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Topics - Hawk

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Personally I'd just like to know when the mod-tools are going to get serious attention and updates Piboso?

You seem to be moving soley onto other projects after beta releases and yet the mod-tools get very little or no attention apart from updating to work with your latest betas..... In my opinion your mod-tools need serious attention to work well for modders and your projects and more importantly work well with industry standard workflows and formats.

Sorry for sounding frustrated about this Piboso but if you want pro-quality mod work(which would greatly help to enhance your sales figures moreover than what modding already does for you) then you have to give us the mod-tools to allow us to do that within established work-flow practices or modders will just get fed-up and leave as has been the majority cases over the years.

One massive plus would be to allow the FBX converter to export all the required maps, materials and animations that can be applied directly in 3D-apps..... The FBX format allows the export of all this information so, as far as I see it, the issue must be on your side of the projects alone?

Also, what happened to you implementing a progress bar on the FBX converter? That was asked for at least a couple of years ago now and with interest it seemed from yourself too.... Has that now gone by the wayside?

I'm sure other guys/groups that mod for GPBikes/WRS/MXBikes could also add to any additional enhancements/features/updates that are needed in any of the the mod-tools too that have been far too long over-looked in my opinion.

Again, sorry Piboso for sounding frustrated, but that's exactly how I feel right now; but I say it how I see it after years of requests and hopes failing for any real progress with the modding tools capabilities and versatilities.

Bug Reports / No bike control on "Silverstone 96" Kerbs?
« on: July 27, 2018, 06:35:20 AM »
Just to let you know that the bike has no controller control when riding on the "Silverstone 96" track kerbs.

Strange thing is that it seems okay on a track like "Donington Park" which also has 3D Kerbs.....

Can anyone else confirm this too. Thanks.  :)

Studio 397 are making great inroads now with rFactor 2 with regular updates and big improvements already added and on-going for the near future..... I must say their PR in keeping the rFactor 2 community up to date with their progress and visions is absolutely excellent! More importantly they do what they say they are going to do and listen to the rFactor 2 community.

rFactor 2, undoubtedly the best sim out there physics-wise right now and will no doubt also be the best sim in the eye-candy department by the end of 2018 now they have moved over to DX11 graphics.

Latest Studio 397 rFactor 2 Road Map:

This poll is not intended to try and influence Piboso in any way, but just to gain an insight into the GPBikes Communities opinion as a whole on this long running debate.....

Please vote everyone! Thank you!  ;)

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?

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?

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?

General Discussion / Where have all the flowers gone???
« on: August 30, 2017, 05:24:18 PM »
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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?

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.


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.......

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


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?


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. :)


WIP - Donington Park Circuit(Early Release)

Wheatcroft Straight:

Craner Curves and Old Hairpin:

Starkeys Bridge:


Melbourne Hairpin:

Misc View:

The download link will be released via DD's "GPBOC Track Database" here:  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. ;)


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:

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

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

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?


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