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Question Source for existing plugins

Discussion in 'SimTools Plugins' started by cubexxx, Jan 10, 2020.

  1. cubexxx

    cubexxx Member

    Joined:
    Oct 4, 2019
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    +41 / 0 / -0
    My Motion Simulator:
    3DOF, AC motor, Arduino, 4DOF
    Hi, I have a question: If I download a game plugin, do I get the source also? I would very much like to have the source so I can adapt it to my needs, e.g. use different telemetry data for the "extra" axis.
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Ratings:
    +10,741 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
  3. cubexxx

    cubexxx Member

    Joined:
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    My Motion Simulator:
    3DOF, AC motor, Arduino, 4DOF
    Thanks, that's a little bit disappointing for me. Sure I can write my own plugin, but that means duplicating already existing work just to change a few lines. Why not make the source available?
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Ratings:
    +10,741 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    That is totally up to the individual plugin devs.
  5. cubexxx

    cubexxx Member

    Joined:
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    My Motion Simulator:
    3DOF, AC motor, Arduino, 4DOF
    So for some plugins it maybe available? How to find out before downloading?
  6. yellofella

    yellofella Member

    Joined:
    Aug 8, 2011
    Messages:
    94
    Occupation:
    builder
    Location:
    UK
    Balance:
    743Coins
    Ratings:
    +84 / 0 / -0
    My Motion Simulator:
    3DOF, SimforceGT
    I'm with u buddy.
    Been trying to add extra dash telemetry to assetto corsa some what like the R3E output but with no success. Would be a big help if the original plugin dev would supply the visual studio file before it was built and maybe a few pointers on how to change the plugin for our needs. Now the real problem with this is that if it was easy to do there would be loads different plugins appearing on here for the same game doing different things. I thought the plugin discussion page was the place for members to be able to suggest different ways that a plugin could be adapted/improved then maybe some of the plugin devs could adapt it if it had enough response and the original plugin updated. So still one plugin per game just updated.
    I'm at a complete loss when I comes to plugins from scratch even after reading @yobuddy tutorial many times and having a few goes at it so I'm still in the hands of others on this one. I've been trying to do it myself due to the fact that I think the plugin devs are working on the new games that are being released when they have the time and asking them to update a plugin a few years old in there spare time for free is asking a bit much of them. However it would be great that all plugins came with full dash support. Game dash has 20 outputs so why not try to extract as much as you can.
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
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    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    144,602Coins
    Ratings:
    +10,741 / 52 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Please keep in mind that plugin devs are pretty rare creatures and they do what they do in their spare time, then make their work available for free. It is the rest of us who are the beneficiaries. Most would not know it but @value1 does not even own a motion sim anymore, and is long past the point of finding plugin development the intellectual challenge it once was, yet he still maintains a huge swag of existing plugins, and even adds new ones, for the benefit of the rest of us.

    When it comes to making plugins for games which do not provide telemetry, it is a significant task, both initially then ongoing, as game updates break the games. A new process was trialled with ED where other members could help find the changed pointers after updates, and while a few members helped out it really has be the dedicated efforts of that plugin dev who diligently updates after game patches.

    My point is the vast majority of us do not have the interest, time, commitment or skill to make or maintain plugins, so do need to be vary grateful to the handful of members who actually allow us to have motion for so many games.

    There is documentation, example code and tips for finding pointers available in the FAQs for any of us to make or contribute to maintaining plugins. Few will ever take on and master those skills, hence I am deeply grateful to those who do, irrespective of how they choose to freely make the fruits of their labour available to the rest of us.
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    Last edited: Jan 11, 2020