This is brilliant #24
Replies: 1 comment 7 replies
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Thank you! I thought the same thing a few years ago but everything I saw online said it was impossible. Once I saw the drivers had been reverse engineered on Linux I knew it was totally doable. I would love some assistance! I have a massive update coming soon that I've been working on locally but the bigger unsolved issue is rev LED support. I believe I've narrowed down the issue and come up with a solution, it's just a large project and has taken a backseat. The general state of LED support is as follows; The wheel sends FFB signal down one endpoint on the USB, that same endpoint also is responsible for LED signal. We can communicate and drive the wheel LEDs with no problem when we are the only program writing to the endpoint. The issue is when multiple sources write to the endpoint FFB cuts out. Meaning every time we light up the LEDs we lose FFB for about 0.5s We passively tap the FFB signal the game sends to the wheel and repeat it into the Trueforce endpoint, when the wheel is receiving signal on the Trueforce endpoint, it ignores standard FFB. This is what allows our program to work. The issue is that even though the game ignores the non Trueforce FFB signal, it's still making its way to the wheel, causing a traffic jam when we also try to control the lights. (Multiple programs writing issue) The solution: Become the sole writer to the wheel. This is confirmed to work. It's how was able to get LED support working in IRacing with MAIRA. MAIRA requires users to disable the games built in FFB and sends its own signal, I have a custom fork of MAIRA which sends us the MAIRA FFB targets so we can apply them ourselves; Making us the only source writing to the wheel. If we can tap the games FFB signal before it actually goes down the wire, then send it along with the LED signal ourselves, we eliminate the issue. To make that work I believe we would need to make a custom driver that can not only passively tap the FFB signal, but also actively divert it. I've began work on this but realized it was a pretty big undertaking and that I had more fundamental issues to fix before focusing on it. If you would be interested in working on that driver in parallel to my work on the core plugin that would be incredibly helpful. When I get home I can get my current work on it uploaded. (It's local only currently) |
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I just want to say this is awesome. I have thought for a while that there has to be a way to convert game output telemetry into TrueForce, I just was too lazy to do it! Games without TrueForce feel so dead, if there's anything I can help with on building this, let me know I would love to contribute, I am an SWE and I have a G923 and can help however.
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