Forum Discussion
It's awefully quiet up in here.
Especially considering how brilliant your idea is.
And that you've already done 80% of the work to implement it as ready to use in the game emmediately.
Like... Yesterday kind of ready.
Or maybe not. I dont know coding.
so...
You're welcome to jump in. Coder or not. Everyone can come up with a good idea to make this easier for the developers to implement I guess. Sometimes even representing a problem can bring about a solution. Improvements build over time.
Eventually someone is gonna say, "Yeah thats easy peasy lemon squeezy. In the game and patch.... Let's gooooo!"
Haha, yeah. I hope so. 🙌
lets get this feature implemented. check my codes, formula and logic gates. took me allot of effort to make all of that. maybe it will increase the chance of this feature being implemented.
I will even continue to improve later on. Apply automated coding line for the negative value transposer for formula.
You might be glad ur working with experts, that's how long it took me to write the code/formula and logic gates.
- 2 years ago
I didn't want to feel completely useless. So I editted your function coding/logic chart. To make it more automated. But I dont know the actual code this game needs and where it needs it, in order to even allow the possibility of utilizing these functions for the sweet 360 degrees of freedom in steering.
- 2 years ago
Hey there again. Thank you helping. That looks very good.
I wanna test the most extreme state Y=-100 and X=0
This should give a double result. Max 180 degrees and -180 degrees simultaneously.
And so it would break the code maybe. Maybe we need to set a deadzone for Y=-100 to - 96 and x=-4 to x=4. and y=100 to 96.
Ignoring those values and make it neutral should fix it.
Except, we dont want max steering to accidentally become neutral.
So instead of a deadzone it will save polarity state, neg or pos. And hold it there in the max negative y values of deadzone.
So we need that aswell.
But first Im gonna check formula result. See what happens.
Entering X=0 and Y=-100 into formula.
Check logic gate. There is no logic gate.
logic Y<0 so multiply by - 1 = 100
Result: 0
Cannot apply logic gate. So we need a deadzone to ignore the extreme values. Otherwise the functions fail. x=0 y=100 or - 100
But who cares right? 352 degrees of freedom is more than enough. That is still 195,56% of accuracy.
- 2 years ago
Wise that you are testing the extremes. Not sure how we are going to hold polarity on deadzones where y is neg.
If Y=neg and x>-4 and x<4, then retrieve and hold previous polarity as 180 or -180.
If Y=pos and x = -4 to 4. Then deadzone. Neutral, 0.
But how to retrieve previous polarity. We need to code an x value polarity memory of 3 values. Or just 1 to be save from radical thumbstick movement.
But the steering speed is already in the game. So going from max pos to max neg or vice versa, it wont happen instantly.
And we need a way to release the deadzone that is being held. Or not. I dont know.
- 2 years ago
That would require actual in game testing of the code.The basics is already there. It's just the fine tuning that is hard. Especially without having acces to the program. We're shooting blind. We don't even know the coding logics of the game. And what is possible and what not
- 2 years ago
I also wonder if the length of the formula is going to affect performance.
- 2 years ago
Not at all, my cheap phone calculator gives me the answer already before I am even done writing. It even gives outcomes while I am writing. It would be very funny if a gaming pc or console would have a hard time with it.
Otherwise Codemasters can beta this feature in pc games. As an optional controller feature.
- 2 years ago
Ok, this should prevent steering from shifting polarity at max angles. Makes it feel way more natural. Or intuitive. I mean intuitive. Like a steering in real life would behave. Going max or over max should not suddenly make the steering wheel shift polarity.
- 2 years ago
Thanks, that is a clever way to do it. I fixed bugs and writing error.
- 2 years ago
Yeah, that should do it.
Writing code is hard. I really appreciate the work they are doing at cosemasters. Unimaginable skill and cleverness and logic they have. To make such a big and smooth game. I'd do anything to make it easier for them. Hope this does it. If not, inspire 360 degrees of freedom of steering on the left thumbstick.
