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April 23, 2024, 04:51:55 PM

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Messages - Become dust

1
Hmm... if the game does simulate the majority of the factors then i think the bikes react perfectly fine. First you gotta remember the wheel base is very short comparing to how tall they are plus the rider. Try and change your front brake (not sure what it did change) but you'll notice that if you change to a more aggressive brake you'll soon realize doing endos are fritningly easy, a more dossile front brake feels mushy to me but very safe it actuates just enough to brake effectively but still maintain rear wheel contact.

Also bikes don't have much downforce... if any
so try to avoid comparison with 3+ wheeled race oriented vehicles

Atleast that's my opinion


2
General Discussion / Re: How Realistic Should SIMs Be...
February 05, 2018, 12:59:34 AM
Quote from: uberslug on February 04, 2018, 05:40:26 PM
Quote from: Hawk on February 04, 2018, 05:03:31 PM
Unfortunately it seems that too many want to play a game(milestone fashion) rather than a real simulation or I think this simple server-side option would've been implemented a long time ago.... Maybe Piboso could make a comment on this? :P :)

Hey @PiBoSo, how about it?

Apparently Manu breaks engines on a pretty regular basis so it doesn't seem too outrageous to have bikes be unusable after an end over end 150 mph crash...


Id say we should take note of these great suggestions but focus on moving forward with development to a more stable platform, although i am not saying nobody should be disalowed to stare into the night sky. We could make configurations on the races so we ourselves can determan how much the race itself should resemble reality (modular damage, rider "decay" etc)
3
Support / Re: Core when in online
February 02, 2018, 08:39:06 PM
been having the same issue was using the moto2 Kalex on Phillip Island. after a few minutes of riding around it cored.
4
Plugins / Re: MaxHUD plugin
February 02, 2018, 04:11:57 PM
Quote from: HornetMaX on February 02, 2018, 03:04:43 PM
Quote from: Become dust on February 02, 2018, 02:04:16 PM
i don't get it... nothing....


what version is the lastest maxhud version?
It's in the MaxHUD thread, 1st post: 2.0.9

cheers
5
Plugins / Re: MaxHUD plugin
February 02, 2018, 02:04:16 PM
i don't get it... nothing....


what version is the lastest maxhud version?
6
Plugins / Re: MaxHUD plugin
February 02, 2018, 02:02:38 PM
the funny thing is klippie does not have the 2015 version here is a screenshot he made: https://cdn.discordapp.com/attachments/307171940559355936/408975182909276170/unknown.png

weird...
7
Plugins / Re: MaxHUD plugin
February 02, 2018, 01:58:03 PM
ima try that... also i was sure it was a special plugin... with the level camera setup thingy...
8
Plugins / Re: MaxHUD plugin
February 02, 2018, 01:49:12 PM
also what was the mod that allowed the camera not to rotate with the bike when the bike itself would do a wheelie or endo?
9
Plugins / Re: MaxHUD plugin
February 02, 2018, 01:47:30 PM
Quote from: HornetMaX on February 02, 2018, 01:44:24 PM
Don't delete anything, install the 2015 too (they can live together with no problem).
The x86 version, not x64 (even if you have an x64 Windows).

well thats the issue... it says that is not possible

it says this: 0x80070666 - another version of this product is already installed. installation of this version cannot continue. to configure or remove the existing version of this product, use add/remove Programs on the control panel.
10
Plugins / Re: MaxHUD plugin
February 02, 2018, 01:39:57 PM
NOTE: in case of issues like missing dlls or things not showing up, please install Microsoft                Visual C++ 2015 Redistributable Package (x86) available here (download the x86 version,            "vcredist_x86.exe", not the x64 version): 


in your pdf instructions, this is what it says what I mean by "2017" is that iIhave multiple versions except the 2015 version


but idk why i cant make it work propperly i really dont want to delete the 2017 version as it might mess up something.
11
Plugins / Re: MaxHUD plugin
February 02, 2018, 01:29:13 PM
Question does it have to be the 2015 version? ifnot how come i cant get it to function if i got the 2017 version= klippie has attempted to help out but i could not make it function propperly
12
speaking of stands I assume you toss everything related to the bike you want into the misc/stands folder?
13
Cars / Re: F1 2017
November 02, 2017, 11:53:03 PM
Quote from: guigui404 on November 02, 2017, 10:21:17 PM
wrs is certainly the most enjoyable cars simulation , but too much lake of content & player


Pibosos sims in a nutshell :P
14
Game is very mod reliant, if you wanna race online you gotta download everything the specified server requires. Bikes, tracks, tires. 
15
General Discussion / Re: head tracking device for input
November 01, 2017, 03:21:03 PM
Quote from: HornetMaX on November 01, 2017, 12:37:04 PM
Quote from: doubledragoncc on November 01, 2017, 12:28:45 PM
I will figure it out together with Dan from EdTracker who can do wonders

Not sure if he can do much if the problem is GPB being not capable of seeing two different edtracker devices at the same time.
Maybe you should use vJoy to remap the two EdTrackers to two "joysticks", as GPB normally handles well multiple input devices at the same time.

When I wanted to try to use the edtracker as input device (for rider lean or even for bike lean) I wanted to fine tune the response curves so for me it wasn't enough to use edtracker as is (seen by gpb as a joystick). I wanted to use Joystick Gremlin to alter the curves and this makes me use vJoy. Bit overcomplicated, but it works. So you may be able to use vjoy (you don't strictly need joystick gremlin, unless you want to fine tune the curves etc) to "remap" the two edtrackers to two new joysticks and assign them to functions in GPB.

Actually I think what you need is to to have 1 edtracker remapped to a joystick (for body movements) and one edtracker for head tracking (no need for vjoy here, just opentrack).

That's an interresting way of going about.