PiBoSo Official Forum

GP Bikes => Mods => CAWS Mod Team => Topic started by: Hawk on June 08, 2017, 01:35:37 PM

Title: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on June 08, 2017, 01:35:37 PM
WIP - Donington Park Circuit(Early Release)

(https://c1.staticflickr.com/5/4286/35046030201_a82c78ec16_b.jpg) (https://flic.kr/p/VoU4N2)




Wheatcroft Straight:
(https://c1.staticflickr.com/5/4210/35176204625_0c3a70340f_h.jpg) (https://flic.kr/p/VApf7D)

Craner Curves and Old Hairpin:
(https://c1.staticflickr.com/5/4288/35136336376_1ca441efa4_h.jpg) (https://flic.kr/p/VwSUF3)

Starkeys Bridge:
(https://c1.staticflickr.com/5/4213/35176207365_2573d35560_h.jpg) (https://flic.kr/p/VApfVT)

Mcleans:
(https://c1.staticflickr.com/5/4195/34789575550_9fccb93e32_h.jpg) (https://flic.kr/p/V1eEL7)

Melbourne Hairpin:
(https://c1.staticflickr.com/5/4212/35011338042_a7ede097c4_h.jpg) (https://flic.kr/p/VkQg2m)

Misc View:
(https://c1.staticflickr.com/5/4239/34366832093_f7afd06a55_h.jpg) (https://flic.kr/p/UmSZRP)


The download link will be released via DD's "GPBOC Track Database" here: http://forum.piboso.com/index.php?topic=4584.0 (http://forum.piboso.com/index.php?topic=4584.0)  as soon as possible today. Thank you.  :)

NOTE: You may need the LAA Hack to run this track, but it may run without it too. Please let CAWS know if you have any problems. Thanks. ;)

CAWS MOD Team
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: tchemi on June 08, 2017, 03:35:39 PM
Is it as bumpy and dangerous that the already available one ?? ^^
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: h106frp on June 08, 2017, 04:01:23 PM
This one is very nice to ride and flows better on turns  :)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: CapeDoctor on June 08, 2017, 06:14:58 PM
this one is another frame-killer for me, much like the Brands one. i'll need to test it with the LAA hack, but as it, not playable for me.
certainly looks like a nice version  ;D
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on June 08, 2017, 08:00:11 PM
this one is another frame-killer for me, much like the Brands one. i'll need to test it with the LAA hack, but as it, not playable for me.
certainly looks like a nice version  ;D

If you don't mind me asking... What are your system specs Cape? As you can see in the pictures, the frame rate on my system is plenty good even though I don't have a high spec PC; though I am running the LAA Hack. I didn't try it without LAA, did it load up okay?

Hopefully Piboso will give us a true 64bit build as part of the next update.  ;D

Hawk.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: tchemi on June 08, 2017, 09:18:55 PM
Tested it, It's very good ! Nice colors, lights. As for brand hatch, the surface are really beautifful !
The kerbs are quite good and it is rideable, not a tripwire field like the previous donington track.

Good jobs cattles !! ho I mean, CAWS !
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Napalm Nick on June 08, 2017, 09:41:45 PM
Thanks for the feedback Tchemi! Much appreciated by all.
(https://www.funnypica.com/wp-content/uploads/2012/09/Funny-Cow-18.jpg)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Davide74 on June 08, 2017, 10:23:07 PM
yesssssssssssssss

THX!!
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Davide74 on June 08, 2017, 10:39:57 PM
core exe always
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on June 08, 2017, 10:42:54 PM
core exe always

Are you using the LAA Hack? If not then give it a try.  ;)

Hawk.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: CapeDoctor on June 09, 2017, 04:14:36 AM

If you don't mind me asking... What are your system specs Cape? As you can see in the pictures, the frame rate on my system is plenty good even though I don't have a high spec PC; though I am running the LAA Hack. I didn't try it without LAA, did it load up okay?

