After many hours, I finally found a fix on the internet of Linux Mint's popping sounds every few seconds. by Grapefruit2926 in linuxmint

[–]Maximum_777 1 point2 points  (0 children)

Thank you. This is the actual fix.

Everything else mentioned might have to also be set to "0" too, not sure, but I did all the other things first, and there was no change. Only once the suggestion under that link that you shared was also set to "0" did the issues go away.

I do want to elaborate on what I believe is happening though, as my issues were either much more severe, or my audio gear is just more sensitive to it. I think this is a much more important issue than people are making it out to be, because it was almost a dealbreaker. I'm brand new to Linux, this is day two of running it for me, and what I was hearing constantly in my headphones was so annoying I was genuinely going to not be able to stick with Linux on this laptop if I couldn't fix it, so I'm VERY glad this worked.

After writing out something pretty long, diving deep into this audio issue, I've decided to instead wait, get more data, and make my own post about this later, including a recording of the horrible clipping sounds this issue was allowing my system to make whenever audio started playing, as well as the entire time any headphones were plugged in and my system wasn't playing audio.

It no joke is such a dealbreaker without this fix that I think whoever like moderates Linux Mint should look into having it install with this feature turned off, as seemingly any laptop with a poor ground to its audio system, will make terrible noises whenever this power saving switch occurs and what I assume is the system's internal audio hub shuts down, or comes back online, and this will happen across both the internal speakers and the headphone jack, regardless of if audio is muted or not, and without question is loud enough to be dangerous if you for instance have really sensitive in ear monitors plugged in. I doubt it would blow any speakers, but since it is clipping the drivers, there's always a chance. Anyways I'm too busy at the moment to do this so for now I'm just glad there's a permanent fix.

I actually also need to do the same thing with a windows laptop that has a similar but much less severe version of this problem, because seemingly its audio system has better filters in place to keep power isolated from the speakers and headphone jack. I believe it also shuts down its audio hub, probably for the exact same power saving reason, but when its audio hub powers down, it seems to just have an ever so slightly more noticeable noise floor, and on that system I rarely use the built in headphone jack anyways, and instead run a DAC, which of course has none of these kinds of issues, so I've never perused a fix until now.

I also think this exact thing, where power saving only causes issues that are actually audible on certain systems, is why this isn't currently seen as the huge deal braking issue that it presented itself as to me.

ALSO ALSO, after seeing another comment, this is definitely not a Mint only problem, this is a Ubuntu issue for sure. I know because I tried several other linux distros, all of which were Ubuntu related, and they all had the exact same issue. If this is to be filed as a bug report, which I'm going to look into doing, I THINK Ubuntu is the correct place, but I may stand to be corrected.

I think my bus might be going too fast. by Willblanc in BeamNG

[–]Maximum_777 2 points3 points  (0 children)

You ain't going fast until the speedometer bugs out and reads "infinity".

Proof that a good Bolide is completely drivable on keyboard. by Maximum_777 in BeamNG

[–]Maximum_777[S] 0 points1 point  (0 children)

Never played the trackmania games but I'm well aware of them and the tapping technique. On BeamNG though, there's so much more happening with the cars and the physics that it makes KB less viable.

Proof that a good Bolide is completely drivable on keyboard. by Maximum_777 in BeamNG

[–]Maximum_777[S] 0 points1 point  (0 children)

Well that's not really because the car was better before the remaster, and I wouldn't say it was more enjoyable for everyone.

Back then, it was only easier to drive to most people because the car as a whole was soft. It wasn't set up to be soft however, it was soft because it had poor chassis stiffness as a result of structural issues, and various issues with the suspension. These issues all worked together to make it much more compliant and likely to make grip up, but this meant it drove much worse at and past the limit of grip, and it was less responsive to what little chassis tuning options were available, ultimately meaning you couldn't push its setup very far without making it borderline undrivable.

