Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hawk

Pages: [1] 2 3 ... 407
1
General Discussion / Re: Sidecars?
« on: August 15, 2018, 11:31:09 PM »
Well this is something we've asked Piboso for in the past(a long time ago now) and I'm totally with you on this DaringD, sidecars would be a great addition to GPB; afterall, a sidecar is but a bike with an extra wheel poking out the side, no? ;D ;)

How's about considering this addition to GPB Piboso? ;D

2
dont worry lads! BSE out soon! and they are working on cadwell park!!! Woooo cant wait lads! gonna be awesome!!! :D:D:D

BSE doesn't sound like they are going to allow modding though? That puts a big question mark on it's potential useful longevity of interest no matter how good it may be, because they can only produce updates and content so long as the money from sales keeps coming in. So they are either planning on re-selling an updated version each year(bad idea), or planning on selling official add-on content together with updating the core programme for free as and when required to keep it up to date with latest capabilities... The latter would be their best option in my personal opinion, but we'll have to wait and see what their end-business model will be before making judgments on BSE.

But we definitely need the mod-tools for Piboso's projects sorting out together with a mod-file encryption tool too if his projects are going to attract the best modders out there, and pro-quality mods will attract a lot more sales for Piboso over and above what mods are already available(99% of which are currently ripped model work which isn't a good situation for attracting genuine modders in the future).

PS: There is a version of Cadwell Park for GPBikes too.  I just hope BSE create the "Classic" version of Cadwell Park because the modern version has been bastardized in the name of safety with that crappy chicane they put in.  :P

well there isnt the chicane in the gpbikes version either? i dont have that version if there is one...

And well its not really like the mods GpBikes community come out with are that great. 75% of them have really annoying issues. and theyre very difficult to create. plus piboso doesnt seem to want to give the mod tools any attention.
and nobody is gonna have an issue with dlc when its a hundred times better than the mods produced for gpbikes, and more consistent.
You could say the same about gpbikes. piboso cant get any income through community mods unless he charges for them somewhere. which will slow down updates, which is CLEARLY already happening and probably has been since the release... 10 years ago.
community mods do not keep racing games alive. newer and better games come out and thats just how it is, i think gpbikes's golden era is coming to an end with BSE. regardless of the way it looks etc, theres a dedicated TEAM to a single game. not just a one man army working on 4 games, with barely any income giving him incentive to spend more time working on the game.

i would happily pay for a monthly membership similar to iRacing for bse as long as updates are regular or as needed, and id do the same with gpbikes if we were guarenteed monthly updates and bug fixes. i want to see gpbikes become a really good game but i cannot see it happening this way. if the monthly sub was $10 euro gbp whatever i would pay it if it gave piboso more incentive to actually update the game and its tools. everything is so dated and feels like im playing a ps1 game or ps2 at best. even the ui looks old and that cant be THAT hard to make some changes to... i mean come on.

Indeed the Cadwell Park version in GPB is the Classic" version and it's the classic version I would like to see in BSE, but I was alluding to the fact that BSE will likely succumb to producing the latest modern version instead.... The modern version is a horrible choice in my opinion for such a great track like Cadwell Park used to be.... Those mother-duck safety obsessed do-gooders have a lot to answer for.

But as far as BSE is concerned, let's wait till it's released before we judge or make assumptions otherwise anything said is pure speculation at this stage.

All I will say about the mods for GPB is that they are as good as the mod-tools will allow; but the mod tools, because of their awkwardness to use and lack of versatility, do not promote or attract high-end work from modders in my opinion, hence many good modders over the years have come and had a look towards modding for GPBikes but soon have decide to leave it because of those reasons; the very few good modders who have stayed around producing as good a work as they can over the years have done so for their passion in GPBikes with the hope that the mod-tools would eventually get sorted out properly for their needs.
To attract more pro quality modders we also need a mod file encryption utility so that modding groups can keep control of their hard earned work and not have it ripped-off by all and sundry who don't feel the need to gain permissions to use their work for other projects. Most amature modders don't actually mind their work included in other projects so long as permissions are asked for and credits appropriately given for the original work and project, but these days some of the better modding groups do actually make money from their work and are under contracts or legal obligations to their fellow team members which means they cannot allow their work to be freely accessible to all, even if for some projects they provide their products for free. It's a changing world!

As for payed content: I believe Piboso has lost the opportunity to make money from add-on content and/or mod content simply because of the way he has designed modding capabilities in his projects as a free for all, which is all very gracious of him and I think I can understand where his initial thoughts came from to do it that way, but this is not a utopia, there are a lot of unethical people out there willing to do anything to stroke their ego's and have their 5 mins of fame within project communities, but a free for all modding capability means that Piboso's projects are well open to be abused with the great possibility of tarnishing Piboso's reputation when unethical modders use none-permissioned ripped content that can be freely used in his projects. This poor approach also doesn't tend to attract the pro-end modders, and let's make no mistakes here, if Piboso could attract the pro-end modders into his projects then they will actually do a lot of the work towards creating sales Piboso could only dream about and certainly save Piboso the expensive overheads and other costs involved in creating that pro-quality work himself as official content. But to be able to provide that kind of quality work they need the tools they ask for and not the tools the developer wants to give them; in other words the developers must listen to the needs of the modders when designing their modding tools and not just ignore them or they'll just walk away as has been seen here many times over the years.
Good mod-tools in my opinion reflect the work experience and attitude of the developer towards their customers, so it pays the developer to make sure they provide what the modders need and more importantly what they ask for in mod-tools.