Hopefully Piboso will give us a true 64bit build as part of the next update.  ;D

Hawk.

sure - my rig is pretty long in the tooth, admittedly, but still shouldn't struggle this much with these tracks, i think.
CPU:  i5 @3.2GHz
GPU: GTX480 w 1.5GB VRAM
8GB RAM
Win 7 Pro 64-bit

if it makes it a little easier, here a short summary of my experience with the 3 recent tracks:

BRANDS: - initially unplayable, framerate dropping instantly from steady 30 to 1-2 for a second or more, and then frames just all over the place.
ran LAA hack, and then it was playable just like any other track.
CATALUNYA: initially perfectly playable, no need to even try LAA. no frame issues whatsoever.
DONINGTON: initially unplayable, as per Brands, frames spiking constantly 30 and 0. LAA hack made very little difference.... better, yes, but still unplayable.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Napalm Nick on June 09, 2017, 06:22:10 AM
Have you made any ini graphics changes from default Cape?
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: doubledragoncc on June 09, 2017, 06:40:10 AM
Your GTX480 is where you have a problem maybe

Try this lil baby GTX 1030 for just 69: https://www.overclockers.co.uk/gigabyte-geforce-gt-1030-low-profile-2048mb-gddr5-pci-express-graphics-card-gx-19b-gi.html (https://www.overclockers.co.uk/gigabyte-geforce-gt-1030-low-profile-2048mb-gddr5-pci-express-graphics-card-gx-19b-gi.html) as a real cheap upgrade or go for a 1050Ti which is great for most gaming in 1080p without needing to upgrade PSU etc etc

DD
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: h106frp on June 09, 2017, 07:53:42 AM
Something does not sound quite right, have you tried benchmarking to see how it compares to similar systems?
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on June 09, 2017, 08:03:12 AM
@Cape: Your specs are nearly the same as mine, except I have only 7GB RAM and a Radeon HD6950 2GB VRAM.

Hawk
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: matty0l215 on June 09, 2017, 08:06:28 AM
By the way Cape.

Once you have applied the LAA to core.exe it doesnt need to be done again.

(If you already know this ignore me, it just seems like you keep installing it :P)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: CapeDoctor on June 09, 2017, 08:15:30 AM
my rig runs many newer games at steady rates, way more graphically intensive stuff, anyway.
sure, the GPU is old, but it 'should' still run this without breaking too much of a sweat.
my settings are maybe a bit high in the ini, will have a look when i have some time.
@ DD - sure, great card for a great price.
just double the price for import duties to here, shipping costs on top of that, and then it's not such a great deal anymore.... :-\

@Matty, i do 'activate' the LAA hack when i need it, don't keep it on by default.
this is due to me suffering crashes with some of the bikes - Manu's WSBK and MotoGP bikes, most notably.
this crashing would then only occur with the LAA hack enabled, which is why i don't keep it on.
i am still suffering core crashes with the new '17 Yamaha, but that's for another thread.
testing will continue later as i get time.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: matty0l215 on June 09, 2017, 08:58:14 AM
Ah. That makes more sense :P

Interesting though. I have always got LAA activated and ive never have any issues.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: h106frp on June 09, 2017, 09:27:57 AM
Same here LAA enabled for months and no issues at all.

We know GPB is single threaded so any old processor with a high clock speed will work well and multi core processors are no advantage.

Without LAA you can only use 2GB or with LAA up to 4GB for the application so 8GB systems are more than enough.

I suspect something more fundamental is going wrong with your PC setup.

Thinking a bit more OpenGL performance might be a place to start looking if other games  ( DirectX ? ) seem OK

Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Napalm Nick on June 09, 2017, 10:14:10 AM
I suggest one if your tests is going back to default ini settings and see what happens then.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Syd on June 09, 2017, 11:58:14 AM
This is beatifull!! Thank you so much Guys, this is so much fun to ride now. 10/10 ;D
I have no frame rate probs, is smooth, using LAA .

Will the finished version have a barrier across the other circuit?
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on June 09, 2017, 12:14:28 PM
This is beatifull!! Thank you so much Guys, this is so much fun to ride now. 10/10 ;D
I have no frame rate probs, is smooth, using LAA .

Will the finished version have a barrier across the other circuit?

Hi Syd.

