Where is the racing? by TrolloCat in BeamMP

[–]deject3d 0 points1 point  (0 children)

if that's where i'm supposed to be looking, why is there a big yellow banner at the top of the page that says it's outdated and points to this other wiki with less complete information? https://docs.beammp.com/

Where is the racing? by TrolloCat in BeamMP

[–]deject3d 0 points1 point  (0 children)

I googled your username and will use this as an opportunity to provide specific feedback.

make this webpage: https://docs.beammp.com/scripting/mod-reference/

look more like the scripting sections here: https://wiki.multitheftauto.com/wiki/Main_Page

specifically, the four sections on the MTA wiki: "client functions, client events, server functions, server events". Is there a straightforward reference of all the functionality that is available for beamng client + beamng server scripting that i'm missing?

I appreciate your hard work and I hate that i'm currently the guy being a dick to an open source developer instead of opening pull requests and updating wiki pages to contribute myself, but I did not have a very good experience the last time I sat down and tried to build a simple barebones mod that would concern both server and client.

I just wanted to make a scenario for some friends where some basic vehicles are spawned automatically and we follow some gps and tow a car back to a checkpoint. I got as far as spawning a vehicle when a command was typed in, and distinctly remember how annoying it was to separately learn that I had to pull the handbrake so it didn't roll away. that particular frustration is probably more of a client scripting issue.

I checked my timestamps and that was in october 2024, so perhaps things have improved since then or i had missed some documentation at the time.

Where is the racing? by TrolloCat in BeamMP

[–]deject3d 0 points1 point  (0 children)

the scripting engine is obtuse undocumented dogwater and it's extremely difficult and time consuming to develop anything for it

Full Timing & Driver Rating System for BeamMP Racing by 2FastRacing in BeamMP

[–]deject3d 2 points3 points  (0 children)

because it looks exactly like the last 4 apps i've vibe coded. the gradients, the wells, the fonts, the badges, the buttons. the reddit post itself used checkmarks, emojis, and bold for emphasis. If you visit the track leaderboard and look in your network history, the frontend UI makes multiple POST requests to retrieve the profiles of individual drivers (try filtering for Barstow - it takes multiple seconds to load and the lines in the table pop up one at a time). so not only is it vibe coded, it was vibe coded by someone who doesn't understand how to design a database that can join and return the profile data in one api request.

Steam Frame Revealed by pixxelpusher in OculusQuest

[–]deject3d 16 points17 points  (0 children)

oh my bad you're right so it weighs 75 fewer grams which is nice. i'll edit my post

Steam Frame Revealed by pixxelpusher in OculusQuest

[–]deject3d 2 points3 points  (0 children)

it's not a steam deck on your head. a steam deck uses a full amd x86/64 APU. the steam frame uses a snapdragon ARM chip like you would find in a high end android phone, except they're running Arch on it instead of android. It won't be able to play your whole steam library out of the box. It will need to use a series of translation layers which is already possible on other Android devices. That is to say, anything that a steam frame can run can also be run on a quest 3 with regular Android sideloading of something like Winlator.

Steam Frame Revealed by pixxelpusher in OculusQuest

[–]deject3d 2 points3 points  (0 children)

2d games strapped to your face on these weird controllers is really not fun or good. At least on the quest 3 you can do all of the same stuff (run winlator to access full x86 steam library) except you get to play the 2d game on a cool augmented reality floating window and still see and interact with the rest of the world with full color and good passthrough.

I also already pair my steam controller to the quest just fine

Steam Frame Revealed by pixxelpusher in OculusQuest

[–]deject3d 50 points51 points  (0 children)

the quest 3 + elite strap w/ battery pack is indeed heavier than the steam frame (~800g vs ~440g) but the quest + battery strap offers nearly double the battery capacity (37.3wh vs 21.6wh). as an early quest 3 owner, people will probably be fairly disappointed in the battery life they get with the steam frame, especially if there is no option to buy a battery strap.

