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Topics - Hawk

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1
Bug Reports / Replay Camera Bug?
« on: October 07, 2017, 11:58:17 AM »
I've modelled a 3D "Cattle-Grid"(shown in the pic below) at the pit-lane entry and exits points for a themed track I'm creating, and I've noticed when viewing the replay that every time the bike runs over the 3D Cattle-Grids the screen view breaks up very badly just as if there is bad interference in a TV screen signal.

For ref: I have the metal bars of the actual Cattle-Grid currently defined as "TRKKERB" to try and get a rumble sound as the bike passes over the grids.

Additionally: Is there a way to implement custom sounds for object surfaces such as this so that I can implement the correct sound to play when a bike runs over this Cattle-Grid?


2
Support / Possible solution to pit-lane issue @ Laguna Seca?
« on: September 18, 2017, 10:40:56 PM »
Hi Piboso.

I've posted a pic of the current Laguna Seca track pit-lane surface definition from TrackED. It shows that the fast pit-lane is defined properly, but the slow pit-lane(marked in-between the two  white crosses in the picture) is defined at "ASHPALT":



Question: Does the pit lane surface need to be defined in the slow pit-lane as well as the fast pit-lane for any pit-lane ride-thru penalties to be recognised and solved by GPBikes?

3
General Discussion / GPB Install in 32bit or 64bit Program Files folder?
« on: September 13, 2017, 12:24:54 PM »
I'm just wondering for those that are using the LAA Utility to allow GPB to use more RAM, whether GPB can take advantage of using extra RAM if GPB has been installed in the 32bit Windows "Program Files(86)" folder, or whether for GPB to be able to use that extra RAM GPB needs to be installed in the 64bit "Program Files" folder?

Just exploring the possibilities for those who apparently use the LAA utility with the GPB core.exe application file but still are not able to load the larger detailed tracks, and/or experience crazy low FPS rates?

4
General Discussion / Where have all the flowers gone???
« on: August 30, 2017, 05:24:18 PM »
<a href="https://www.youtube.com/v/4Lp7RA2zFQg" target="_blank" class="new_win">https://www.youtube.com/v/4Lp7RA2zFQg</a>

I can't remember these bikes, but I presume these 2 strokes(250's?) used to be default stock bikes in alpha 8? Where are they now? Also where has the throttle blipping-gone on the Varese 500 that we hear with the bikes in the video? And on a side note, why has the Varese got a semi-auto gearbox?


5
Bug Reports / Victoria Track Issue?
« on: August 19, 2017, 07:06:47 PM »
Just to let you know Piboso that the pit-lane on Victoria track doesn't seem to get wet when track is set on wet weather.

Hawk.

6
Off Topic / McLaren F1 Team eSports Competition using rFactor2.....
« on: August 03, 2017, 03:59:45 PM »
McLaren has become the first Formula 1 team to enter the esports arena, announcing World’s Fastest Gamer – the world’s most intense and demanding competition for virtual racers. It’s a contest that will see the winner offered the best job in esports – a role with the Formula 1 team as one of its official simulator drivers.......

https://www.studio-397.com/worlds-fastest-gamer/

Seems they are all starting to have a dabble with eSports potential?  ;D 8)

Hawk.

7
Plugins / Slipper Clutch Setup Tool?
« on: July 16, 2017, 04:47:42 PM »
Would it be possible to create a plugin for a "Slipper Clutch Setup Tool" for GPB and also(if possible with a plugin) have the working parameters/function of the slipper clutch showing in debug mode?

Another question related to this: Is the slipper clutch simulation in GPB operating properly and bug free? I ask because it seems to me that no slipper clutch settings on the relevant 4 stroke bike engines in GPB are either setup properly or work properly for the function that a slipper clutch is intended for?

Hawk.

8
Support / Slipper Clutch operation in debug mode?
« on: June 15, 2017, 11:20:09 AM »
Just a query Piboso:
I was hoping to see, in debug mode, how much the clutch was disengaging during the slipper clutch phase of operation to combat the back torque of the rear wheel on 4 stroke bikes, but I see no clutch disengagement at all in debug mode during this phase, yet I can feel the slipper clutch working away during gear downshift phases. Does the debug mode show the slipper clutch operation? If not then what is the clutch bar indicator in debug mode actual referring to as a whole?

Thanks. :)

Hawk.