Yes. The finished version will have the appropriate barriers marking the two different tracks(GP and National tracks), and also have the 3D-spectators and ancillary vehicles and other special things we are working on for it too that we hope will contribute to the immersion of riding this great circuit.  :)
We also plan to put the two track layouts into one package too so that you will only have to download one track package and yet still be able to choose between the National and GP tracks.

Thanks for the feedback Syd, appreciated!  ;) 8)

Hawk.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: CapeDoctor on June 18, 2017, 08:28:27 AM
hi guys,
just an update fro my side, to let you know that i have the track now running super smooth, nice steady frames, and not even a need for LAA to be enabled.

I suggest one if your tests is going back to default ini settings and see what happens then.

i figured out (eventually) where i had gone wrong in the ini settings.
the [core] section entry:
texture_quality = 1/2/3/4 -
i had this mistakenly set to 1, thinking 1 would be the lowest texture settings.
when i went back and took a closer look at my notes, i found that 1 is actually the highest setting....  ::)
changed it to 2, and things were hugely improved.         :)
changed it to 3, and it's like slippery smooth sweet experience          8) ;D
hooray! now i can ride these great tracks (this and Brands) as they were meant to be. and they are superb tracks, a big improvement on the older versions.  8)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Warlock on June 18, 2017, 01:17:00 PM
Good to know Cape, was weird you were having those problems  ;)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: KliPPiE on June 18, 2017, 08:50:26 PM
Your GTX480 is where you have a problem maybe

Try this lil baby GTX 1030 for just 69: https://www.overclockers.co.uk/gigabyte-geforce-gt-1030-low-profile-2048mb-gddr5-pci-express-graphics-card-gx-19b-gi.html (https://www.overclockers.co.uk/gigabyte-geforce-gt-1030-low-profile-2048mb-gddr5-pci-express-graphics-card-gx-19b-gi.html) as a real cheap upgrade or go for a 1050Ti which is great for most gaming in 1080p without needing to upgrade PSU etc etc

DD

DD Cape and I are from South Africa pounds are expensive for us lol
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: doubledragoncc on June 18, 2017, 09:40:29 PM
Well bang for the buck the 1030 will be the best you can get and if you need help maybe email me at doubledragoncc@yahoo.com to figure out how to get you something for wot you have in the pocket
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: HWK on June 24, 2017, 08:49:52 AM
Anyone know what a good time round the national circuit on an R6 is? my ideal is a 1.09.8, and best is 1.10.7 no idea if thats ok or terrible.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: CapeDoctor on June 25, 2017, 08:31:43 AM
i'd say that's a pretty decent time. Yogi ;)
i'm only doing mid 1:12's atm, maybe i can shave another second or two of with a better setup.
this track and the CAWS Brands track have really made these circuits come to life for me -
been doing back to back comparisons with these and the older track versions, and the CAWS tracks just seem to have so much more 'life' to them.
i'm not just referring to the pretty scenery and textures here, but the track itself just seems to have better defined little bumps 'n dips in it, feels much more like a real track to me.
the other versions seem flat and a bit bland in comparison. i'll keep both , though, of course :D
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Warlock on June 25, 2017, 06:47:07 PM
GPB has always had problems with non flat as glass surfaces. So old tracks im sure have been smoothed to the limit.
Since better understanding of modding tools and tyres, bikes can be a bit tuned to tolerate more bumpy tracks. Maybe at expense of making the bikes too grippy on flat tracks, but we like bumps hahah  ;D, so....
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: HWK on June 26, 2017, 03:51:56 PM
I've not tried Brands yet but this version of Donington feels pretty good to me. I like the idea of there being a couple of bumps you have to be careful on, you always hear riders talking about having to take the bumps around a track into mind, so i guess it adds realism.

I do think the curbs need smoothing a bit especially the one on the inside of the right out of Foggys as the riders always cut that in real life and the bike goes crazy when i do it in game.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on June 26, 2017, 06:25:01 PM
I've not tried Brands yet but this version of Donington feels pretty good to me. I like the idea of there being a couple of bumps you have to be careful on, you always hear riders talking about having to take the bumps around a track into mind, so i guess it adds realism.

I do think the curbs need smoothing a bit especially the one on the inside of the right out of Foggys as the riders always cut that in real life and the bike goes crazy when i do it in game.

Hi Yogivo.

