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  • RE: Ideas for future additions

    Thanks @Ryan-Yates that is helpful. Unfortunately I'm not entirely sure how I'd use that in the physics calculations. What I envision for figuring out the lift generated by the hydroplane tunnel/air trap would be to setup a grid of points at an angle. I can then sample the water at the center of each square to find the height above the water. From there I'm not sure what the equation is to figure out the lift force exerted by the air pressure. I'm thinking it may be similar to ground effects.

    posted in General Discussion
  • RE: Input settings

    @TinyBeard RT and LT on an xbox controller typically share the Z axis. At least on an Xbox 360 controller. One side goes from -1 to 0, the other side goes 0 - 1, if both are held down the same amount they cancel eachother out.

    posted in Support
  • RE: Ideas for future additions

    @Harley-Gray What Ryan said, I've found that running the game fullscreen at half or lower resolution helps a lot. The shaders for the water are very GPU intensive. I will add a graphics settings menu eventually to allow you to tweak the graphics settings more.

    @Cei I've always thought it would be cool to have the cranes lowering the boats into the water and other atmosphere details. Roughness of the water over time should be doable, it should probably take into account how many boats are on the water and for how long. I plan on exposing options for the server admin to adjust the water conditions.

    @Ryan-Yates Yeah, the old algorithm I was using was trying to simulate planing and slamming forces better, unfortunately it seemed to stuff it in the turns even more. I also think that the center section shouldn't be simulated like a wing, I found some research papers on it (https://www.researchgate.net/publication/266593645_Dynamics_and_Stability_of_Boats_With_Aerodynamic_Support) The hard part is figuring out how to actually use the equations.

    posted in General Discussion
  • RE: Input settings

    My guess is that your pedals share the same axis for each pedal. You may need to see if there is a way to set it to use split axis through the driver software.

    Making the Input settings more robust is on the TODO list, unfortunately Unity's old Input Manager doesn't expose a lot of needed functionality, so I need to look into 3rd party solutions or move everything to Unity 2018 (which I am in the process of doing right now) in order to use their new Input System which currently requires Unity 2018.2

    posted in Support
  • RE: Ideas for future additions
    1. Sounds like a good idea, along the lines of car racing sims that have the racing line that you can toggle. The only hard part is that the lane sizes aren't fixed, most of the rules define lanes based on the width of the boat. I may try and implement this when I start working on the course map overlay.

    2. There likely won't ever be a way to paint the boats in game. Photoshop and Gimp are much better tools than anything that I could ever come up with. I was a little hesitant making it so people could add paint schemes this early on, since I am planning on eventually creating a new boat model for the Unlimiteds.

    Anyway, there are Photoshop templates for painting the current boats, if you're a graphic designer it shouldn't be too difficult, its just a matter of exporting them to the correct DDS image format.

    1. More race courses are definitely planned.

    2. Yes, I would like to make it so the boats can be setup differently. I'd think of the current boats as just a place holder right now, I have some ideas for trying to make the physics more realistic as well as adding the ability to setup different parts of the boats.

    Unfortunately, I'm just one guy working on this in my spare time.

    Feel free to leave any ideas/suggestions you may have.

    posted in General Discussion
  • RE: Custom Boat Designing

    @Ryan-Yates I believe they are all exported as DXT3, I think DXT5 should also work. I think DXT1 might even work, since I'm not currently using the alpha channel.

    posted in Support
  • HydroSim Alpha v0.5.1.1

    v0.5.1.1

    Fixed:

    • Synchronizing buoys screen getting stuck when changing courses.
    • Fixed loading times.
    • Fixed driver replay menu when viewing live.

    Download HydroSim v0.5.1.1 (Windows)

    posted in Announcements
  • RE: Happy 4th of July! HydroSim Alpha v0.5.1.0

    I fixed the loading issues when switching courses. I was also able to speed up the loading times. I'll post an update after the race today.

    posted in Announcements
  • RE: Happy 4th of July! HydroSim Alpha v0.5.1.0

    @jeffdewalt Yeah I made the water a bit rougher. Eventually I'll make it so the water conditions can be changed.

    @PeytonHopp I haven't had any audio glitches. I wonder if it has something to do with the trees coming into view on the back straight. Detroit will probably be the next course.

    posted in Announcements
  • RE: Happy 4th of July! HydroSim Alpha v0.5.1.0

    There seems to be a bug when changing courses while connected to the server. It sometimes gets stuck at the "synchronizing buoys..." screen. I'm looking into it.

    posted in Announcements

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