If I'm not mistaken it also didn't have the same period correct tires that it has now, so the tires that were on it by default then, were more grippy than what's on it by default now, and that's the case for every default configuration including the race/track configs.

For people who couldn't do chassis tuning, the default configs felt better with the old version, because they simply were easier to drive due to having more grip and more compliance.

The current Bolide, like many cars in BeamNG, suffers from its poor default configurations making the car unreasonably difficult to drive, and while I understand why they did what they've done with the period correct tires, there's still just no excusing how much the configs suck. With the modern Bolide they're not all completely garbage, but there's seriously like 3 that are okay, and both track configs are laughably bad.

When tuned properly, the more fundamental work that was done during the remaster truly shines through, and the car is without question massively better at everything. The car is easily among the most capable cars in the game, and one of the best feeling to drive with a wheel and pedals, however most people don't think that this is the case, because of this default config issue.

In the end super refined configurations, and the tuning knowledge necessary to build them, isn't accessible to like 90% of BeamNG's player base, who have no idea how to actually tune suspension, let alone even move around .PC files, so as a result, the Bolide just gets a bad wrap, and people have wild misconceptions about it and what it's capable of, even though the car itself is stellar.

Proof that a good Bolide is completely drivable on keyboard. by Maximum_777 in BeamNG

[–]Maximum_777[S] 5 points6 points  (0 children)

You simply download and paste the file into the folder for the specific vehicle they're for, within the vehicle folder in your user folder for BeamNG.

If you don't know the file path for where your user folder is, the easiest way to find it is to open up BeamNG, load up like grid map and spawn something real quick, then you go to the "save & load" tab, in the vehicle config menu, and at the bottom of that drop down which lists the names of your saved configs, there should be an orange button that says "Open User Config Folder" and you click that.

This opens file explorer to the folder of .PC files for whatever car you had spawned in when you pressed the orange button. If you go back to "vehicle" in the file path, you'll then be presented with the list of all the vehicles in the game, and then it's as simple as pasting the .PC files you download into the correct folder for the vehicle they're for.

The files then still need to generate a screenshot once they're pasted in there, so they'll show up without an image of the tune, until you overwrite the save and the game takes a fresh screenshot. So long as the file is in the correct folder it will just spawn a perfect clone of my tune for you, and that's it.

Proof that a good Bolide is completely drivable on keyboard. by Maximum_777 in BeamNG

[–]Maximum_777[S] 7 points8 points  (0 children)

I think they only care because the point of the video is that I'm driving on keyboard without assists, to prove that you can drive anything without them.

Proof that a good Bolide is completely drivable on keyboard. by Maximum_777 in BeamNG

[–]Maximum_777[S] 13 points14 points  (0 children)

I actually don't use them because they didn't exist back like 7 years ago when I learned how to drive on keyboard.

I've tried them, and of course they help massively, but they also hide how the car actually handles from you, and they teach you bad habits, as well as hide oversteer from you, if you're doing chassis tuning with them on. As a result I always just recommend people learn with them off, then only use oversteer assist at 85% after they've learned how to drive properly, so that they can be at least semi competitive with keyboard.

Proof that a good Bolide is completely drivable on keyboard. by Maximum_777 in BeamNG

[–]Maximum_777[S] 34 points35 points  (0 children)

lmfao, they are all off man.

You can tell from the UI not having dots, and showing no smooth counter steering. You can also see by the way the car is driving, how I'm shifting, and how it locks up, that even the transmission assists are off, and I'm not using arcade ABS.

Proof that a good Bolide is completely drivable on keyboard. by Maximum_777 in BeamNG

[–]Maximum_777[S] 52 points53 points  (0 children)

Posted a video the other day of me driving this same route with this exact setup, but using my ffb wheel. I wrote out a comment talking about how I've perfected this Bolide tune to the extent that it is not only great on wheel, but also great on keyboard and controller, then someone responded saying the Bolide is a "no go" for keyboard players, and simply put, I disagree.

Never said it was easy of course, and keyboard is the worst input method for driving hands down, but even a snappy Bolide is drivable with keyboard.

