SIMVIBE from https://simxperience.com needs your data to add to their presets

please release the motion or telemetry API for SIMVIBE - so those of us with transducers can properly feel our ships and adjust all the engine and vibration feelings in our cockpits. they said its a file you should have "motion or telemetry API"

please!
 
I would absolutely love for some sort of feedback output.
The API you are referring to (if on windows) is the force feedback UWP
can read more about it here : https://docs.microsoft.com/en-us/wi...el-and-force-feedback#force-feedback-overview

If they were to actually have some sort of direct x output or even a config file outputting the little bobble heads motion variables, I could make elite work with a motion simulator.
(yes im in the middle of making a 6DOF, no its not for elite, its for practicing for a pilots license on a rather pricey flight sim.)
 
This is what I was asked to ask for : If someone is in communication with the developers of any game, we would request the following for non-racing games:


#Region "General Game such as First Person Shooter or other First Person Game"

Public Class OpenGameTelemPacket_General_Session
Public GameName As String
Public PlayerName As String
End Class

Public Class OpenGameTelemPacket_General

Public PacketVersion As Byte = 1

'Time in seconds since session started
Public SessionTimeOfSample As Double

'Time Since Last Packet in milliseconds
Public TimeDelta As Double

''' <summary>
''' Game should increase session number to notify other systems when appropriate. For example
''' if a race is restarted, the session number should increase. Before doing so, game should send
''' a new session packet with corresponding number
''' </summary>
Public SessionNumber As Integer

''' <summary>
''' Tells motion devices, tactile devices, etc.. when it is ok to output the data received
''' Use this to disable motion when in menus, etc.
''' </summary>
Public EnableDeviceOutputs As Boolean = False


''' <summary>
''' Movements vehicle
''' </summary>
Public VehicleMovements As New CommonPlayerMovementsDefinitionV1
End Class
#End Region


<StructLayout(LayoutKind.Sequential, Pack:=4)>
Public Class CommonPlayerMovementsDefinitionV1
'In meters
Public VehicleOrPlayerWorldPositionX As Single
Public VehicleOrPlayerWorldPositionY As Single
Public VehicleOrPlayerWorldPositionZ As Single

'In meters per second
Public VehicleOrPlayerLocalVelocityX As Single
Public VehicleOrPlayerLocalVelocityY As Single
Public VehicleOrPlayerLocalVelocityZ As Single

'In meters per second ^2
Public VehicleOrPlayerLocalAccelerationX As Single
Public VehicleOrPlayerLocalAccelerationY As Single
Public VehicleOrPlayerLocalAccelerationZ As Single

'In Rads
Public Roll As Single
Public Pitch As Single
Public Yaw As Single

'In Rads per second
Public RollVelocity As Single
Public PitchVelocity As Single
Public YawVelocity As Single

'In Rads per second ^2
Public RollAcceleration As Single
Public PitchAcceleration As Single
Public YawAcceleration As Single


End Class
 
Elite Dangerous & using Simvibe would be insanly great. Using racing with simvibe I at first this would be a gadget. But very quick after a few races, it became a must. Currently if I can't use Simvibe in racing, I ususally don't drive at all. Especially in VR this would be a win-win situation! Supporting this thread +1.
 
Still not a thing... I have simvibe... it still does not work with Elite. I even have a 2nd sound card. It's too bad really. Guess I can go back to just doubling the sub output from my amp... and not have the computer separate. I did write the lead sound guy at fdev with the info they needed to send different data.

This is what I got back from simxperience :

Hi bluecrash, We need the ability to capture the raw telemetry from the game. We would love to support it but last time I reached out to them, they didn't have plans to unlock that ability for us or any other motion platforms. Sincerely, Darin Gangi

I have attached the file, that elite would need to implement - for this to happen
 

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