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    HydroSim v0.7.0.0-b23 Beta

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      Scott Przybylski last edited by Scott Przybylski

      This version has some big changes, especially with physics, so while the physics is being tuned, beta versions will be linked here.

      Note: The boats engine no longer starts automatically, you must press (and hold) the ignition button / key (Default is I, can be re-mapped in the Input dialog).

      Windows Download
      Linux Download
      Mac Download

      v0.7.0.0-b23

      Fixed

      • Fixed roostertail particle physics.

      Updated

      • Made some changes to fin physics and hydro collision shape to try and make turning better

      v0.7.0.0-b22

      Fixed

      • Fixed the previous fix, inputs exceeding the 0/-1 to 1 range will be automatically scaled now, so you still get the full range of motion.

      Update

      • Made some more tweaks to the physics to try and make turning better.

      v0.7.0.0-b21

      Fixed

      • Fixed an issue where inputs could go outside the range of 0 to 1 or 1- to 1. There does seem to be an underlying issue with certain devices where they do not seem to get the full range of motion that they should.

      v0.7.0.0-b20

      Update

      • Updated Unity to 2019.4.f19, this update removes the little launcher dialog where you used to bind inputs / configure graphics. All of this is done in-game now via the Settings.

      Added

      • Added Input binding to the Controls settings menu.
      • Added option to use 2 pedals for the canard.
      • Added Graphics settings from the old launcher dialog into the game. Now supports Windowed, Exclusive fullscreen and Fullscreen window modes.
      • Added master volume setting to Other settings.

      Updated

      • Game settings can now be changed when connected to the server. The gear icon now opens those settings. The notes icon opens the race rules / admin panel now.
      • Ignition and boat reset buttons now must be held for half a second.
      • Tweaked Force Feedback a bit. Can now change the sensitivity of rudder and boat forces independently.
      • Now simulating the propeller at 1000hz which seems to make the boat ride better.
      • Made changes to the propeller / fin physics calculations that help make the boat feel better.
      • Made some tweaks to the torque curve and prop slip of all the boats.
      • Made some minor adjustments to the tunnel physics.
      • Slightly offset the tunnel to the right on the Unlimited to keep the left sponson from lifting on the straights.

      v0.7.0.0-b19 (Note: This build is currently only for Windows)

      Added

      • First attempt at adding force feedback to the game. Only works on Windows. You can adjust sensitivity and gain in the settings menu in game.
      • Added rev limiter to the GP boat.

      Fixed

      • Fixed some bugs when trying to playback replays.

      v0.7.0.0-b18

      Fixed

      • Fixed a bug where boats could receive wrong data packets causing the netcode/replays to look wacky.

      Added

      • Server list! Now hosting a master server, so dedicated servers can announce themselves to the world. HydroSim will now show the server list when clicking the Join button.
      • As a Christmas present to everyone that's been eagerly waiting for GP boats. Kallen Washburn made a ton of progress on the GP models, so I started playing around with physics for the new hull. I've added an early preview GP hull to play around with. It's far from complete, still needs some modelling work and texture mapping and there isn't really support on most of the courses for GP boats yet. GP sound effects are by Gavin McClure.

      v0.7.0.0-b17

      Fixed

      • Fixed issue where way too many buoy synchronization messages were being sent over the network (might help with disconnects).
      • Changed disconnect timeout to 10 seconds to hopefully help with disconnects.
      • Fixed buoy position/rotation interpolation to be smoother.
      • Fixed a bug where the boat wouldn't move with the trailer when the spawn was changed in replays.
      • Fixed a bug where boats on trailers could fall through the ground when pausing/unpausing replays.

      Updated

      • Brought all the physics changes on the Turbine hull to the Piston hull. Piston hull still likely needs tweaks to the engine torque curve.
      • Changed setup skidfin angle range to 18 - 22.

      v0.7.0.0-b16

      Fixed

      • Fixed a bug where the server could start sending the client messages before any of the message handlers were registered. This would lead to a bunch of errors being logged to the console and possibly other issues.
      • Fixed a bug where the initial boat state could be received by the client before the hydroplane object was created. This would cause boats to look like they were skipping around weird if you join the server and boats were out on the water.
      • Fixed a bug where the U-9 didn't have any sound.

      Added

      • Added ability to configure some advanced server settings in a config file, so I can tweak things to hopefully make server disconnects better without having to make new game builds.

      v0.7.0.0-b15

      Fixed

      • Reduced memory allocations in several places to try and help with frame stutters.
      • Re-worked replay system, so that it now pre-allocates a circular buffer of memory (the length can be configured in the settings in game), so its not allocating memory each frame.
      • Separated the visual / physical meshes for the rudder and prop.
      • Re-worked netcode, trying to make it more accurate and fix hovering boat issues. Added some more debug visual aids, so I could better understand whats happening.
      • Reduced size of hydroplane network messages.
      • Reduced buoy network traffic by only sending data from the server if the buoy position / orientation changed significantly.
      • Tweaked some other network config settings to try and help with disconnect issues.