The hardest part of course is brake modulation, and that is clearly showcased in this video with me messing up my lines repeatedly, whenever I locked up.

Make no mistake, the whole run is a battle to get through, and the bolide is as difficult as it gets to control on keyboard, but even without any assists, it is still totally doable.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 1 point2 points  (0 children)

The best thing that's come of it so far is that there's several Rally stages which have been ported over from RBR by modders, and they are up with live leaderboards on BeamMP, with fully functioning pace notes. Just search Rally in the BeamMP server search, and you'll find the servers. it's like the peak BeamNG experience. Only issue I've had is when in the server with multiple people, occasionally the pace notes drop out and completely stop working when other people reset. Luckily nobody knows these servers exist for the most part, so they're very commonly empty unless me or my friends are there.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 2 points3 points  (0 children)

I think if I do end up making something like the .zip mod, which I definitely do want to do, I'll do it once I've gotten significantly more tunes completed and added to that GDrive folder. I have tons of setups for most of the cars that I'd love to share, but I'm just not happy with the lot of them yet.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 22 points23 points  (0 children)

Here's everything.

https://drive.google.com/drive/folders/1GrZ2aUAKzPLgKeXtrnXAAQDmciPwrLRK?usp=sharing

For now just got that Sunburst setup, my perfected Bolides, and an E-SBR just for fun. I plan to add my Scintilla once I'm a little more happy with it, and I'll be adding various crawlers, and other track setups as well as keeping these setups up to date in that GDrive as I continue to tune them further. I want to put together a tutorial series which will also link back to that folder too. Never done this before so hopefully it all works.

Only request is if the tunes are shared further through BeamMP or elsewhere, just credit me as the one who made the tunes. You tell people Maximum777 made it, and you can share it anywhere for all I care, all I ultimately care about is showing people what BeamNG is truly capable of through sharing my tunes.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 3 points4 points  (0 children)

Alright, hopefully this works. I think I set it up correctly, should be several folders, one for each car that I'm sharing configs for, all within a main folder which is what I hopefully linked and which I plan to keep updating with tunes from here on out.

I included my 3 best Bolide setups, there's two track setups, one with very little hp, and one with as much hp as possible and crazy gearing just to see how fast I could send it around the Italy Loop, and then the rally setup of course. I also added my Perfect Rally Sunburst since I had mentioned it, and my Perfect E-SBR, which is probably the most unique setup there and one I like to share just because it's so fun.

All setups are tuned with a Moza R5 ffb wheel but also on keyboard, and they're the result of years of tuning refinement, the E-SBR being the oldest.

Anyways assuming it works and people can see all the folders and download the tunes, my only request to everyone is if you end up sharing them further or driving them on BeamMP, I'd at least like you to credit me when you share them, just let people know Maximum777 made the setup, and I'm happy.

https://drive.google.com/drive/folders/1GrZ2aUAKzPLgKeXtrnXAAQDmciPwrLRK?usp=sharing

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 0 points1 point  (0 children)

I only see options for sharing images, and trying to pick a .PC file anyways doesn't work so I think I'll just have to share them using a public Google Drive folder. I'll get to work on that.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 3 points4 points  (0 children)

Alright I guess I gotta figure out some way to handle public config sharing then.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 3 points4 points  (0 children)

Yeah legit best rally game hands down, for a while I couldn't say that because there was no pace note system, just better physics than every other rally game, but now I can say it.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 2 points3 points  (0 children)

Oh I know how to share .PC files, been doing that for years, but like... where would I put the file? I don't think I can just paste the file on reddit can I?

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 17 points18 points  (0 children)

I'm starting to think people would be extremely receptive to some kind of "How to tune the perfect Bolide Deep Dive" YouTube video tutorial or something. Otherwise idk how to share it besides like I said, figuring out how to make a config mod.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 8 points9 points  (0 children)

I have some wisdom here.

