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Add airborne detection for the generic SimHub telemetry source #32

Description

@Mhytee

Issue

The generic SimHub telemetry path (every game without an enhanced source)
never sets TelemetryFrame.Airborne, so airborne ducking is a no-op in those
games.

Test

Requires a title with no enhanced source that is not Trueforce-native.
Wreckfest 2 fits (generic path, frequent jumps). Forza cannot test this path;
the plugin auto-upgrades it to its UDP source.

Set airborne ducking to duck ALL effects at full reduction. Jump.

  • Before fix: nothing ducks (the flag never sets).
  • After fix: all haptics cut from takeoff to touchdown and return on landing.
    Crests, dips, and kerb strikes do not trigger the duck.

Goal

Find a reliable way to detect airborne status that is as universal as
possible across generic-path titles. For any title where no reliable signal
exists, keep today's no-op; a flaky duck is worse than none.

One candidate: freefall detection from AccelerationHeave (heave sitting in a
freefall band for a sustained window of tens of ms sets the flag; the window
keeps single-frame transients like kerbs and crests from triggering). Two
caveats: it is not universal (titles differ in what heave reads mid-air, and
some may show no freefall signature at all), and heave is the same channel
road bumps renders from (#33), so the detector's band/filtering must be
chosen so the two don't fight.

Other signal sources are worth exploring, e.g. per-title fields from
SimHub's raw game data where the universal fields fall short.

Related: #30, #31, #34.

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