I'll take another look at the kerbs, but from what I remember, they were modelled to scale.... Can I ask what bike/s you get this reaction from as some bikes are definitely better than others when running over kerbs mainly due to their tyre physics models.... A lot of the bikemods do tend to be current WIP(work-in progress) too. :)

But I will take another look at those kerbs to make sure they are to scale mate. ;)

Thanks for the feedback Yogivo, much appreciated.  ;) 8)

Hawk.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: KliPPiE on June 26, 2017, 10:07:05 PM
Coming from someone who has raced this track in real life,

This is as close as fucking dammit as im going to get to going back and reliving my moment where i won there in the BSB final.

Ride 2 has nothing on this,

To all involved what a great map!
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on June 27, 2017, 07:58:45 AM
Thank you for your feedback Klippie.  ;) 8)

Hawk.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: KG13 on September 10, 2017, 07:51:24 PM
I love the track. I have never been to Donington but this track makes me feel like I am riding on real track. Small question. Are the curbs really so agressive on this track? Each time I touch them the Yamaha R6 is jumping on them like crazy and most often it crashes.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Napalm Nick on September 10, 2017, 10:11:22 PM
The way the bikes handle kerbs in this game needs work. It just isn't right.  :(

Having said that, a lot of tracks IRL now have kerbs designed for cars and riders tend to stay well clear unless upright.

At the other end of the scale is Jerez - kerbs so flat you cant even feel them - buttttt.....it makes riding this game a lot better because you can take 'realistic' lines across the kerbs.

Hopefully PiB will refine the suspension even more as yet and track makers will smooth the buggers down. Unfortunately it is a lot of work.

Thanks for your feedback KG13. Try some other bikes too to be sure.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: KG13 on September 11, 2017, 12:07:59 PM
Thank you for reply. I will try for sure. I just picked R6 Bike and I felt addicted to doing lap times on this track so much that I forgot about anything else :-D
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: janaucarre on September 11, 2017, 05:30:11 PM
Hi,
Recently i was building a new track with race track builder and noticed a problem when i want ro export from 3ds to gpbikes. I put many tyrewall all along the track and cannot export without crash of 3dsmax. After seeing how many polygons i was afraid by the high number: 1'800'000 polygons only with tyres, so i deleted them and all come back to normal.
Maybe if you, caws, can export a track with 2'000'000 or more polygons (i can't), the track in gpbikes can be very hard to play with descent fps.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: matty0l215 on September 11, 2017, 05:34:28 PM
We have to use a 64bit version of 3ds Max 2010 to export tracks

Along with the LAA Hack, people can play with large tracks with decent FPS.

Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 11, 2017, 05:38:51 PM
Hi,
Recently i was building a new track with race track builder and noticed a problem when i want ro export from 3ds to gpbikes. I put many tyrewall all along the track and cannot export without crash of 3dsmax. After seeing how many polygons i was afraid by the high number: 1'800'000 polygons only with tyres, so i deleted them and all come back to normal.
Maybe if you, caws, can export a track with 2'000'000 or more polygons (i can't), the track in gpbikes can be very hard to play with descent fps.

Hi Janau.  ;)

I'm sorry Janau, but I'm not sure what your asking or stating there? It's a bit confusing.

Are you saying that Donington is running at a very low FPS rate for you?
Are you asking CAWS how to export a high detail track for GPB?

Edit: Matty beat me to the post. Lol. Hopefully he understood and answered your questions better than I?  ;D 8)
 
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: h106frp on September 11, 2017, 07:06:22 PM
Framerate does not seem dependant on total poly count, view distance appears to have by far the biggest impact so a long unobstructed view to horizon with objects visible = low frame rate, lack of track objeect LODs is also obvious when you get close to detailed areas like the pits.

Not totally sure but i have a hunch large geometry groups spread around the track also cause frame rate issues, it 'appears' better to cluster geometry into an object locally and have several occurances of the object spread out around the track.

