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    Scott Przybylski

    @Scott Przybylski

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    Website www.uhlhydroplanes.com Location La Mesa, CA

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    Best posts made by Scott Przybylski

    • RE: HydroSim Paint Scheme Dropbox

      For those that don't know, you can place these into:

      HydroSim_Data\StreamingAssets\Teams
      
      posted in General Discussion
      S
      Scott Przybylski
    • RE: HydroSim Exhibition Race 9/1

      I'm a maybe, gonna have a baby between now and then!

      posted in General Discussion
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      Scott Przybylski
    • RE: Ideas for future additions

      @TinyBeard That's an interesting idea. I'll look into making that an option.

      posted in General Discussion
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      Scott Przybylski
    • RE: How do I make a dedicated server?

      The server is currently hardcoded to use port 25144 on both TCP and UDP. If you want other people to be able to connect to the server on the open internet, you will need to open the port on your firewall. If you're behind a router, which is likely, you'll need to login to the router and forward the port to your computer running the server.

      I updated the HydroSim page to mention this.

      In order for people to connect, they'll need your IP address to put into the Join input field.

      I plan on making a master server list, but haven't gotten around to it yet, hopefully soon.

      posted in Support
      S
      Scott Przybylski
    • SNHL Season 3 - Results Spreadsheets

      SNHL Div 1 Results

      SNHL Div 2 Results

      posted in Leagues
      S
      Scott Przybylski
    • HydroSim Alpha v0.5.2.2

      v0.5.2.2

      Fixed:

      • Start / Finish line wasn't lined up with the buoys at Tri-Cities
      • Reduced downward force from roostertails.

      v0.5.2.1

      Fixed:

      • There was an issue with the dedicated server in the previous release that has been fixed.

      v0.5.2.0

      Added:

      • Detroit race course
      • Tri Cities race course

      Updated:

      • Upgraded Unity to 2018.2

      Fixed:

      • OpenGL shader isses on Linux and Mac.

      I'm putting the Mac build up, however it may not work properly, I've been having issues getting the water to show up at all in standalone builds. Mac build also doesn't support how boat wakes are rendered.

      Download HydroSim

      posted in Announcements
      S
      Scott Przybylski
    • 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
      S
      Scott Przybylski
    • Happy 4th of July! HydroSim Alpha v0.5.1.0

      Happy 4th of July! An update is finally here!

      v0.5.1.0

      Updates:

      • New replay menu that has boat / camera selectors and current time.
      • Added loading / transition screens.
      • Add support for loading other race courses.
        • Added course selection menu to the main menu.
        • Added course selection to server admin menu.
      • Added Guntersville course.
      • Made performance optimizations.
      • Added more detail to San Diego.
        • Terrain now uses MicroSplat materials / shaders. Also using new textures.
        • Using EasyRoads Asset for creating roads / bridges.
      • Added some more boats to choose from.

      Fixed

      • Fixed bugs with leaving the server and re-connecting without restarting the game.
      • More dedicated server fixes (still trying to get the timing issues sorted out).
      • Various other bug fixes.

      Download HydroSim v0.5.1.0 (Windows)

      Newer build available here

      posted in Announcements
      S
      Scott Przybylski
    • RE: HydroSim Alpha v0.5.0.3

      0_1530076249576_guntersville.png

      Working on the Guntersville course. Need to fix a couple bugs with course loading, hopefully an update soon.

      The pits are really far away from the course, I'll probably need to implement a course map, otherwise its easy to get lost, haha.

      posted in Announcements
      S
      Scott Przybylski
    • RE: HydroSim Alpha v0.5.0.3

      Another update, been working on the Mission Bay course some more:

      0_1527020384588_new_bridge.png

      I'm also currently working on scene transitions/loading screens and plan to get course selection/changing done before the next update.

      posted in Announcements
      S
      Scott Przybylski

    Latest posts made by Scott Przybylski

    • RE: How to set up a Thrustmaster T150 for the hydrosim?

      @rustygears I'm not sure, I'm in the process of switching the game over to using Unity's new input system. Have you tried the control tester app that I put up in this thread http://www.uhlhydroplanes.com/topic/239/unity-new-input-system-testing

      posted in Support
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      Scott Przybylski
    • Unity new Input System testing

      Hey everyone, I'm trying to update to Unity's new Input System. In doing so I ended up running into some issues with my own setup, so I made a ControlTest app.

      If you could download this and reply with your wheel / pedals (or gamepad) and whether or not you're able to bind Inputs correctly.

      If your setup doesn't work, can you click the little copy button next to the device name and then either paste it into your reply or paste it into a text file and attach it to your reply?

      http://static.uhlhydroplanes.com/downloads/ControlTester.zip

      I'll keep a running list of what I know works / doesn't work, you only need to reply if your device isn't on the list:

      Working

      Fanatec CSR Wheel
      Fanatec Club Sport Pedals V3
      Fanatec CSL Elite
      Thrustmaster TMX
      Logitech G920
      Logitech G27
      Logitech G29

      posted in General Discussion
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      Scott Przybylski
    • RE: Dedicated Server

      @8055 In 0.7.0.0, there is a server.xml in the HydroSim_Data\StreamingAssets folder where you can put the server name. You can actually remove several of the command line arguments now, as it reads the values from the server.xml first.

      posted in Support
      S
      Scott Przybylski
    • RE: Dedicated Server

      @8055 you can change the course by joining the server, open the settings (gear button). Enter the admin password (can be set with dedicated server command line option). Then you can change the course to whatever you want.

      posted in Support
      S
      Scott Przybylski
    • RE: VR issues

      FYI, this should be fixed in the 0.7.0.0 beta build

      posted in Support
      S
      Scott Przybylski
    • HydroSim v0.7.0.0-b19 Beta

      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 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-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.
      posted in Announcements
      S
      Scott Przybylski
    • RE: VR issues

      @ThatOneAmerican I'll take a look, I haven't tested the VR in quite a while.

      posted in Support
      S
      Scott Przybylski
    • SNHL Season 3 - Results Spreadsheets

      SNHL Div 1 Results

      SNHL Div 2 Results

      posted in Leagues
      S
      Scott Przybylski
    • HydroSim v0.6.9.0 - Miami

      Download HydroSim

      v0.6.9.0

      Added

      • New course: Miami!

      Fixed

      • Fixed a bug where timing info wouldn't show up when driving the Piston Unlimited.
      • Tweaked server netcode a bit, should help with buoys, still not perfect.
      • Fixed a bug where multiple Jump the gun penalties could be assessed.
      • Spread boat texture loading across multiple frames to try and mitigate stutter when boats join the water.
      posted in Announcements
      S
      Scott Przybylski
    • RE: HydroSim v0.6.8.1 - Scoops!

      @radinsky Thanks for the update, I'll try and sort this out before the next update.

      posted in Announcements
      S
      Scott Przybylski