin
Posts: 14910
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2018-07-28 snapshot

Post by jlv »

It doesn't work with demos. I'll add a scale option so they won't block your view in 3rd person.

For the force numbers, before is the raw unprocessed force vector and after is the vector used in the final erode step.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
rewrew421
Posts: 1421
Joined: Thu Dec 13, 2007 12:41 am
Team: Privateer
Location: West Kentucky, USA

Re: 2018-07-28 snapshot

Post by rewrew421 »

some legendary names posting here..... good to see this place still kicking, hope all is well JLV!
D.Eckels #421 "The O-G"
jlv
Site Admin
Posts: 14910
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2018-07-28 snapshot

Post by jlv »

Always nice to see the first players still around. Welcome back!
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Norcal_51
Posts: 612
Joined: Sun Jun 14, 2009 5:27 pm
Team: MotoStar Racing

Re: 2018-07-28 snapshot

Post by Norcal_51 »

jlv wrote:Always nice to see the first players still around. Welcome back!
UID 321 here! :D Are there by any chance any big changes planned for this game? Seems like the only big addition in 5 years or so has been erode. Would be nice to see some modern 'sim' features (at least head tracking) added to make this game a modern day sim again.
Image
jlv
Site Admin
Posts: 14910
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2018-07-28 snapshot

Post by jlv »

The next major feature will be javascript scripting on the client. Before that I have to finish something else that it's probably better for me to not talk about.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
sethypeety
Posts: 322
Joined: Mon Jul 18, 2016 2:51 pm
Team: SpitFire Aprilia
Location: in your face
Contact:

Re: 2018-07-28 snapshot

Post by sethypeety »

jlv wrote:The next major feature will be javascript scripting on the client. Before that I have to finish something else that it's probably better for me to not talk about.
I don't know a lot about scripting so may I ask what the difference between the javascript and whatever you currently use is/what javascript is going to do?
Image
Thegoat4
Posts: 96
Joined: Mon Oct 05, 2015 7:48 pm
Team: Privateer

Re: 2018-07-28 snapshot

Post by Thegoat4 »

This might be the wrong topic to ask this question but i was just wondering if there will be 19' dynos and if so, when?
Wahlamt
Posts: 7933
Joined: Mon Sep 13, 2010 3:15 pm
Team: MLG Compton
Location: Sweden
Contact:

Re: 2018-07-28 snapshot

Post by Wahlamt »

Thegoat4 wrote:This might be the wrong topic to ask this question but i was just wondering if there will be 19' dynos and if so, when?
Think they'll use Vital's as usual (if I remember correctly), so when they're available, they'll be added eventually, probably.
Post Reply