Usually compile issues are due to non-uv mapped geometry and an 'empty' object (no mesh) will cause import failure for Max

Its also a good idea to run system memory view of the exporter while compiling, the 32 bit compiler will fail if it hits 4GB, I have seen >12GB when compiling very large tracks in 64bit
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: janaucarre on September 11, 2017, 07:11:20 PM
Hi,
Good to hear that you can use a 64bits version, i tried 6 or 7 different but no one work like 32bits, the only one time i used 64 was for monza years ago.
The problem with 64 is not export but 3ds itself, problem of definition, problem of menus in the windows (the 4 windows), and corexe repetitiv ;-) and other thing wich don't work.
And no, i didn't try donington yet but maybe in some minutes it will be done.

Thank you
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: h106frp on September 11, 2017, 07:13:39 PM
Cannot get on with 3DSMax myself, I just work in Blender then import the fbx to Max 64bit and compile and export
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: janaucarre on September 11, 2017, 07:16:08 PM
In 32 bits it never use more 2048 GB of memory (i have 8)
Thank you for explanation
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: TimboC137 on September 11, 2017, 07:28:05 PM
Thank you for reply. I will try for sure. I just picked R6 Bike and I felt addicted to doing lap times on this track so much that I forgot about anything else :-D

i'm loving this track with the R6 also. the FFB is so detailed and strong with this bike and track. more then any other combo i've tried so far. donington has always been one of my favorites too. this is a great version, IMO. thanks CAWS
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: h106frp on September 11, 2017, 07:32:52 PM
If you LAA the standalone 32 bit fbx2edf you can get up to 4GB  ;)

During compile the memory usage appears to peak twice, once when it initially reads all the data in and again (higher) just before it starts to write out, I guess this is all the textures being decompressed. If it is close to 2GB in 32bit and needs a bit more it just fails, it does not appear to have any 'clever' memory management.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: janaucarre on September 12, 2017, 10:25:18 AM
Hi,
I use now LAA because track didn't load.
All is ok now.
The track is beautiful.
Flickering is a bit bad, not the publicity because we know this problem but the kerbs flickering. From my experience it happens when two polygons are to narrow, here it probably cause the kerbs are on the grass side around the track.
Thank you
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Nicotine on September 12, 2017, 05:10:00 PM
Great Track, love it  8)

Thanks man
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: davidboda46 on September 13, 2017, 08:17:21 AM
Hi guys.

Ever since Beta 12b came out I can't load this track, tried both GP and National versions. Stuck at syncing for ever and if I click the mouse (which goes from the GPB orange one, that is stuck during loading, to the regular white windows one if you know what I mean), I immediately get a core.exe. I use LAA. Track loaded fine with Beta 11b.

Cheers,

/David "Gonzo" Boda #46   
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: janaucarre on September 13, 2017, 08:39:16 AM
Hi,
I note some tracks wich worked well in other beta are less fps in b12b, there one i build for test that was rideable on 5km and the last km was less than 1fps, now It's less than 5 fps from the start, there is only road and grass.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 13, 2017, 08:54:18 AM
Sounds like a beta 12b issue, but we will test Donington to try and see what's happening....

Thanks for the feedback guys, appreciated.  ;) 8)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 13, 2017, 12:16:15 PM
Hi guys.

Ever since Beta 12b came out I can't load this track, tried both GP and National versions. Stuck at syncing for ever and if I click the mouse (which goes from the GPB orange one, that is stuck during loading, to the regular white windows one if you know what I mean), I immediately get a core.exe. I use LAA. Track loaded fine with Beta 11b.

Cheers,

/David "Gonzo" Boda #46

Just tried this myself and seems to load fine for me..... It took approx. 40 secs to sync connect and fully load up.

The only time I've had issues like this in beta12b(on any track) is when I've tried to connect to a track with a beta 12 updated bike that I forgot to install the new separate tyre files for.
Was there any bike in particular that you were using at the time? Maybe I can test again using the actual bike you were trying to connect with. :)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: davidboda46 on September 13, 2017, 01:25:13 PM
Hi guys.

Ever since Beta 12b came out I can't load this track, tried both GP and National versions. Stuck at syncing for ever and if I click the mouse (which goes from the GPB orange one, that is stuck during loading, to the regular white windows one if you know what I mean), I immediately get a core.exe. I use LAA. Track loaded fine with Beta 11b.

