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Messages - Phathry25

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1
General Discussion / Re: Questions about daily development
« on: August 09, 2017, 02:01:55 AM »
Quote from: PiBoSo
* GPB: started experimenting with a new riding style

?

2
General Discussion / Re: Questions about daily development
« on: July 28, 2017, 05:03:50 AM »
The lack of promotion around KRP has nothing to do with compromising the simulation quality. It's hard to see how they could be linked anyway.
While there is a common misconception that PiBoSo is a one-man show, reality isn't so distant: there are only a full-time and two part-time developers on the five projects ( GPB, WRS, KRP, MXB and editing tools ). It is also worth noting that we are running on a shoe string, so no money to hire help.
You opinion is valid indeed, and the idea prior to KRP release was to create an official championship with prizes at some point, but who has the free time? Where are the funds?
I am using every spare minute to try to update the other projects as soon as possible. I'm also trying to give support to the customers ( hundreds of emails in a few days...  :'( ). Snappe is working on MXB, Kevin is busy with his real job, ...

I didn't mean to say that promotion and simulation are mutually exclusive.  I meant that simulation isn't enough for you to survive on, you need to attract the casual users to your simulation.  Sure the game offers a great driving experience, and it will pull people in and keep them active.  Problem being that is all that it offers right now.  Sure the other features are there, but they are not being utilized fully.  Something needs to be done to get people playing consistently, make them want to tell their friend about this awesome game they came across.

Firstly I think something needs to be done about the lack of content.  To a person not already invested in the community this is the biggest drawback to buying a new game.  You see it all the time, reviewers saying everything about a game is great, but lack of content, so don't buy it.  Yes there are add on tracks and skins available, but as a base package the game is lacking.  Tracks aren't cost effective, so you have to look to skins.  Why not have a skin contest to generate interest in the game?  No copyright infringement, you take ownership of the skins when they are submitted etc, etc... rFactor2 just held such a contest, I'm sure PiBoSo can handle one too.  Promote the crap out of it, post it anywhere that will allow you.  Reddit, racedepartment, sim racing paddock, heck have pretend race cars get involved. (if you dare) Give best kart, best driver and best helmet a free copy of the game this way you can include people that aren't yet active, label a set of bodywork templates so someone who doesn't have the game can make it work, or include an example layer for each template.  Anyone who has a skin that you decide to include in the game gets a 20% off coupon, redeemable only through your website.  You still come out ahead of the steam price and generate a lot of sales and excitement.  These people will have a stake in the game and tell their friends about it... Maybe I'm making it too simple in my head.

When it comes to racing you absolutely need to bite the bullet and rent your own servers.  Weekly events, hotlap competitions, heck even utilize the mysterious "challenge" section of the game.  There needs to be an official server.  It shows that you are actively supporting the game.  Every developer in the market does it, it doesn't look good to a new user to not even have a single officially supported race server. Pick a track for each week. Monday KF3, Tuesday KZ1, Wednesday FS250, etc...  Give people a reason to play, something to look forward to.  Use your stats page to track results, average their points for however many races they run per class or something.  It doesn't need to be a rival to iRacing, something just needs to exist to get people involved.  Something to strive for.

As far as a premier race series goes you can start small, no need to throw cash at the competitors.  Talk to the karting companies you already have relationships, see if they will donate soft goods, you'd be surprised what people will do for a chance at a free shirt.  MX simulator was a community of about 500 total, maybe 100 active back in 2010 before the first series that the developer hosted.  Through a sponsorship he was able to offer simple prizes (shirts, discount codes, etc) word got out, players joined, prizes got better.  The community is over 20,000 people now, that's impressive IMO considering how niche motocross simulators are.  This was all done and very minimal costs to the developer. (server hosting) He also had to pump out 17 replica tracks each year, but with no licensing fees it was just his time.  Obviously the landscape and expectations of new tracks yearly are different here, I don't feel that bookoo tracks would be expected.

