Hi everyone! I have 2dof chair which is connected to beamNG.drive via Simtools (as I believe, it uses output info from motionSim). But I observed that If you spawn some AI traffic, then it starts to freak out. I believe the reason is motionSim sends output of ALL spawned cars to Simtools. Is there any way to split motionSim output? like: Code: if(playerVehicle) then udpSocket:sendto(packet, ip, port1) else udpSocket:sendto(packet, ip, port2) Thanks!
That's precisely what the code is doing already but I can't test this myself due to lack of hardware... In any case, you are the second person reporting this issue, so something seems to be wrong...
Okay, I have figured out the problem: Simtools creates simtools.lua file in vehicle\extensions folder, which is run by vehicle\main.lua in the vehicle loading process. It works similiar to motionSim.lua (also port is 4123), but sends less output than it. Code: typedef struct simtools_t { float pitch; // rad float roll; // rad float yaw; // rad float surge; // m/s² float sway; // m/s² float heave; // m/s² float TL; // m/s } simtools_t; But I didn't know how to get playerVehicle ID, do you have any ideas? (that should be easy, i believe)
Actually you know what, I looked at the wrong file Oo Our own motion support indeed does not have this check, so I'll add that now. However, since your software ships its own interface, this fix won't help you at all. I'll fix up their version as well and post that here.