Cheers,

/David "Gonzo" Boda #46



Just tried this myself and seems to load fine for me..... It took approx. 40 secs to sync connect and fully load up.

The only time I've had issues like this in beta12b(on any track) is when I've tried to connect to a track with a beta 12 updated bike that I forgot to install the new separate tyre files for.
Was there any bike in particular that you were using at the time? Maybe I can test again using the actual bike you were trying to connect with. :)

I tried with several bikes, same issue. They work fine on other tracks. I still have all the folders in the C:\...GP Bikes... folder, instead of the new My documents\Piboso-way (I prefer the old folder system and I always unzip the bike PKZ-files so I can easily add paint-files like I always have). Could that be a problem?

Cheers,

/David "Gonzo" Boda #46
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 13, 2017, 01:51:02 PM
Hi guys.

Ever since Beta 12b came out I can't load this track, tried both GP and National versions. Stuck at syncing for ever and if I click the mouse (which goes from the GPB orange one, that is stuck during loading, to the regular white windows one if you know what I mean), I immediately get a core.exe. I use LAA. Track loaded fine with Beta 11b.

Cheers,

/David "Gonzo" Boda #46



Just tried this myself and seems to load fine for me..... It took approx. 40 secs to sync connect and fully load up.

The only time I've had issues like this in beta12b(on any track) is when I've tried to connect to a track with a beta 12 updated bike that I forgot to install the new separate tyre files for.
Was there any bike in particular that you were using at the time? Maybe I can test again using the actual bike you were trying to connect with. :)

I tried with several bikes, same issue. They work fine on other tracks. I still have all the folders in the C:\...GP Bikes... folder, instead of the new My documents\Piboso-way (I prefer the old folder system and I always unzip the bike PKZ-files so I can easily add paint-files like I always have). Could that be a problem?

Cheers,

/David "Gonzo" Boda #46

Not sure if it could be a problem to be honest; but actually for the paint files, all you need to do is create the bike folder for the relevant bike-name and then create the paints folder inside your newly created bike-named folder and just pop your paint files in there.... No need to extract the bike .PKZ files. ;)
Plus the fact that the servers are now using the .pkz format for the bike files, so if you extract your pkz files you won't be able to connect to that server because your file formats will be different. ;)
So whether that has any relevance to the issue your are experiencing? I don't know. :-\
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: HornetMaX on September 13, 2017, 03:10:57 PM
Plus the fact that the servers are now using the .pkz format for the bike files, so if you extract your pkz files you won't be able to connect to that server because your file formats will be different. ;)
I think this is wrong: you can connect if you unpack and the server doesn't (or vice versa).
It's just that the files must be identical once unpacked: both GPB client and the server unpacks them when loading and the check is likely done there.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: teeds on September 13, 2017, 04:21:39 PM
Plus the fact that the servers are now using the .pkz format for the bike files, so if you extract your pkz files you won't be able to connect to that server because your file formats will be different. ;)
I think this is wrong: you can connect if you unpack and the server doesn't (or vice versa).
It's just that the files must be identical once unpacked: both GPB client and the server unpacks them when loading and the check is likely done there.

I think you're correct Max, I know in MXB it doesn't matter if they're pkz or folder, the content is what counts.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 13, 2017, 04:48:50 PM
I'm just going from when I had unpacked.pkz bike files in my bike folder and all I got was a core.exe every time I tried to connect. I was asked if all my bikes were .pkz packed files because that's what was on the server? I put the .pkz versions back again and "Hey Presto!" I had no problems connecting to the server at all. So right or wrong something is going off there.  :-\
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: HornetMaX on September 14, 2017, 08:15:58 AM
I'm just going from when I had unpacked.pkz bike files in my bike folder and all I got was a core.exe every time I tried to connect. I was asked if all my bikes were .pkz packed files because that's what was on the server? I put the .pkz versions back again and "Hey Presto!" I had no problems connecting to the server at all. So right or wrong something is going off there.  :-\
Yes, but probably something else :)
Really, folder or .pkz should not make a difference to the checks GPB does.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: janaucarre on September 14, 2017, 11:32:59 AM
Hi,
Never had a problem to connect to a server and i have ever unpacked all the files
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Warlock on September 15, 2017, 03:10:15 AM
I have both , packed and unpacked, no problems so far.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: matty0l215 on September 15, 2017, 06:03:38 AM
I have both , packed and unpacked, no problems so far.
Same.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: vini97 on September 15, 2017, 10:23:10 AM
nice track but the bikes are floating above the surface