Ultimately if you want to grow your audience you will need to sacrifice development time. Look, I HATE that you can't devote the time to make WRS better for dirt track racing.  It's spilling over with potential to be absolutely epic.  It kills me that it will probably never realize it's full potential.  I've been around here for much longer than my forum accounts and activity would lead you to believe, and I've gotten to see how passionate you are.  I like how well you interact with your users, and how candid you are about the struggles you face.  You seem like a really nice person. (whoever posts as PiBoSo, it seems like one person at least)  I want to see your team enjoy all the success they deserve.  But developing four titles at once will never allow that.  You need to focus on having one great game.  And then another great game.  All of your titles have the potential to be great, but not if you are only focused on software development. In today's sim racing market you need more. I've been sim racing for over 20 years now and what your team has developed here is nothing short of amazing.  You had dynamic tracks before anyone else, and your system is still more accurate than anything else on the market.

IMHO, of course.

3
General Discussion / Re: Questions about daily development
« on: July 27, 2017, 04:17:40 PM »
They do a really good job of marketing that game, before and after steam. I haven't seen much noise being made about KRP being released on steam. The one review I have come across mentioned lack of content and lack of activity as the only negatives. Both fixable things, but you need to allow the community to help you out. Sell the community. Put the forums in the preview video, add on karts and tracks, skins, helmets etc.... Get some servers going. Host community races or skin competitions. Hot lap competitions. Anything! Give people a reason to play your game other than it being a great kart simulator. I get that you don't want to compromise the simulation quality in your games, that's a great selling point to a lot of people. But you still need to work to attract the non hardcore kart racing customers.

Iit only takes one spark to start a fire.

Tha'st my opinion at least. I sell forklift parts for a living though, so it's probably not extremely valid. I wish you nothing but the best and hope you find a path to success.

4
Suggestions and wishlist / Re: Suggestions for dirt racing
« on: June 29, 2017, 03:05:16 AM »
Good point about the dirt moving versus just disappearing.

I'd imagine there is a limit to the number of layers due to memory constraints, the drying line is a workable solution with what we have to work with.  The only problem stated has been that there is no good way to switch between the textures.  We need to find PiBoSo a way around that.  Seeing how the game is coded and references the track surfaces I can see how allowing modders to fine tune the properties of the surfaces would be a large change.  But it's necessary.  Even adding the option for a coefficient in the THT file for drying rate and erode rate for the existing surfaces would be huge.

5
Bug Reports / Fewer FPS in WRS vs KRP/GPB/MXB
« on: June 23, 2017, 11:41:26 PM »
My framerates are terrible in WRS only, 25-30.  The other games all work fine, 90-100 FPS with everything maxed out.  I recently switched from nVidia to AMD and haven't applied and special settings to WRS via the Radeon tools.  I tried a fresh install and user folder and it was the same.  What am I missing?

Code: [Select]
Radeon Software Version - 17.6.2
Radeon Software Edition - Crimson ReLive
Graphics Chipset - Radeon (TM) RX 470 Graphics
Memory Size - 4096 MB
Memory Type - GDDR5
Core Clock - 1250 MHz
Windows Version - Windows 7 (Service Pack 1) (64 bit)
System Memory - 20 GB
CPU Type - Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz

6
Physics / Beta 11b steering and stagger changes
« on: June 22, 2017, 05:24:26 AM »
Any explanation of what is being measured in the geom file for the steering now? X seems to be absolute, Y and Z are from spindle center?  What is the drag link link offset from?

What are the new stagger models?  I compared my car and one of the updated sprint cars, no luck finding the difference.  Other than my car not having a left rear wheel in the game.

Thanks!

7
Suggestions and wishlist / Suggestions for dirt racing
« on: June 22, 2017, 03:32:03 AM »
Here's my quick list that I came up with after being away from the game waiting on bug fixes/features. I feel like I am forgetting some things, but this list is a solid start, IMO. (20 years of sim racing experience, lead the charge in getting the last two well supported dirt racing modding platforms up and running.)

Cars
  • Axle 'wrap' / Pinion forces
  • Suspension kinematics bug fix
    • Suspension movement does not follow constraints
  • Support for pull rod and lift arm suspensions
    • Axle birdcage
    • 5th spring and damper
  • Vertical ballast adjustment in garage
  • Display left side weight %, nose weight % and cross weight % in the garage
  • Damage

The first three things on the car list are 100% necessary, no further development can be done until these features are added / bugs fixed.  Damage is a strong want, need something to deter rough driving.  Not holding up the show

Tracks
  • Drying line on dirt/clay surfaces
  • Multiple light sources for night lighting
  • Save/Load track state
  • Custom surface types
    • Control rate of deformation
    • Tuning of grip levels
    • Control of drying rate

I fully know custom surface types will not be added, I can see how the game is coded and why this would not be a worthwhile change.  Can we settle for allowing a 2, 3, 4 suffix to be added to the soil types in the TYRE file?  Drying line is a must, the added depth of simulation makes this so.  Without it, the deformation alone is a novelty. Some way of controlling the deformation and drying rates of each soil type on a per track basis is also highly desirable.

