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April 16, 2024, 04:05:21 AM

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Messages - Furious

1
General Discussion / Re: Who would play WRS?
August 12, 2020, 04:23:37 PM
Probably to ambitious, but we can join some common discord channel and try something.
2
General Discussion / Re: Who would play WRS?
August 07, 2020, 06:32:17 PM
To keep it up. How about a practice session tomorrow? I'm not sure if I can host a server but lets try and figure it out.
3
General Discussion / Re: Who would play WRS?
August 01, 2020, 09:45:18 AM
I may try. Do we want to setup some race event in GT car? I'm up for a race with about 10 cars on grid. :)
4
Hi Piboso. Can you give a glimpse of when versions with ipv6 support will be released? That's something I'm interested to try out.
5
Custom hardware / Re: Project Realistic Rig
June 05, 2020, 12:33:05 PM
Quote from: Chris_Beeves on June 05, 2020, 05:04:09 AM
Quote from: Furious on June 04, 2020, 11:02:27 AMHi there! I'm gonna use this topic to ask a simple, yet important question to Piboso.
Let's say I'm building a simulator intended to be used with full body tracking and direct input steering setting.
If I was to measure the pressure put on the motorcycle pegs of the simulator by the rider, could we use this data as an input to the physics model? Being complementary to the other 'main' inputs? If directsteer mode disables "virtual rider", this should not be hard to implement, am I right?

You would be using it to control the rider lean L/R? Depending on how much weight you put on the pegs ,or what would it do?
IRL it doesn't really do much.

No, I wouldn't. Rider lean L/R and also F/R would be controlled by body tracking. I was asking if weight applied to the pegs is a parameter in simulation. If it is, I could provide that directly to the simulator, avoiding indirect measurement that may happen in simulation.
https://www.keyence.com/ss/products/measure-sys/measurement-selection/basic/method.jsp

I have also seen comparisons, where they present that weight movement on pegs has to little effect compared to gyroscopic forces of wheels.
6
Custom hardware / Re: Project Realistic Rig
June 04, 2020, 11:02:27 AM
Hi there! I'm gonna use this topic to ask a simple, yet important question to Piboso.
Let's say I'm building a simulator intended to be used with full body tracking and direct input steering setting.
If I was to measure the pressure put on the motorcycle pegs of the simulator by the rider, could we use this data as an input to the physics model? Being complementary to the other 'main' inputs? If directsteer mode disables "virtual rider", this should not be hard to implement, am I right?
7
Paints / Re: PAINTS DATABASE
May 31, 2020, 11:21:07 PM
Depending on the format of the "database" I may be able to help with automated renaming of the files. If agreeing on common name format is possible it can be easily converted.
Also, I'm humbly looking for some form of a side project, so maybe someone would be interested in creating something like simracingsystem.com skin transfer app? https://www.simracingsystem.com/showthread.php?tid=736
8
Off Topic / Re: Unreal Engine V
May 17, 2020, 07:49:58 PM
Quote from: Hawk on May 17, 2020, 07:28:22 PMAmazing, isn't it mate..... Backwards compatible with older tech and versions too.  ;)

I didn't think you were impressed with the UE SDK Blackheart?
Are you coming around to thinking that it would be a good idea for GPB and or Piboso's projects as a whole, or are you still thinking that Piboso could ever match the capabilities and ease of development of the UE SDK dev package?

BTW.... The UE SDK is now available for devs to earn $1 Million before paying the 5% royalty on any units sold. Surely a no-brainer decision for devs now rather than creating their own game engine, wouldn't you agree?

Unity are stuffed now mate. I cannot see were they would go now with their SDK except for those that would be stubborn enough to want to continue using it.
The very least they'd need to do would be to match the deal epic have done with their UE SDK, but then, with Unity, one has to still buy all those expensive third party add-on's before developing a game is practical together with no guarantee that those add-on's will ever be updated to keep up with advances..... I really can't see Unity lasting the next 3-5 years now.

You are missing all the other aspects of working with game engine of a type like Unreal or Unity. All such products have some quirks and drawbacks. I know at least one high caliber developer who said that working with UE 4 was a nightmare for 3 years straight, and he would not go back to it ever again, as opposed to Unity which was much nicer in that regard.

All in all, as achievements of Epic are undeniable, I believe there is still a lot of space for competition.
9
I've been running Piboso creations on linux for years now. No problem really.
10
General Discussion / Re: Crowdfunding 2...
November 19, 2018, 10:39:41 PM
I think that crowdfunding is a good option, however I would disagree that Green Hell is the best track to add to the game. Its good marketing, big and well known track, but I fell this one is like a gadget more than a playfull content. Would rather get 2 real racing circuits (but I guess work wise Nord is worth aat least 5) than this.

In the subject of funding, I would join no mater what is your decision.

BUT again, I think that 5 tracks and at least 2 (4 at best) bikes in each category would be enough for official content and would help the game a lot more.

And one last word. In my opinion there are more ways for "funding" the game. My guess is that there are people that would happily offer their time and skill as support. I know I would (and actually did). It's all up to you.
11
Happy birthday.
12
Quote from: PiBoSo

* KRP: race manager debug

That race manager seems buged as hell :P
Keep up the good work ;)
13
General Discussion / Re: Tor Poznan Lap Record
July 15, 2016, 05:53:37 PM
There was some lap record for sure :P But since it needs some more work, hasn't been updated since launch I didn't register it online after stats resets. If there is need I may soon take a look at this track again and refresh it a little. After that register it back online.
14
General Discussion / Re: KRP release on Steam
June 27, 2016, 11:21:15 AM
Is the steam release date of 30th June still valid? The date is gone from steam KRP site so I wonder...
15
General Discussion / Re: Intriguing
June 13, 2016, 09:56:09 AM
Yeah! Rally stages incoming!

Damn... I see so much potential with WRS. I would love to add some gt3 cars and rally package now, even my self. Even started some GT3 car model, but can't see me finishing it any time soon.

With more content that would be excellent driving expirience.