also could you make the curbs a bit smaller? it's realistic that you cannot use them mid corner but IMO you should be able to use them out of the turn when the bike is upright without highsiding.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 15, 2017, 02:18:08 PM
nice track but the bikes are floating above the surface

also could you make the curbs a bit smaller? it's realistic that you cannot use them mid corner but IMO you should be able to use them out of the turn when the bike is upright without highsiding.

Your not alone on your observations there Vin.  ;)
I've also noticed the bikes are riding above the surface too(on most tracks in general), more so since the latest GPB beta 12b release.... There is nothing wrong with the track that would cause this to happen so I can only presume it is either a GPB beta issue or a bikeMOD beta 12 update issue? Maybe Piboso could shed some light on this matter.
I see wheels/tyres lifting off the ground in the replays too as they have done since beta 9 I seem to recall? This is a long time issue we've reported many times but seems to get ignored by Piboso in his updates since beta 9 for some reason? Again, maybe Piboso would be kind enough to shed some light on this matter? :)

The way the bikes handle kerbs is probably more down to bikeMOD suspension physics/GPB physics than anything else, so the catch 22 here is: Do we unrealistically smooth the kerbs down so current GPB physics can handle them with ease, or, do we leave them realistically modelled and wait for Piboso to sort out the damping characteristics of the suspension/tyre systems for the physics in GPB and/or bikemods?

Thanks for the feedback Vin, appreciated mate! ;) 8)



Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: vini97 on September 15, 2017, 03:42:58 PM
The way the bikes handle kerbs is probably more down to bikeMOD suspension physics/GPB physics than anything else, so the catch 22 here is: Do we unrealistically smooth the kerbs down so current GPB physics can handle them with ease, or, do we leave them realistically modelled and wait for Piboso to sort out the damping characteristics of the suspension/tyre systems for the physics in GPB and/or bikemods?
clearly the former (until piboso improves the simulation).
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: vini97 on September 20, 2017, 01:09:43 AM
the COTA curbs are a good compromise IMO.


also, could you smooth out that bump in the last corner a bit?
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 20, 2017, 08:24:29 AM
also, could you smooth out that bump in the last corner a bit?

Noted for the next update...... I presume your talking about the National Circuit layout entering the last chicane Vin?  :)

Thanks for your feedback Vin, appreciated. ;)

Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: KG13 on September 20, 2017, 09:02:30 AM
Yesterday I had a funny issue. I have missed the last turn and hit the barriers at full speed. The game stopped and crashed. Not sure if its track of game code error, but the report said core.exe has crashed.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: matty0l215 on September 20, 2017, 09:47:39 AM
Depending on how fast your were going. It may be a game issue (a known one) you can get it to haopen on many tracks
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: KG13 on September 20, 2017, 03:34:29 PM
Ah, ok :-) THank you for information :-)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: vini97 on September 20, 2017, 06:46:31 PM
also, could you smooth out that bump in the last corner a bit?

Noted for the next update...... I presume your talking about the National Circuit layout entering the last chicane Vin?  :)
I think yes but to be clear, I am talking about the last corner in the GP layout (the hairpin).

And please take a look at the COTA curbs for comparison. The size is just right to produce realistic behaviour of the bikes.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 20, 2017, 07:08:54 PM
also, could you smooth out that bump in the last corner a bit?

Noted for the next update...... I presume your talking about the National Circuit layout entering the last chicane Vin?  :)
I think yes but to be clear, I am talking about the last corner in the GP layout (the hairpin).

And please take a look at the COTA curbs for comparison. The size is just right to produce realistic behaviour of the bikes.

Hmm... Not noticed any big bumps on the last corner of the GP track layout? I'll have to take a look..... I presume your talking about big bumps that are unridable?

