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Topics - uberslug

Pages: [1] 2
1
Tracks / NC Bugatti Circuit DS...
« on: July 10, 2018, 01:34:01 AM »

2
Tracks / NC Suzuka DS & Ulster GP DS...
« on: July 05, 2018, 01:12:32 PM »

3
Tracks / Aragon V0.9 Race DS...
« on: July 01, 2018, 12:15:11 AM »
Link to the Dynamic Surface Version of Aragon_V0.9_Race.

https://mega.nz/#!QZVwDKxC!kxXwPyZwmmbJ-YS_l2qIF4-9dTF2xbaI0wrNpcHLnAo

This is a minor modification to the work done by JC#21 + janaucarre + Hawk_UK

4
Racing / Aragon DS Moto 3 Test Outing...
« on: June 29, 2018, 11:33:32 AM »
13 Lap Test Race at 12:00p EDT on Wednesday, July 4, 2018, on the DS Version of Aragon.

Link to Aragon_V0.9_Race_DS:

https://mega.nz/#!QZVwDKxC!kxXwPyZwmmbJ-YS_l2qIF4-9dTF2xbaI0wrNpcHLnAo

5
Mods / Is There Any Way To...
« on: June 28, 2018, 12:51:56 AM »
Convert an NDS Track such as Aragon to a DS Track?

6
Bikes / 2018 Moto3 Honda Issues...
« on: June 23, 2018, 12:55:52 AM »
The 2018 Honda NSF250RW has a couple of issues.

1.) Must use Dunlop M3.pkz Tyre File to keep GP-Bikes from crashing.

2.) There is a Visual Anomaly through the Windscreen which is worse than the 2017's glare as seen here:



7
Off Topic / For Those Of You...
« on: May 18, 2018, 05:33:26 PM »

8
Off Topic / While Honda, And Not Bikes, It Is Interesting...
« on: May 10, 2018, 10:55:12 PM »
<a href="https://www.youtube.com/watch?v=v2DPAnkOPkA" target="_blank" class="new_win">https://www.youtube.com/watch?v=v2DPAnkOPkA</a>

9
Virtual Reality / Large Curved Monitor Or VR Headset...
« on: March 30, 2018, 11:39:37 PM »
If money was no object, what would you buy? A Large Curved Monitor or a VR Headset?

If you would go for the monitor, which one?

If you would go for VR, Vive Pro, Samsung Odyssey, or Oculus Rift?


10
General Discussion / How Realistic Should SIMs Be...
« on: February 04, 2018, 02:34:31 PM »
I would like to state emphatically that my moniker was chosen because I know my place in the world. While I would like to believe I have the analytical skills to figure out how to ride fast enough to qualify for a shot at a real life Moto3 ride, I have never had the intestinal fortitude to risk catastrophic physical injury just to prove a point. So, given that I know I am slow, I pose the following existential question:

How realistic can one make a simulator?

My question originates from the experience of yesterday's Moto2 International Challenge Event. According to this table,



yesterday's front runners are considerably quicker than the best the world has to offer.

Does the inaccuracy of the current computer model lie in the length of the track, the grip of the tires, the behavior of the bike when ridden well past its real world limitations (judging by what I witnessed this seems plausible), or somewhere else?

Please note, I am neither complaining about yesterday's results, nor passing judgment on what the participants do / use in order to achieve their results. If they can go that fast given the current state of the model then all is good. This is more of an intellectual exercise since I have only been at this motorized vehicle simulator thingie for a year and would like to learn more.

11
General Discussion / Dynamic vs NDS Tracks...
« on: January 29, 2018, 05:13:26 PM »
As a host of online tracks the subject of this thread: http://forum.piboso.com/index.php?topic=5649.new;topicseen#new  brings up a couple of questions.

1.) Do 'NDS' Tracks develop a Racing Groove? My understanding is they do not, however, I have yet to do any real research or testing yet.

2.) When using a 'Dynamic Surface' Track, which groove file gets updated? Client or Server or Both?

3.) Does having a discrepancy between groove files (client version does not match server version) create problems when connecting to an online track?
  3.a.) If there is a discrepancy, which file takes precedence, the Client's or the Server's?

The reason I ask is I hosted a race yesterday using the standard NC Mugello track, not the NDS version. I assume it has started to develop a racing groove (I have yet to see if a groove file was created or modified as it did not occur to me to look until I read the above posts this morning and I will not have access to the server until this evening).

If anyone can shed any light upon the above or point me to documentation I would greatly appreciate it.

12
Paints / Moto 2 2017 Paint Mod Not Showing Up...
« on: December 23, 2017, 07:08:44 PM »
I have created a custom paint for the Kalex bike.

It shows up on the list of paints but it doesn't get applied to the bike. Anybody have any idea why?

13
Bug Reports / @PiBoso - Parsing XML Results Files...
« on: December 10, 2017, 05:57:50 PM »
I believe the *.xml results files need to end with '</PiBoSoXML>' in order for them to be parsed correctly by the SimpleXML PHP extension.

14
General Discussion / Debug Documentation...
« on: November 24, 2017, 03:21:11 AM »
Is there any documentation regarding Debug Mode? There are three throttle [idle circuit and others, perhaps], one front brake, one rear brake, and two clutch bars. While it is difficult to watch where I am going AND watch the bars I have noticed the right clutch bar indicates when I am operating the clutch.

I have noticed the left clutch bar indicates partial actuation during downshifts when I do not use the clutch. There is no such actuation of the left clutch bar when up shifting without the clutch but there seems to be actuation of both clutch bars when I use the clutch during up shifts [it is, however, very difficult to do this on a game pad so I am not sure of what I am actually seeing].

What is the second clutch bar indicating? I have seen references to a slipper clutch but do not know whether the left clutch bar is indicating it engagement / disengagement.

The reason I am riding around in debug mode is I am trying to determine why it sometimes takes seven to ten shifts to go from sixth to first during heavy braking. I regularly need to shift three or four times to go down a single gear. Each time I hit the shift button the engine tone changes to a lower pitch and I hear the shift 'click' but it doesn't change gear. Needless to say this reeks havoc with corner entry and side to side transitions.

15
Custom hardware / Concurrent Use Multiple Controllers...
« on: November 10, 2017, 03:39:55 PM »
Is it possible to set up multiple controllers to be used concurrently?

In other words, can two controllers be set up concurrently so that the handlebar inputs [steering, front brake, clutch, throttle] from one controller could be used in conjunction with the foot peg inputs [shifting, rear brake, left / right lean] from another controller?

This thought just occurred to me but I am away from my machine and can't just poke about.

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