Starfox 64: Recompiled

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1.2.2
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Motion Rig Telemetry

Fly Star Fox 64 on a motion simulator. This mod sends your Arwing, Landmaster or Blue-Marine's motion to SpaceMonkey, which passes it on to your motion software: Sim Racing Studio, SimHub, SimTools or anything else that reads SpaceMonkey.

What you feel

  • Pitch and bank of your craft as you climb, dive and turn
  • G-forces from turns, climbs, dives, loops, boosting and braking, toned down to what a rig can show
  • A rumble while boosting (strength adjustable, see Options)
  • A jolt when you're hit, sized by the damage
  • Barrel rolls don't spin the rig, and a loop doesn't flip it over
  • In menus, cutscenes and on the pause screen the rig eases back to rest

What you need

Setup

1. Install the mod

Install it with Thunderstore, or download the zip from this page and drag it onto the Starfox 64: Recompiled window before starting the game (no need to unzip it). Open the mod menu and check that Motion Rig Telemetry is enabled.

2. Install SpaceMonkey (once)

  1. Unzip SpaceMonkey-StarFox64.zip into its own folder, for example C:\SpaceMonkey-StarFox64.
  2. In that folder, right-click Register.bat and choose Run as administrator. This only has to be done once (and again if you move the folder).

3. Start flying

  1. Start your motion software (see below) and select the right game profile.
  2. Start SpaceMonkeyStart.exe from the SpaceMonkey folder. The Star Fox 64 config and its output (default_MMF_UDP_CMED3) are already selected.
  3. Click the Star Fox 64 button. In the window that opens, leave the UDP port on 20790 and press Initialize!
  4. Start Starfox 64: Recompiled and start a level. The SpaceMonkey window shows Receiving telemetry from 127.0.0.1, and the text box below it says Star Fox 64 - flying with numbers that move as you fly.

Keep SpaceMonkey running while you play.

Connecting your motion software

SpaceMonkey sends the motion in two ways at the same time, so you don't have to change anything in SpaceMonkey:

  • as Codemasters (Dirt Rally 2.0 / Dirt 4) UDP data on port 20777
  • through SpaceMonkey's shared memory (for software with SpaceMonkey support, such as SimFeedback)

Sim Racing Studio

Sim Racing Studio supports SpaceMonkey. Select the SpaceMonkey game in Sim Racing Studio (or the Dirt Rally 2.0 profile if your version doesn't list SpaceMonkey), then start flying as above. Motion, shakers, wind and LEDs all work from the same data.

SimHub

SimHub reads the Codemasters data on port 20777. Select DiRT Rally 2.0 as the game in SimHub and, in its game settings, set the UDP port to 20777. Motion and ShakeIt (bass shakers) then react to the craft. The boost rumble comes through as road/suspension vibration.

SimTools

Use the Dirt Rally 2.0 (or Dirt 4) game plugin, listening on UDP port 20777. If your SimTools has the SpaceMonkey plugin, you can use that instead.

Sending to another PC

If the motion software runs on a different PC than the game: in the mod's options set Send to (IP address) to the PC running SpaceMonkey, and allow UDP port 20790 through its firewall. SpaceMonkey and the motion software usually run on the same PC.

Options (in the game's mod menu)

Option Default
Telemetry On Turn sending on or off
Send to (IP address) 127.0.0.1 The PC running SpaceMonkey (127.0.0.1 is this PC)
UDP port 20790 Must match the port in SpaceMonkey's Star Fox 64 window
Boost shake 50% How hard the rig rumbles while boosting; 0 turns it off

Troubleshooting

  • SpaceMonkey says "Waiting for Star Fox 64 on UDP port 20790" while you're flying: check that the mod is enabled, that the port is 20790 on both sides, and that you pressed Initialize!
  • SpaceMonkey shows "flying" but the rig doesn't move: the motion software isn't reading port 20777. Check its game profile and UDP port, and that SpaceMonkey's Telemetry Output is default_MMF_UDP_CMED3.
  • SpaceMonkey won't start: run Register.bat as administrator again.
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