The kerbs at Donington are true to scale; they won't be changed just to workaround GPBike physics issues. Could be the tyre model physics on the bikes that are causing issue when riding over realistically modelled kerbs. But we should not flatten the kerbs out just to work around physics issues. :)

Thanks for the feedback mate. ;)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: vini97 on September 20, 2017, 07:26:24 PM
unridable is subjective but relative to the rest of the track, it's a rather problematic bump.

well i understand your position and it makes sense in an ideal world but our situation is far from that so we have to find a compromise.
having a slight inaccurancy in the track that is basically invisible is a smaller trade off than having completely unrealistic gameplay (which will funnily make most people think you made a mistake modelling the curbs).
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 20, 2017, 08:48:54 PM
unridable is subjective but relative to the rest of the track, it's a rather problematic bump.

well i understand your position and it makes sense in an ideal world but our situation is far from that so we have to find a compromise.
having a slight inaccurancy in the track that is basically invisible is a smaller trade off than having completely unrealistic gameplay (which will funnily make most people think you made a mistake modelling the curbs).

So long as the kerbs are accurate then quite frankly people can come to whatever conclusion they like.... My conscience will be perfectly clear. Lol  ;D

But I would disagree with you that track authors need to come to a compromise from reality.... What is actually needed is for the bike-physics to be working properly and not for track creators to alter real world data as a workaround for poor physics settings - This is a simulator after all, yes?  :)

Has it occurred to you that the kerb issues are either a core physics fault or a bikemod tyre/suspension physics model fault? I suggest you ask Piboso and/or the bike creators to sort out the physics to allow the bikes to react realistically while traveling over the kerbs rather than asking for major changes in track kerb models as a workaround.  :)

If you don't push for what is needed then you won't don't get it.  ;) 8)

Always open for any changes that make the track more realistic.....

Thanks Vin.  ;) 8)

PS: I know we at CAWS are working on tyre physics modelling for beta12b bikes and testing on this issue as are other bikemod creators I presume.  ;)
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: vini97 on September 20, 2017, 09:18:27 PM
Has it occurred to you that the kerb issues are either a core physics fault or a bikemod tyre/suspension physics model fault? I suggest you ask Piboso and/or the bike creators to sort out the physics to allow the bikes to react realistically while traveling over the kerbs rather than asking for major changes in track kerb models as a workaround.  :)
It has not only occurred to me, it is clearly the truth and there is already a thread on that topic somewhere.
The point is, until PiBoSo fixes those issues (which could take quite a while), you could at least offer a temporary solution.
Title: Re: CAWS MOD Team - WIP Donington Park Circuit.
Post by: Hawk on September 20, 2017, 11:51:19 PM
Has it occurred to you that the kerb issues are either a core physics fault or a bikemod tyre/suspension physics model fault? I suggest you ask Piboso and/or the bike creators to sort out the physics to allow the bikes to react realistically while traveling over the kerbs rather than asking for major changes in track kerb models as a workaround.  :)
It has not only occurred to me, it is clearly the truth and there is already a thread on that topic somewhere.
The point is, until PiBoSo fixes those issues (which could take quite a while), you could at least offer a temporary solution.

Your approaching this wrongly Vin.... Why should track modders have to put in a lot of extra work wasting their time for what will only be a temporary fix when the real and proper solution from either Piboso or the bike-modders could come at any time soon? Your just being unreasonable in asking track modders to do this.... Don't you realise how much work would be involved to do it correctly?
So just be patient Vin.... I'm sure all will be sorted in due process either by the bike-modders or Piboso whichever is at the root cause of this issue.
As I said before, we at CAWS are working on it by testing tyre physics models and I'm sure other mod-teams are too... We'll get it sorted one way or another; the other being Piboso if it turns out to be a defect in the core GPB physics.  ;) 8)

It would help if Piboso would at least acknowledge the problem and make a comment or suggestion about possible solutions for the issue. For all we know Piboso might know for sure that it is a core GPB inadequacy in the physics that needs his attention; at least if he's say something about it then it would save us a lot of wasted time trying to work it out with the tyre physics model and all the testing and work involved in doing that.  :)

Just so you know that I'm not being awkward about this.... I've already put some temp rideable kerbs into the Brno track we are updating; I'll leave those temp kerbs in until we've got this issue sorted. ;)