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Topics - uberslug

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1
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?


2
Racing / NAFPRA Moto3 Race...
« on: March 30, 2018, 12:23:24 AM »
Motegi v.07 Dynamic Surface [venue change due to timing issues on Buriram / Chang International]
Sunday, April 1, 2018
15:00 EDT [19:00 GMT]
21 Laps

3
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.

4
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.

5
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?

6
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.

7
Racing / NAFPRA Race Results Web Site...
« on: December 04, 2017, 01:38:50 AM »
Because I have entirely too much time my hands AND idle hands are the devil's playground, I have created a web site to provide access to NAFPRA Race Results and Replays.

The initial offering can be accessed here: http://www.cycotek.net

For now one can view the race results as *.html files through links on the index and results pages [one can scroll the results for older links and one will need to hit the back button of one's browser to get back to the index page].

One can also download the server replay files as *.rpy files through links on the index and replays pages [one can scroll the replays for older links and, again, one will need to hit the back button of one's browser to get back to the index page].

Since the site is php / mysql based I will eventually add searchable features for items such as Fastest Lap Times, Ideal Lap Times, Finish Placings, etc., etc., etc.




8
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.

9
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.

10
General Discussion / Speak To Me About DST / DSA...
« on: November 07, 2017, 12:00:05 PM »
I have been watching a fair amount of front wheel view replay of late after riding around in direct lean mode. While the replay isn't granular enough to truly see what is going on it looks as though the front wheel follows real life movements [counter steer to initiate lean, turn in to hold lean, turn in further to decrease lean - yeah, I know, all of these can be affected by braking force, throttle position, body position, center of gravity, tire pressure, etc., etc., etc., but, these items only affect the nuances, not the basics].

Is the premise behind DST / DSA to mimic real world inputs? I have not experienced enough DST / DSA frustration in order to figure it out.

Does it [theoretically] truly mimic real world inputs? In other words, does one have to counter steer to initiate lean, and then steer into the turn to hold lean as one does on a real bike? I realize no one has truly mastered it but I am curious.

Is there any documentation that explains its purpose and implementation?

11
Support / Display Stutter...
« on: November 04, 2017, 10:18:50 PM »
I am experiencing some freezing, jumpiness, or stutter during simulation.

I have an i7-6700K with 32 GB of ram running at 4.00 Ghz, a relatively fast SSD, a GeForce GTX 1070 running at 2560 x 1440, and a 550 watt power supply. As you can see in this screen shot I have the frame monitor running and it shows 166 frames per second [the MSI and GeForce monitors show the values in a range from 140 to 165 fps but are not captured in the screen shot].



At times it looks as though the display leaps past a bunch of frames when going underneath banners, past braking markers, or over curbs. It is also evident on the exit of some slow corners on Motegi. It seems to go away after a reboot and then reappears after opening Chrome and / or Solid Edge. CPU utilization seems reasonable at approximately 80 percent of one thread, GPU utilization bounces between 60 and 80 percent, and GPU power runs at about 50 percent.

Anyone have any ideas as to what is wrong.

12
Custom hardware / Curved Monitors...
« on: October 30, 2017, 11:13:58 AM »
Does anyone use GP-Bikes with a curved monitor. I am looking to pick up a G-Sync monitor to go along with my GTX 1070 and am wondering if going curved makes any difference.

13
Setups / Moto 3 Tire Temperatures / Pressures...
« on: October 28, 2017, 05:18:44 PM »
So I have been playing around with tire pressures in an attempt to get more heat into the tires, but, it seems as though no matter what I do I don't seem to be able to get the medium front / hard rear combination to get anywhere above the 58 to 63 degree range [I might see an 80 degree temperature on a side after a long sweeping turn to that side - tire temperature is checked immediately after 15 or so laps and the inevitable crash].

Is there a primer on Moto 3 Tire Temperatures / Pressures in another thread? I did find some guidelines for Moto GP but I can't imagine they are comparable.

The reason I ask is that my best medium / hard tire lap times are only about two tenths slower than my best soft / soft lap times. The softies definitely get hot and go off after a number of laps but the medium / hard combination maintains its grip until I make a mistake or have an off lap. If my lap time is two or three seconds slower then it feels as though my grip level drops pretty significantly and it takes a couple of laps to get it back.

14
Paints / Moto3 Honda Paint Templates...
« on: October 21, 2017, 01:33:54 AM »
Are there any bike paint templates for the Honda Moto3 Bikes? I found templates for the KTM and Husqvarna.

Okay, I think I have figured out how to take an existing skin and create a new one from it. Now I just need to know where I put the &$($)%_@A *.pnt file in Beta 12b?

15
CAWS Mod Team / Question Regarding Moto 3 Tyres...
« on: October 12, 2017, 02:48:03 AM »
So I have been playing with different tires on the Moto 3 bike. With everything else being equal it seems as though Medium 4s are harder than Medium 1s. Am I imagining this  or are my impressions correct?

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