      Added

      • Added ability to disable saving replays by session (from settings menu).
      • Added ability to specify replay buffer size in minutes. Note this will pre-allocate memory for the replay. From experimentation, setting this to 60mins uses about 300-400mb ram.

      v0.7.0.0-b14

      Fixed

      • Fixed bug (hopefully) where boat could get launched into the stratosphere.
      • Fixed bug (hopefully) where other client boats would start vibrating, lose their roostertail and sounds weird?

      I believe both of the above bugs were caused by certain situations where the tunnel physics could erroneously generate large amounts of negative lift. I think this fix may also make the boat feel less bouncy.

      • Fixed bug where boat could sink / get stuck to the bottom underwater.
      • Fixed bug where boats would move backwards to the dock spawn, when driving away from the pits.
      • Fixed issue where the replay time could cover the admin submit button. It may still get covered in some weird resolutions.
      • Fixed a bug when getting disconnected from the server while driving. If you re-joined the server, the UI would still look like you were on the water.

      Updated

      • Tweaked wake particles by adding randomness to their velocities so they spread out over time instead of staying in a straight line.

      Added

      • Added ability to change target frame rate to use VSync or limit to custom FPS.

      v0.7.0.0-b13

      Fixed

      • Fixed bug where the skidfin spray emitter was rotated 90 degrees.
      • Fixed bug where the clock on the client wasn't syncing to the server correctly.

      Updated

      • Canard now acts as a total lift multiplier instead of changing input velocity.
      • Shrunk the width (front to back) of the rudder
      • Tweaked water dynamic force properties

      Added

      • Added ability for server admin to change the wind speed which also affects the water roughness.

      v0.7.0.0-b12

      Fixed

      • Fixed a bug where pausing the replay, then joining the course would cause emitted particles to freeze in place.

      Updated

      • Physics tweaks to try and make turning faster, less bouncy, a little easier to keep the boat from flipping.

      v0.7.0.0-b11

      Fixed

      • Fixed VR issues at several courses.
      • Fixed reflection probes at all courses.
      • Fixed bug where turning the engine off and then back on would act as a brake.
      • Changed how timing is calculated to hopefully fix the time dilation issues on the server.
      • Tweaked netcode prediction code to try and make it more accurate.

      Updated

      • Completely re-modeled the hydroplane physics mesh using real world measurements. Re-positioned rudder / prop (will need to de-couple this from the rendered model).
      • Tweaked engine torque curve and other physics properties a bit.
      • Change shaft angle range back to 6 - 8 degrees.
      • Added ability to adjust left/right runner angles in the setup.

      v0.7.0.0-b10

      Fixed

      • Fixed bug where boat would sometimes sink to the bottom of the water after leaving and re-joining the course.
      • Fixed a long standing bug with the tunnel physics on dedicated server.

      Updated

      • Tweaked tunnel physics some more, should be a little more forgiving, boat still seems to bounce too much sometimes though.
      • Updated water physics to increase fluid density based on velocity of the triangle, this should make the water feel harder when the boat is going faster.
      • Tweaked some of the netcode smoothing now that some tunnel issues are fixed.
      • Prop shaft setup range is now 4 - 6 degrees.
      • Skidfin angle range is now 12 - 20 degrees

      v0.7.0.0-b9

      Note: This update drastically affects the way the boat flies and how the canard control works. It should be more realistic now.

      Fixed

      • Fixed a bug with audio in replays.
      • Fixed some broken Team.xml files.
      • Fixed a bug with the tunnel physics that wasn't properly taking into account the orientation of the boat.
      • Unity version was updated, Cross-compiling to Mac works again, so I've created a Mac build (I still do not own a Mac to test this with)

      Updated

      • Updated the physics mesh to better reflect the model at the back-end of the boat.
      • Canard now affects the input velocity into the tunnel simulation instead of just being a multiplier on the output.
      • Tweaked tunnel and propeller physics properties some more.

      v0.7.0.0-b8

      Updated

      • New engine and propeller physics simulation. Huge thanks to @ToddWasson for helping me implement this! The propeller is now simulated by spinning a semi-propeller shaped mesh and applying forces on the submerged triangles. This then provides a load to feed back into the engine simulation.
      • Lots of physics changes, trying to make cornering more realistic (faster and less slidey).
      • Updated Cinemachine, has fixes to help smooth out some camera jittering.
      • Updated Crest water library.
      • Tweaks to default water properties, made more directional.

      Added

      • Added boat setups, can now change the prop pitch, diameter, shaft angle, gear ratios, and skidfin angles.
      • New spawning system, added trailers to spawn boats in the pits when joining the server. Spawn location can be changed by pressing Ctrl+S .
      • Added engine ignition (Defaults to I key, can be re-mapped in the Input dialog).
      • Added ability to reload textures while in game to help with painting boats, you can update the DDS files in the Team folder and then press Ctrl+R to reload the textures of the boat that is the camera target.

      Fixed

      • Fixed issues with timing planes at Lake Havasu.
      • Performance issues caused by terrain when zooming in really far.
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