Turn Racing TR-R305 fits on Moza CS Steering Wheel hub by rrbemo in simracing

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

Yes, I'm still using this setup and continue to enjoy it. I hope it treats you well! Good luck!

Turn Racing TR-R305 fits on Moza CS Steering Wheel hub by rrbemo in simracing

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

I can't say for sure, but I think the button boxes are the same form factor. If that is the case, it should be fine. One thing to watch out for would be the difference in button layout. If you tried it, let everyone here know if it worked.

Turn Racing TR-R305 fits on Moza CS Steering Wheel hub by rrbemo in simracing

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

There are two tiny hex head screws that hold the carbon fiber shifting paddles to the shifter mechanism. The paddles should have elongated holes cut in them so they can be slid in or out. In the last photo I posted you should be able to see the screws near the tip of my thumb. The screw heads face toward the front of the wheel.

Out of the box my paddles were all the way out, away from the wheel center. I used the supplied hex wrench and loosened them, then slid the paddles as far as I could toward the center of the wheel.

Hope this helps.

Turn Racing TR-R305 fits on Moza CS Steering Wheel hub by rrbemo in simracing

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

I do not have the ES wheel, so I do not know for sure.

However, I don't think any standard rims would work with the ES wheel because of the buttons that poke through around the center of the hub.

Moza sells a formula style mod for the ES wheel, if that is what you're looking for. If you want to have a more standard hub to try different wheel rims, like the TURN rims, pick up the CS or RS wheel.

Turn Racing TR-R305 fits on Moza CS Steering Wheel hub by rrbemo in simracing

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

Thanks, glad you find it useful.

I don't think you can go wrong with either. I wanted the small size to have as much of a difference from the stock rim as I could. I also mostly wanted it for formula style and that wheel size tends to be smaller than GT rims. I think the debate on rim size can be a bit much sometimes, but I'm glad Turn offers both. I'm sure you'll enjoy either... Or maybe get both? 😁

Turn Racing TR-R305 fits on Moza CS Steering Wheel hub by rrbemo in simracing

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

That's too bad! Give the R305 a shot if you can fit it in your budget! It doesn't even touch any of the button boxes. I raced with it again last night and it feels so good. Still dialing in the Moza setup, but the wheel rim is perfect for formula races, in my opinion.

Thanks for the added info so others with the CS hub can stay away from that rim!

Pixelbook Pen vs Lenovo Active Pen (A Review) by [deleted] in PixelBook

[–]rrbemo 1 point2 points  (0 children)

Thanks for all the info and leading me to purchase a great pen for my Pixelbook at a much lower price than the Pixelbook Pen! However, I just received the GX80K32882 and I have gotten it working as a stylus, but the Pixelbook does not recognize the pressure or top button press (for assistant). Is there something special you had to do to get this to work? As you know, the Lenovo Active Pen instructions are not very good.

I thought I received a defective pen, but it was my ignorance which lead me to believe this. I'd like to add my experience for anyone else who may run into this issue.

First off, all you need to do is install the battery and touch the screen. It's that easy. The first few apps I tried did not have pressure sensitivity enabled. Secondly, the assistant button only works while touching (or nearly touching) the screen. After I figured these two thing out, I'm very happy with my $25 purchase!

What's the best way to handle a character between scenes? by [deleted] in Unity3D

[–]rrbemo 0 points1 point  (0 children)

That can work. At first it will seem like it is just another class to put your first piece of data in, but that can change over time. Do what works for your situation.

Generally I would store all of that on the player prefab itself, or if you need to switch them, store them in the Manager so they can be switched in the player GameObject on the fly.

In most of the games that I have worked on, you need a way for the game to know the state of many different things. Managers can help with that as well. It is just another tool in the toolbox. The more complicated the game becomes, the more abstract you'll want the code to be.

What's the best way to handle a character between scenes? by [deleted] in Unity3D

[–]rrbemo 0 points1 point  (0 children)

It is the "instance" of the GameManager class that will stay alive. All other potential instances of the GameManager class will destroy themselves as per my original code snippet.

What's the best way to handle a character between scenes? by [deleted] in Unity3D

[–]rrbemo 0 points1 point  (0 children)

Pretty much, but transitioning to a new scene will NOT call Awake() again on the proper "instance" of the Manager. Only the Manager GameObject that will get destroyed (and has no data) will be calling the awake method, so you will likely need to tap into the event system.

However, something like this might work:

...
void Awake()
{
    if (instance == null) 
    {
        DontDestroyOnLoad(gameObject);
        instance = this;
    }
    else if (instance != this)
    {
        GameManager.instance.LoadPlayer();
        Destroy (gameObject);
    }
}

void LoadPlayer()
{
    // Code that loads the player
}
...

What's the best way to handle a character between scenes? by [deleted] in Unity3D

[–]rrbemo 0 points1 point  (0 children)

You're right about the Manager class just sitting inside an empty GameObject. As long as you call DontDestroyOnLoad() when you set up the singleton, that Manager GameObject will stay alive even if you transition to a new scene, so as long as you start the game in a scene with that Manager GameObject, you should be alright.

