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Predefined Plugins

Generally X-Sim2 could support every game on the market, because of the addition of its integrated tools like Yoda2 or Force-Injector. These can be used to get all the needed information out of a game that a plugin does not provide. However theese tools need advance knowlege and some hours of work to build a profile for a simulator or gauge dashboard system. Most of the game developer are providing a simple or complex method to get the ingame values already. Some use shared memory areas where other programs can access the values, other developers like a network protocol which will send the values to a hardware system. Theese different methods are collected in X-Sim in a unified plugin system which is also available for programmers who may want to use it. Because of x-sim's unified system some ingame values may not be supported by a game developer. In this case this value is zero. To compare which values are available you can now choose your game out of the list below.

Please feel free to contact the programmer of x-sim, if you think you need one more value or a value in the list will not work as aspected.
Feel free to combine a plugin with the other tools like the Force-Injector, which is able to bring you more ingame values with some additionally work.

List of all developer designed plugins: (unified x-sim2 export/import interface)

Racing Games


Flight Simulations

If your game is not listed, you may first use Yoda2 to use Microsoft Force Feedback signals as simulator control. This is possible, because the sum of all feedback signals that are produced in a joystick or wheel system can be splitted with Yoda2 to real lateral and longitudenal forces which are part of the resulting force you feel on a game input device. Theese single extracted forces are mostly the true car forces and not special calculated for the steering feelings.

If you like to find ingame values you are able to use search engines out of the cheat section. The Cheat engine can find the current forces by comparing one game situation with another a few seconds later. Then you can insert this values in the Force-Injector tool which will access the game memory if the game is running. Then the Injector will use the found memory position of the cheat engine and transfere this to the Force-Profiler2. The Injector is able to convert found speed values, like the one of the cockpit speed gauge, to acceleration forces by polling the speed values every ms and use the difference of time and velocity to calculate the acceleration value. For left and right you are able to mix the values of Yoda2 or a cockpit slip ball gauge (if present). Additionally there is a online X-Sim database where found values can be stored and recalled by any x-sim user. The values can be downloaded and saved localy and therefore copied to the simulator system if there is no internet connection.

Samples in the online Force-Injector database

  • NoLimits rollercoaster simulation
  • Richard burns rally
  • GTR2 sample (ot really needed, because of the above developer telemetry plugin)

Image:Onlinedatabase.gif

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