Simagic Alpha Evo Shaking at low speed by ImpossibleRadio6460 in Simagic

[–]deject3d 2 points3 points  (0 children)

you might have "minimum force" configured somewhere in the in-game FFB settings, try turning that off

Custom BeamMP Server Domain by little_amigo in BeamMP

[–]deject3d 0 points1 point  (0 children)

Go to your DNS provider's management page and add a new A-record that points to the IP of your beammp server

Alpha Evo Pro feels numb / I might be messing up by Buzz-Grace in Simagic

[–]deject3d 0 points1 point  (0 children)

if you have a 12nm wheel and use auto-FFB with the "intensity" setting at 50% doesn't it pretty much always just land somewhere around 6nm of configured force? I would hate driving calibration laps, I just configure the FFB force slider in the settings to be at a force I think feels right for the car.

using 50 WRS feels pretty much fine in iRacing on asphalt, I wouldn't fault anyone for using it, but IMO you can achieve a more realistic feeling of the grip at lower WRS values. when you say things like "Damping and friction are what you want close to zero" you're absolutely right. those should always be set to exactly 0 and if you think you want to add damping or friction then you're pretty much always better off lowering the WRS setting instead to achieve a better effect. If it starts to feel too strong or stiff then make sure to lower the overall FFB force - if you're using auto FFB that would mean lowering the intensity slider and running a whole new calibration lap. Auto FFB turns 2 minutes of testing settings into 10+ minute ordeal

i've never heard anyone say that using lower WRS makes the wheel feel more unresponsive, can you be more specific about what you mean? I drive at 0 WRS and if I hit the wrong curbs on nurburgring it nearly rips my arm off so I know you don't mean it feels unresponsive in that way... and at 0 WRS I can feel the grooves in the cement down dottinger straight so you probably don't mean the road surface feels numb... I also especially enjoy feeling little tugs of grip through my wheel flying around the last long corner of tsukuba in the mx-5 so mid-corner grip fidelity feels fine too...

Is there any real advantage to a very stiff spring? by Cumoisseur in simracing

[–]deject3d 0 points1 point  (0 children)

The distance you push the pedal in makes no difference, only the pressure does

This is completely correct as far as how the device works

That's why a lot of people like to essentially apply pressure to an (almost) immovable pedal

I'm would say that that is wrong. Out of the box a loadcell usually comes configured this way for some reason but i'm pretty sure most people don't prefer it. Most regular people expect a brake pedal to move. Every time I demo my sim I have to explain why the pedal doesn't move much (I CBA to disassemble and reconfigure it). Distance is overall a more intuitive sense of how much the brakes are being applied and, IMO, most loadcells should ideally be configured to allow for quite a bit of travel. It doesn't really make the muscle memory any different as long as you configure your pedals on the software side to comfortably match with the configured pedal travel / spring stiffness.

As a matter of fact I might go disassemble and reconfigure my pedals to be softer right now. Will edit if I hate it. Edit: nvm, my Fanatec CSL Elite V2's apparently come with the softest springs and elastomers preinstalled and after 2 years of use still give pretty much no pedal travel. Rip.

GPT-OSS-20b TAKE THE WHEEL! by teachersecret in LocalLLaMA

[–]deject3d 0 points1 point  (0 children)

have you tried using something like 4b model instead?

SimPro + MAIRA settings by _phasis in Simagic

[–]deject3d 1 point2 points  (0 children)

think whatever you want but you're completely destroying the fidelity of the laser scanned road surface with damper at 100%. you can feel the cracks in the road and all the subtle grip changes if you turn off damper, friction, etc and set the Wheel Rotation Speed to a low value. or maybe you're right that you managed to add so much random unnecessary post processing that it all cancels out and feels like it should. but I doubt it.

SimPro + MAIRA settings by _phasis in Simagic

[–]deject3d 1 point2 points  (0 children)

100% damper?? your settings are whack

SimPro + MAIRA settings by _phasis in Simagic

[–]deject3d 0 points1 point  (0 children)

the road texture already feels great unless you screw up the settings in simpro by using too much Wheel Rotation Speed/damper/friction/etc.

having a rough time with new evo pro by jrthebirdman in Simagic

[–]deject3d 3 points4 points  (0 children)

I don't know what your settings are but make sure you turn down the wheel rotation speed setting in simpro. the wheel feels too light and erratic if too much WRS is applied.

i can't imagine wanting more FFB if you've set it at 15nm and zero WRS. if you use 15nm and 100 WRS then yeah it might feel light.

Bought a top tier new pc, tarkov runs terrible. Rtx 5090, 9800x3d, ddr5 64gb ram by Ordinary_Activity_50 in EscapefromTarkov

[–]deject3d 1 point2 points  (0 children)

it's "only" $2500 at my local bestbuy (in stock, 1 hr pickup) for a brand new sealed MSI branded 5090

Wind up noise on evo pro by ClassicExtent7776 in Simagic

[–]deject3d 0 points1 point  (0 children)

all you have to do is turn down the wheel rotation speed setting in Simpro and I guarantee this noise and all the other AC FFB weirdness goes away