9
CAWS Mod Team / CAWS MOD Team - WIP Donington Park Circuit.
« on: June 08, 2017, 01:35:37 PM »
WIP - Donington Park Circuit(Early Release)





Wheatcroft Straight:


Craner Curves and Old Hairpin:


Starkeys Bridge:


Mcleans:


Melbourne Hairpin:


Misc View:



The download link will be released via DD's "GPBOC Track Database" here: http://forum.piboso.com/index.php?topic=4584.0  as soon as possible today. Thank you.  :)

NOTE: You may need the LAA Hack to run this track, but it may run without it too. Please let CAWS know if you have any problems. Thanks. ;)

CAWS MOD Team

10
General Discussion / rFactor2 & rFPro
« on: May 23, 2017, 12:48:34 PM »
McLaren F1 announces they are to use rFactor 2 simulation for their "World's Fastest Gamer" event.

Details about the "First Official Qualification Event" here:
http://www.mclaren.com/formula1/2017/worlds-fastest-gamer/first-official-qualifying-event-announcement/

Seems at least the F1 Teams know which is the best simulator to use for F1 simulation today.  :P

The interest in "eMotorsports" continues to grow......  :P

Hawk.
PS: All the BS about rFactor 2 dying a silent death.... HA!  :P


11
Support / TrackED Centreline Query.....
« on: April 30, 2017, 05:39:37 PM »
When creating a centreline in TrackED, does the centreline actually follow the terrain height of the track surface? Or does it project itself onto the line of the track surface as a flat plane?
It's just that when I create a curve that hugs the terrain height of the track surface so I can make sure that the track is of the correct length on a track that has large differences in terrain heights and then export that track and load it into TrackED the track length in TrackED is different from the track length as defined by the curve..... Strange. Is this a bug in TrackED Piboso?

Hawk.

12
Hi Piboso.

Would be good to have two engine sounds implemented for each bike(on-board and off-board engine sounds):

1: An on-board engine sound for when the rider is riding the bike no matter what view they are using while actually riding/controlling the bike.

2: An off-board engine sound like anyone would hear that is standing away from the bike while it's running. This sound would also be heard by the rider coming from any other bike/s that come into close proximity to your bike as well as his own bikes on-board engine sound. This would help greatly in being able to easily distinguish between other bikes engine noise and your own engine noise, because it's a big problem distinguishing the difference between other bikes engine rpm and your own engine rpm when other bikes get within close proximity to you.

Note: The same would be for engine sounds in live replay or none-live replay depending on which view you choose to view the replay.

Just a thought to try and solve this problem we have with not being able to clearly hear your own bikes engine sounds when other bikes get within a close proximity to your bike on track.  :)

Hawk.

13
Hi Piboso.
Just a thought, but I think it would be great for modders to be able to actually see what is happening during the processing of the export/converter process?

I was thinking something in the same vain as the zip compression apps when they are compressing files? A window that shows you what file is being processed and it's progress, also a second  overall progress bar to give you an idea of how far along the whole export/conversion process is at any time.
This would save the current frustration of long processing times with no feedback to the user whatsoever, not even knowing if the exporter/converter app has stopped, crashed or what.

Please do this for the next exporter/converter as part of the modding tool updates Piboso. Thank you.  :)

Hawk.

14
Support / Scripting language?
« on: April 11, 2017, 10:01:39 AM »
Hi Piboso.

Just wanted to ask what scripting language your using for GPBikes, or whether it's a Piboso script language unique to GPBikes and all your projects?

Hawk.

15
General Discussion / Question: Italian MOD Team Database II
« on: March 15, 2017, 09:45:20 PM »
C'mon guys.... Your not being fair on the community by refusing to list your bikemods in the bikemod database... You can't change the rules of the bikemod database just to suit yourselves..... The rules are there for a good reason, so be gentlemen and professional about this and let Matty list your bikes in the Bikemod Database where everyone in the community can update all the bikemods from one place instead of having to flick around from thread to thread to find other updates.  ;) 8)

Hawk.
PS: I thought the Italian Mod Team(ITM) would act irresponsibly about this thread initially posted in the Italian Mod Team forum section, and I was right, they locked the thread off straight away(naughty boys).  ::)
The community has a right to voice their opinions and let you know how they feel about what you guys have done to Matty and the Bikemod Database. If I was Piboso I'd strip you of moderator rights simply because you've just shown that you don't know how to handle the responsibility of being a forum section moderator.  ::)

Voice your thoughts guys and repost your posts here again.  ;)

Hawk.

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