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Messages - bison160

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1
General Discussion / Re: Is Open-Modding good for developers?
« on: November 15, 2018, 05:44:20 AM »
Agreed. At the time however, pathry along with others were just starting to work on some dirt cars, and there were hardly any tracks available, none with high banking, so I just threw it up there to help the cause and allow for testing on a higher banked track.


2
General Discussion / Re: Is Open-Modding good for developers?
« on: November 15, 2018, 12:50:15 AM »
The test track I put up just to test things...yep. its junk. Was never meant to be anything more than just that. A test of the engine and concept. There was already a flat track, I wanted a high banked one to test how cars reacted.

Funny that of all people, you would be the one to bash a fellow modders content quality. I guess I missed all of your high quality releases... ;)


3
General Discussion / Re: Is Open-Modding good for developers?
« on: November 14, 2018, 08:22:32 PM »
Its what drove me crazy and why I decided to never actually release anything for rfactor. Even though there were sites like rfcentral that tried to organize things, it didn't stay updated for long. Not only was there a ton of content to try to keep up with updates, different versions, etc, 99% of it was trash. Ripped from other older games or made quickly in Bobs Track Builder. Most cars didn't have any attention to detail and none of the features worked, sounds hodge podged together, no working guages etc. It was just a mess so I decided to steer clear.

Even though WRS has almost no mods, I'm already seeing negative effects of it being open mod. I haven't announced officially anywhere else but on these forums that I am working on a Dirt Latemodel mod specifically for WRS, but there are a handful of people that follow my page on FB and also have seen my posts on here that bought WRS specifically for my mod even though I told them they should probably wait in case PiBoSo doesn't provide the needed features. In which case I would not release my mod for WRS. Although I have not released anything, I have had people message me after playing WRS and tell me that my graphics look old and dated and the tracks are not very good. :o ::) Hopefully everything comes together for PiBoSo and WRS and I can release some good quality content which would be good for PiBoSo in that case.

As far as the original question is it good for developers? You almost have to look at the specific game and content to honestly answer that, and I'm not sure its something that can be answered without hindsight. WRS Specifically? I don't think WRS would ever take off without open modding. He clearly doesn't have the time to produce the amount of content it takes to be a popular sim on its own, and was probably released knowing that and relying on a modding community. If the sim is released and the developers plan on releasing enough content to sell the game on its own, I think they would be better off not allowing modding, or at least restricting it.

Dude you are so full of shit!!! ;D ;D ;D

OK? Care to enlighten me?

4
General Discussion / Re: Is Open-Modding good for developers?
« on: November 14, 2018, 02:17:37 PM »
Its what drove me crazy and why I decided to never actually release anything for rfactor. Even though there were sites like rfcentral that tried to organize things, it didn't stay updated for long. Not only was there a ton of content to try to keep up with updates, different versions, etc, 99% of it was trash. Ripped from other older games or made quickly in Bobs Track Builder. Most cars didn't have any attention to detail and none of the features worked, sounds hodge podged together, no working guages etc. It was just a mess so I decided to steer clear.

Even though WRS has almost no mods, I'm already seeing negative effects of it being open mod. I haven't announced officially anywhere else but on these forums that I am working on a Dirt Latemodel mod specifically for WRS, but there are a handful of people that follow my page on FB and also have seen my posts on here that bought WRS specifically for my mod even though I told them they should probably wait in case PiBoSo doesn't provide the needed features. In which case I would not release my mod for WRS. Although I have not released anything, I have had people message me after playing WRS and tell me that my graphics look old and dated and the tracks are not very good. :o ::) Hopefully everything comes together for PiBoSo and WRS and I can release some good quality content which would be good for PiBoSo in that case.

As far as the original question is it good for developers? You almost have to look at the specific game and content to honestly answer that, and I'm not sure its something that can be answered without hindsight. WRS Specifically? I don't think WRS would ever take off without open modding. He clearly doesn't have the time to produce the amount of content it takes to be a popular sim on its own, and was probably released knowing that and relying on a modding community. If the sim is released and the developers plan on releasing enough content to sell the game on its own, I think they would be better off not allowing modding, or at least restricting it.

