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Messages - Stout Johnson

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1
General Discussion / Re: World Racing Series beta12b
« on: January 17, 2018, 07:29:29 AM »
Ok thank you.

2
Off Topic / Re: 765cc of porn!
« on: January 16, 2018, 02:33:56 PM »
That sound is fookin amazing!

3
General Discussion / Re: World Racing Series beta12b
« on: January 13, 2018, 08:43:20 PM »
Quote from: PiBoSo
* GPB / WRS / KRP / MXB: support for open centerlines
How can open centerlines be achieved in TrackEd? What has to be done to be regarded as a valid centerline if it is not a closed course?

Quote from: PiBoSo
* GPB / WRS / MXB: added start area and joker lap checkpoints support in TrackEd
Does joker lap work already?

4
Mods / Re: How to Install Mods?
« on: January 13, 2018, 10:17:29 AM »
Can anyone point me on how to install mods to get the most out of this game?  Also, anyone know if there's a VW GTI out there I can add?
Hey buddy. I am currently working on some mods, some street cars included. A Golf GTI could be in there down the road. But at first I hope Piboso fixes some suspension and tyre simulation bugs...

5
Italian Mod Team / Re: [Release] Suter MMX500
« on: January 08, 2018, 10:25:35 AM »
Apologies for my forward response.

Edit: I have removed my rude comments.
I take my hat off to you for being able to admit to your fault. Unfortunately, in the age of keyboard warriors this only happens rarely.

General speaking, please all stay respectful to modders. They have put a lot of work into creating stuff you would not have otherwise. It is a total surplus. If you do not like at all, then don't bother. If you have criticism, then give it in objective and respectful manner.

6
General Discussion / Re: Questions about daily development
« on: January 05, 2018, 09:26:47 AM »
According to the ODE code, this is the new algorithm used: https://www8.cs.umu.se/research/reports/show.cgi?year=2006&nr=005
"It is also shown that this scheme introduces physical anomalies in the system"  :o
I read the paper of Lacoursière. From what I understand, I think it is like you say. They somehow went into a trade-off between stability and geometric correctness. This (http://lost-found-wandering.blogspot.de/2013/01/gyroscopic-forces-in-ode.html) might also be interesting for you. Looks like the paper from Lacoursière is not totally immune to criticism.

From what I understand though, the paper of Lacoursière deals with any kind of rigid body (e.g. "long thin object" like in the numerical experiment on p.11). As far as I understand, for the simulation of gyroscopic forces for wheels, there should not be much of a problem right? I quote: "the rigid body will eventually stabilize in a state of rotation about the axis with the largest inertia" (p.11 in the paper). For the simulation of gyroscopic forces of wheels there should not be any problem imho, since there is only one axis of inertia (edit: well at least the axis of rotation should be the one with the largest inertia).

So maybe the instabilities you experienced with the new library are due to other variables from your sim? The tests from h106frp might be helpful in that respect maybe? Again, from what I understand if you simulate wheels, there probably should not arise such problems. Maybe the implementation of the new gyroscopic calcualtions just made other instabilities more obvious? In other words: Can you rule out that the instabilities you experienced in your tests with Snappe are caused by anything other than the new gyroscopic code and only became obvious with the new (better?) calculations?

7
General Discussion / Re: Questions about daily development
« on: January 04, 2018, 08:42:41 PM »
The new gyro computation makes the simulation explode with very fast spinning objects, like wheels, so it has to be disabled.
Hope it is just a temporary workaround.  :-\  with the new gyroscopic code the sim would probably have the potential to be more accurate. Might mean a lot of tweaking for your sims, but in the end it will surely be for the better.

8
General Discussion / Re: World Racing Series beta12b
« on: January 01, 2018, 01:15:00 PM »
I was on the public server "open server #2" today with another fellow ("spatas"). Whenever I went to the track the game would crash. Totally reproducible. Hasn't been like this in beta11. Since it seems to be totally reproducable, maybe this can be fixed soon?
@Piboso:
dibu and myself did some testing to find the reason for the above crashes I experienced. Obviously it was caused by having a sound mod installed on my part. It seems like if the number of files / size of files of that sound mod exceed a certain amount, it causes a core crash. Strange thing though, that in single player testing there was never a crash, it only happened in multiplayer. Don't know if these kind of crashes can be absorbed in any way so as to at least give a hint what might have caused the crash?

9
General Discussion / Re: World Racing Series beta12b
« on: December 30, 2017, 08:59:42 PM »
I'm running the open servers. The servers don't use any mods and except "bandwidth=3" instead of "bandwidth=2" nothing changed in the dedicated.ini files since beta11.
I've to work tomorrow morning but in the afternoon we can run some tests if you want.
Yeah sure mate. If will try to find the time.  ;)

10
General Discussion / Re: World Racing Series beta12b
« on: December 30, 2017, 07:32:52 PM »
I was on the public server "open server #2" today with another fellow ("spatas"). Whenever I went to the track the game would crash. Totally reproducible. Hasn't been like this in beta11. Since it seems to be totally reproducable, maybe this can be fixed soon?

11
General Discussion / Re: World Racing Series beta12b
« on: December 25, 2017, 10:59:02 PM »
Quote
new: onboard engine sound

Can you please give a hint on how to make the onboard sounds work correct? I assume one needs to add different layers in the .scl? But I would like to know what restrictions those layers need to fulfill.

12
Paints / Re: Moto 2 2017 Paint Mod Not Showing Up...
« on: December 24, 2017, 04:29:09 PM »
I used 'livery.tga' as that was what it was for the Moto 3 paint mods I did before. I will try using 'bike.tga' this time.

I do use the same name in the pack and save routines.
I might be mistaken, maybe livery.tga is the correct one. Just unpack another paint from the mod and you should know ;)

13
Paints / Re: Moto 2 2017 Paint Mod Not Showing Up...
« on: December 23, 2017, 09:47:59 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?
That is mostly due to not obeying name restrictions. Make sure the name is of your paint file is "bike.tga" when being put into PaintEd. Then in PaintEd I think you have to make sure that the name of the .pnt file is the same when you hit "PACK" and when you save the file.

14
Media / Re: SCREENSHOTS WRS
« on: December 16, 2017, 12:18:00 AM »









15
General Discussion / Re: World Racing Series beta12
« on: December 15, 2017, 11:46:01 PM »
Btw, saved replays don't seem to load anymore. It always crashes to desktop when trying to load a saved replay.

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