Game
  • Adjust suspension constraints via garage menu
    • Panhard bar pickup points
    • Four bar pickup points on axle/birdcage and chassis
  • Proper race formats (Heats, Semis, Final)
  • Click and hold for quicker garage adjustments

Having the game automatically setup the event format would be great, a workable compromise would be to allow the grid to be set via scripting or an in game menu.  Adjusting the rear suspension constrains in the garage is a need.  Setting min/max and step for each joint (like what is used in the front of the car) and a place the move them in the garage menu is all that is needed.

Thanks for your time, and please, if you have any questions ask away.

7/19/2017 - updates in pink

8
Cars / Re: Dirt Latemodel
« on: June 19, 2017, 04:37:14 PM »
The suspension kinematic bug is a bigger issue than the pinion forces IMO. Both need fixing though. Drying line on dirt is a necessary addition as well. If I felt like my suggestions were being taken seriously I would gladly put together a more comprehensive wishlist.

9
General Discussion / Re: Aaugh!
« on: April 07, 2017, 04:12:02 PM »
Can I get any sort of official statement on the viability of adding drying line to deformable surfaces? Or a timeline for any suspension fixes?

Please.

10
General Discussion / Re: Aaugh!
« on: March 31, 2017, 05:27:25 PM »
What exactly would you like to see simulated?

http://forum.piboso.com/index.php?action=search2;params=eJwtjUEKgDAMBP_iRfCmIH7DH5SaBKtoW5KqCH28qTSnnWGXWLytB8Lc5j43-RJiiQSK3exscvwOo_qF_8akUVx4DIQzHpSozuRadoJkgj9eVcUETgY3VkISqEZpQ3PKWpgsgyuP9D7L1jOq

Add to that list a set of clay surface types that deform much more slowly than the current soil types. Biggest hitter on that list is drying line. So appropriate surface types and drying line on dirt. Those are the two most necessary things for tracks. For cars we need the suspension improvements I have asked for in the past. The asymmetrical kinematic motion of the suspension is extremely critical in oval racing, until that is solved further development is pointless.

11
General Discussion / Re: Aaugh!
« on: March 30, 2017, 07:57:53 PM »
Glass half full/glass half empty. I chose to see the positives.

More people exposed to dirt track racing via iRacing = more potential customers for PiBoSo.

Automobilista, AC, rFactor2 and R3E can all succeed and they all offer that same things as iRacing on a smaller scale. The each have their strengths. There's no reason WRS can't succeed if the right inprovements are made.

12
General Discussion / Re: Aaugh!
« on: March 29, 2017, 06:03:49 PM »
Why would that make you sad?  Finally a bar to measure our mods by exists. Seems like the glory days are upon us to me. Just the small matter of PiBoSo delivering the platform on which to mod. rFactor was not a great game, it was merely a platform from which to build. The mods made it great.

The excitement over iRacing isn't because it's iRacing, it's because it marks a huge improvement over any content 99% of that community knows about. WRS has its own strengths that iRacing will never be able to compete with. Focus your energy on exploiting those strengths as best you can while striving to equal iRacings strengths as best you can. Every single iRacing player also owns other simracing titles that interest them, make WRS one of those titles.

13
General Discussion / Re: Aaugh!
« on: March 27, 2017, 05:50:27 PM »
Patiently waiting on a fix from piboso. Further development from my end is useless until it arrives. There is room for both games.

14
General Discussion / Re: World Racing Series beta11
« on: February 17, 2017, 06:25:10 PM »
Any updates to the suspension simulation?

15
Bug Reports / Re: wing sliding settings
« on: January 16, 2017, 02:40:20 AM »
Wing to rear puts more weight on the left rear corner of the car.  It's not a road racing wing, it's all about that side force.

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