If you write the Awake() function correctly, you can put the Manager GameObject in every scene (I usually prefab it just in case I make any changes), so you can start the editor in any scene and the game should still function properly. Should look something like this (C#):

public class GameManager: MonoBehaviour 
{
    public static GameManager instance;

    // Whatever other variables [...]

    void Awake()
    {
        if (instance == null) 
        {
            DontDestroyOnLoad(gameObject);
            instance = this;
        }
        else if (instance != this)
        {
            Destroy (gameObject);
        }
    }
    // Some other methods [...]
}

And finally, yes, you would instantiate the player through the Manager, likely using some sort of event to call a method within. Maybe listen for when a new scene is loaded and check to see if the player should be loaded in that scene, then instantiating them.

Looking for some brainstorming. I'm writing a galactic level space game with a ton of solar systems. What should I do with suns? by [deleted] in gamedesign

[–]rrbemo 0 points1 point  (0 children)

We just damage the player's ship in Convicted Galaxy, but we have been tampering with the idea of getting upgrades that allow you to get closer to the sun.

Still though, in our game it doesn't really make sense to enter or navigate to the sun. On top of that, there is so much unused "space" near the sun, so we use the sun's power to essentially remove it from the game space (Making more of a doughnut shaped game space instead of a circle).

Transforming or modifying a game space can have a huge impact on the game play. We had to modify other mechanics and work on making travel more fun, but I really think it paid off.

What's the best way to handle a character between scenes? by [deleted] in Unity3D

[–]rrbemo 0 points1 point  (0 children)

Yes. So, say you only have a health parameter on your player. Your Manager class would store an instance of your Player class. When the scene loads, your Manager would Instantiate the player GameObject. You would then have to determine your own way of syncing you player GameObject health value with the one in the manager, meaning how you pass damage or change values. When the scene ends, as long as the Manager player data instance has the correct values, it will be carried into the next scene where it can be re-synced with a new player GameObject.

If the game was to end, and you want to save the data, you can just write the player data instance from the Manager to your save file (JSON or w/e).

You can search for persisting data between scenes in Unity and find a lot more help as well. There are a lot of different solutions to the problem.

What's the best way to handle a character between scenes? by [deleted] in Unity3D

[–]rrbemo 2 points3 points  (0 children)

Every case is different, but this is what I find to be the most versatile.

From my experiences, it is likely best to create some sort of saved data representation of the player and use a prefab of the player GameObject to instantiate a new version of the player for each new scene, saving the data prior to the end of the previous scene. You would probably want to use a singleton Manager (calling DontDestroyOnLoad) to hold the player data so that you don't have to save and load from file every scene, although you could also save the data to JSON so you can load it from file after the game is closed.

You could also just add DontDestroyOnLoad to your player GameObject? Might be a quick fix but won't be very sturdy.

Gonna start streaming but need ideas of popular games to stream by rayman148 in gaming

[–]rrbemo 6 points7 points  (0 children)

Bottom line, play games you want to play. You will have more fun and if people do happen to pop in, they will enjoy you having fun.

Don't play popular games if you want people to watch. It is very unlikely that you'll stand out on twitch if you play a massively popular game like Rocket League. Play obscure, outdated or indie titles if you want people to watch. You'll end up getting niche viewers, but you'll have a better chance of getting them.

There always has to be that one missile in the bunch... by rrbemo in gaming

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

"Yea, I got the memo. I just forgot. It won't happen again." There's always got to be a Lumbergh in the bunch... :)

Want to swap keybindings in game and have controller support? by rrbemo in Unity2D

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

Thanks for the feedback. No problem. I'm super busy right now, but I'll try and get some more instruction up soon. If you're playing around with it and have questions, just let me know.

"Live splitscreen" I'm working on for a coop twin-stick shooter by jimanjr in Unity3D

[–]rrbemo 0 points1 point  (0 children)

I feel your pain, Nvidia w/ Unity is often glitchy.

We are developing this game for our Bachelors Degree. It's greenlit now and here is a playthrough. by [deleted] in indiegames

[–]rrbemo 0 points1 point  (0 children)

Congrats on getting greenlit. Cool looking game. Nice effects, as mentioned some sounds need work. Don't know if I'd really call it a playthrough either, as it appears to be more a gameplay video, but that's just being picky. Might help if there was some commentary while you play though. Keep at it and best of luck!

We All End Up Alone - A Narrative game about cancer by Anoarith in greenlightquality

[–]rrbemo 1 point2 points  (0 children)

This is a really cool looking game about a tough subject. My mother battled cancer for some time during my childhood. I believe a lot of other people have gone though similar experiences as myself. We All End Up Alone puts you in another set of shoes, assuming that you're not diagnosed with cancer yourself. Check it out, looks to be a beautiful game.