- 2 years ago
Yeah I can't imagine how big of a project it is to make such an all inclusive game. Maybe they work so hard, they forgot the little things. Like what a thumbstick is actually capable of doing.
The industry is so habbituated to simply use positive and negate x axis for steering. While combining x and y axis and applying the formula to it. Its double the steering accuracy and sensitivity and range and realism and immersion and intuition. Just value after value after value, always been there, looking them right in the face, all these times, it was always right under their thumb. The thumbstick itself and its ability to rotate 360 degrees. It has been so obvious for so many years of the racing games industry, that people have become oblivious to it. It's too simple! It's like a diamond on the floor. And thinking... Nah thats just a piece of glass. And the same with the thumbstick. Actual race game developers always look it and it and think, "nah, thats just left and right stick."
How easy it is, that a simple random person like me, or you, can write the entire code and formula to have a fully functional 352 degrees of steering accuracy and range on the left thumbstick.
With all possible bugs and issues averted. To make it fully functional.
Then how simple must it be for an actual game programmer to implement the most valuable thing in the racing game genre. The ability to steer your car.
I am giving them full free value. But they don't look for free value. Otherwise they wouldent have come to where they are now.
So maybe I need to sell my idea to them, so that they actually realise how good of an idea this is. How much value there is in it.
People don't seem to be willing to consider free things.
A fan always asks something. Like "can I have your autograph. Or can I make a photo with you?"
No fan just comes up to the famous person and throwing money/value randomly at them.
And game developers look at other developers. And they don't see anyone implementing it. So it goes unnoticed. The very idea becomes invisible, no matter how often they look at the thumbstick. They still cant realise it.
How can a thumbstick be so accurate? Well, I am just going ro assume that it cant, like I have always done. Simply out of habbit. And develop all these complex and unnecessery functions to make it drivable with only the x axis. Because for some reason, it has been so ingrained. Even the camera control on the right thumbstick use x and y axis for accurate control. But utilizing the Y axis for steering? Noooo, impossible! They cant even come up with the idea, being waaaay too simple and having waaay too much value. It has become obliviously obvious! They cant see it while it has been staring them right in the face. For so many years. God knows how long.
The thumbstick was invented since the days of playstation 2. And still, no one on the entire planet knows about it. The left thumbstick can be utilized for 360 degrees of steering.
It simply makes no sense. I understand the y axis on an airplane is needed for vertical steering. But in racing games, the y axis has never been utilized.
Even tho a random person like me writes the code for it. completely for free. Its weird. Just weird. The universe is weird.
They can make a commercial and advertise about the fact that their game has 360 degrees of freedom steering, and everyone will buy their game. Because no other game has it. It's too much value to be believable.
- 2 years ago
Nah I think someone will eventually figure it out. And the whole industry will quickly pick up on it very soon after.
It's like.... Come on... How easy is it to make a 360 degree steering, considering all the amazing mindblowing things game developers are able to achieve. This one is very easy.
Maybe you are right, maybe they are blind to it.
But who cares. Other developers will pick up on it and then they will simply copy and paste. This is not some kind of thing that needs patenting. All fps games use the x and y axis. for full 360 degrees of movement. and even 3 dimensions of camera control.
360 degrees of steering is easy. People can see and even check or apply the code, its on page 6.
- 2 years ago
Yeah. Apply any x and y values from your thumbstick to the code on page 6 and see how accurate it is.
- 2 years ago
Do you want me to check for possible errors?
- 2 years ago
Nah, you've already helped enough with resolving the deadzone and max polarity issues.
I want anyone to check it out, especially ea codemasters. The final code on page 6 is completely ready for review and ready to be applied to the game. By someone who is actually authorised to do that. And capable doing so, ofcourse.
- 2 years ago
added fine tuning for code
- 2 years ago
Anyone know the programming language f1 23 is developed with?
c++?
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