5
General Discussion / Re: World Racing Series beta14 WIP
« on: November 08, 2018, 01:44:50 PM »
Yeah, thats right, I forgot that the Sprint Cars used the torsion bar and a single tie rod in sort of a z-bar type suspension. The shocks are generally tied to the torsion bar. They do however use a jacobs ladder, not a true panhard bar. Is that coded in yet?

6
General Discussion / Re: World Racing Series beta14 WIP
« on: November 08, 2018, 12:44:06 AM »
How on earth would the car work at all with only a pan hard bar and driveline? Lol it's missing at least 6 linkages. 2 tie rods on left/right and the shocks.

7
General Discussion / Re: World Racing Series beta14 WIP
« on: November 06, 2018, 01:21:15 AM »
What car are you using for testing this stuff? What kind of suspension geometry?

8
General Discussion / Re: World Racing Series beta14 WIP
« on: October 24, 2018, 03:43:57 AM »
Thanks for the info. Definitely excited to tinker with it and get a true adjustable 4 link suspension working like it should.

9
General Discussion / Re: World Racing Series beta14 WIP
« on: October 23, 2018, 01:19:13 PM »
Hawk, you pretty much covered it. A little more discussion about how this is being implemented to ensure the time you are putting in is productive as possible in getting to a finished product. I understand that we will get a chance to try it out once the beta 14 is released, and we can give our feedback then, so if changes need to be made, they still can be. Correct me if I am wrong but your goal in adding these features is so myself and others can create mods that will in turn generate more WRS sales for you. That being said, if what we need isn't there or working correctly = no mods which = no more sales which = a big ole waste of your time.

Either way, I'm excited to see the progress.

10
General Discussion / Re: World Racing Series beta14 WIP
« on: October 22, 2018, 04:56:26 AM »
This is where I wish you would have taken a little more hands on with us approach. Just because a car you have in there is twitchy doesn't mean the code is wrong necessarily.  What if the suspension setup you have in there is just flawed and causing odd behavior. My other concern is you do all this work to implement it and it's not what we actually need?

This is just my concerns and I hope I'm completely wrong! Regardless, thanks for all the hard work. It will pay off!

11
General Discussion / Re: GP Bikes beta15 WIP
« on: October 17, 2018, 05:22:10 PM »
Im not sure why the GPB guys are saying that PiBoSo needs to focus on things like GPB netcode and GPB core crash. Those are things he is working on in WRS as well, so any fixes made will port to GPB as well. Along with most other features he is adding. Other than some suspension code stuff it is all going to improve GPB as well.

12
General Discussion / Re: World Racing Series beta14 WIP
« on: October 02, 2018, 12:32:46 PM »
Thanks for the update, but I'm with Pathry here. I would prefer this being done right and take a little more time than to rush it and have it not work as intended.

13
General Discussion / Re: Questions about daily development
« on: September 20, 2018, 01:44:44 AM »
Great feature addition with the spectating. Will it be ported to other titles?

14
General Discussion / Re: Hawk's rant
« on: September 18, 2018, 06:49:05 PM »
Just to throw my 2 cents in here...Even though I'm just one of the "2 or 3" guys that has interest in WRS.  ::)

If PiBoSo does the few things NEEDED for a proper dirt sim, WRS will be the base for a dirt sim that can be even better than iracing, which will draw a huge volume of sales for the software. There is very modest interest here now because there is nothing to bring them here. PiBoSo laid out the base for it but there is very little finished content available. That will soon change.

As far as rf2. I have released a fairly successful sim based on their engine so honestly would prefer to work with it. I think the physics capabilities are great, graphics are starting to catch up, and its netcode is very strong. However, It's dynamic surface is not suitable for dirt, and never will be. Ever since the European studio took over they have made a lot of good changes but have shown absolutely no interest in correctly implimenting dirt specific features. When ISI who is based in Michigan, US (dirt country) was developing it, they had planned on it, but now that 396 took over, they are clearly focused on asphault road racing. Even if they did dynamic dirt there are still oval dirt specific features that they would not do.

iRacing is the "creme of the crop" for dirt racing right now and while it is pretty good, there are a lot of room for improvement. I talk to many people that are in strong favor of some competition in the area.

 

15
General Discussion / Re: World Racing Series beta14 WIP
« on: September 05, 2018, 05:09:20 PM »
Sounds good PiBoSo, looking forward to it. I am making progress as well. Working with a chassis manufacturer to get their chassis info for phsyics and hopefully represent them graphically as well. 

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