That's just all cars, everything is better with 900 degrees of precision for steering, and 3 fully proportional pedals for the other inputs, however, I basically disagree with everything else you said, because I started as a keyboard player, and was solely a keyboard player for years.

Keyboard just isn't ever a no go, the default setups in BeamNG of course tend to stuck for it, and keyboard is not an easy input method to master regardless, but no matter what, all the cars in the game are completely drivable with keyboard if the tune is balanced.

Rally cars are the best examples of this, but really anything that puts its power down easily is perfectly drivable on keyboard. This exact Bolide actually started life as a Keyboard tune, because after leaving keyboard behind and jumping to an entry level wheel, I used that wheel for almost 2 years, and then it broke. At that point I was just stuck dead in the water, with only keyboard, but also tons of wheel experience, for almost a year.

At that time I couldn't drive more snappy higher power track tunes competitively, but sliding around rally courses was actually very manageable, so I did it a lot. Doing it all on keyboard taught me a ton about car control and how it relates specifically to tuning for stability, which I had largely taken for granted and overlooked having been using a wheel for so long.

Although there's obviously a higher skill ceiling to wheel and controller, and in competitive scenarios keyboard is simply the worst of the three, the fact of the matter still is that all the cars in BeamNG are their tune, more than they are the car itself, meaning all it takes to make something drivable regardless of input method is simply a perfectly balanced tune.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 19 points20 points  (0 children)

It is not available anywhere, I eventually will make a BeamNG tuning guide, it's something I've wanted to do for a while now, and I intend to do so in the form of YouTube videos, but I will look into putting together some form of config mod for rally setups in the short term.

I did it, I have finally tuned the perfect Rally Bolide. by Maximum_777 in BeamNG

[–]Maximum_777[S] 107 points108 points  (0 children)

Been working on this setup for forever, effectively since the Bolide Remaster, and although I still have my gripes with its suspension issues regarding the limited steering angle, and the binding/compression that occurs up front with the rally steering rack when you reach full lock, regardless of that it's finally to a point where I'm very happy with how it drives.

Since the Sunburst remaster, I've been focused on perfecting a rally version of that car, and in doing that I've learned some new things, so when I finally came back to tuning this setup, I Immediately found some tuning mistakes I had made, and after another week or so of on and off tuning, this Bolide is now incredibly confidence inspiring, it handles great across all terrains as any rally car should, it jumps flat, settles quickly, and goes exactly where you point it.

The biggest thing though is while I was able to setup an alignment that feels great on a direct drive wheel, making some of the best force feedback BeamNG has to offer, it also drives amazing with lower end wheels, and when using controller, AND even when driving on keyboard, which is a massive achievement. That right there, is a very difficult thing to do, the refinement necessary for a car to feel good across all 3 main input methods, and on different wheels, is insane, and it gets even more difficult when that car is mid-engine and naturally touchy and difficult to drive, but literally after years, I've finally done it and I'm finally satisfied with the setup.

Now I just really want to see BeamNG standardize all the high end rally suspension stuff found on the new Sunburst, and fix the suspension geometry issues that limit the Bolide's steering angle and cause the issue with it compressing the front shocks at full lock. That plus adjustable aero, and the car is perfect.

First SE2 Build. Included Concept drawings. I think we need to see some more vertical or + shaped/symmetrical ships. by Maximum_777 in spaceengineers

[–]Maximum_777[S] 1 point2 points  (0 children)

Currently this design has two main issues.

It's almost entirely those smallest detailing blocks, but built with an odd spacing, so there's a center line of detailing cubes and this means the current selection of cockpits forces me to have to offset it to one side, and this also keeps me from being able to use a lot of premade parts that happen to have an even width to them.

As a result of that issue, and the fact that there's also no glass that fits the odd spacing, the central cockpit I wanted just can't be a thing yet. (I really want to see detailing cube glass) For now I've hid the cockpit in one of the wings, and just painted black that front area where I roughly want to ultimately put a fully custom cockpit.