PS: Personally I think unless iRacing changes it's business model it'll find itself struggling in the not so far future as other eSport aimed project packages come on the market that provide at least as good a quality service and content if not a lot better than iRacing at a much cheaper cost to customers. I've personally always thought that iRacing are rip-off merchants.
 

3
dont worry lads! BSE out soon! and they are working on cadwell park!!! Woooo cant wait lads! gonna be awesome!!! :D:D:D

BSE doesn't sound like they are going to allow modding though? That puts a big question mark on it's potential useful longevity of interest no matter how good it may be, because they can only produce updates and content so long as the money from sales keeps coming in. So they are either planning on re-selling an updated version each year(bad idea), or planning on selling official add-on content together with updating the core programme for free as and when required to keep it up to date with latest capabilities... The latter would be their best option in my personal opinion, but we'll have to wait and see what their end-business model will be before making judgments on BSE.

But we definitely need the mod-tools for Piboso's projects sorting out together with a mod-file encryption tool too if his projects are going to attract the best modders out there, and pro-quality mods will attract a lot more sales for Piboso over and above what mods are already available(99% of which are currently ripped model work which isn't a good situation for attracting genuine modders in the future).

PS: There is a version of Cadwell Park for GPBikes too.  I just hope BSE create the "Classic" version of Cadwell Park because the modern version has been bastardized in the name of safety with that crappy chicane they put in.  :P

4
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.

5
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.  :)

6
General Discussion / Re: Big Thank you
« on: July 25, 2018, 08:43:24 PM »
Welcome aboard Big E!  ;) 8)

I always advocate for newcomers to dive-in and join the online servers where they can practice with others and gain from the advice and experience of the more experienced riders..... We've all been there when we first started and it does take a little time to get the hang of it, but GPBikes is definitely a more fulfilling experience than the arcade-sims of the likes you mentioned, ie Ride.

Again. Welcome to the club! ;D 8)

7
Bug Reports / Re: Gpbikes now behave like Milestone game on grass
« on: July 23, 2018, 01:18:17 PM »
I've try default gp 1000 bike on victoria and i can full lean at full speed at first corner ! Also try the latest WSSP and latest manu's Moto GP 2018 on mugello ... same thing. I only fall when i hit brakes or if i touch sand !  :o

All Modbikes need re-tuning for beta 14 in my opinion. I'm surprised some are saying the bikes are okay? :)

8
Paints / Re: [Skin] Yamaha TZ 250 '97 - Yamaha France
« on: July 19, 2018, 05:23:04 PM »
Lovely job Davide!  ;) 8)

9
Media / Re: Gpbikes videos ;)
« on: July 19, 2018, 09:55:18 AM »
Nice video Davide, but doesn't sound right without the throttle blipping for 2 strokes?  :) 8)

Thanks

What do you mean?

Throttle-blipping is when you rev you engine in between each down-shift of the gears.  ;)

This can be done automatically in GPBikes(if throttle-blipping is set in the bike physics) if "Shift Help" is set in settings, not to be confused with "Automatic Shift" .  :)

Edit: Though I suspect the "Throttle-Blipping" function hasn't been applied in the bike physics for this bike?

This is how I always carry it



Sometimes I hit gas manually in the reductions

Don't get me wrong, I'm not saying that you have to have "Shift Help" selected if you manually "Throttle-Blip" the throttle on downshifts for 2 strokes, but just be aware that the "Shift Help" function is overridable by manual operation; particularly useful should anyone find that manually throttle-blipping is very awkward to achieve on their particular controller when riding the 2 stroke bikes. Of course it would be very easy to manually throttle-blip on a proper motorcycle controller like the HS2 from DD.  :)

But of course this all depends on whether the bike being used have their physics set to allow throttle-blipping under the "Shift Help" option too? I noticed some 2 stroke bikes in GPBikes don't have this feature implemented at all, this includes Piboso's Varese GP500 stock bike which still has not been updated as yet(probably never will be).

I just wish Piboso would implement a gearbox wear feature for abuse of the gearbox on the older classic bikes.... Today of course the electronics sort all that out for the rider so he doesn't have to care about such things anymore. Lol.  ;D

10
General Discussion / Re: Bike SIM Experience - new motorcycle game?
« on: July 19, 2018, 09:26:45 AM »

I think they probably chose Unity because the main programmer in their team was already a Unity proficient user and therefore probably made sense to go down that route?

But as far as good physics are concerned: The physics will only be as good as the programmer who programmes the physics..... I agree with  poumpouny that the preset physics are only basic physics settings for arcady type games and that if you want proper simulated physics for more complex given situations then you'd have to programme them yourself, and I doubt whether any programmer is going to make available very good physics routines for free, a tutorial, or as a cheap payware module. :)

Hahahaha, yeah Hawk, to be honest ive looked a lot on how to properly make a somewhat decent car in unreal engine 4, even on the store you cant get decent driving mechanics for it.

While in unity even a chipmunk can do it, is way easyer and the wheel collider works properly, while everything unreal have to offer is some wonky premade physics, that was my point, for a amateur is nearly impossible to get something decent physics wise un ue4

I like the old saying,  "If you want anything done properly then you've got to do it yourself".  This is very true in most cases. ;) ;D

I think, even if your an amature developer, to seek out pre-made solutions to a specific problem is a mistake..... I think developers(or would-be dev's) would learn a lot more and become a better developer by setting out to solve the problem themselves.

But basically I think it's a mistake to judge either UE4 or Unity on the availability of premade physics routines/examples, of which I know the ones you see for UE4 tend to be just starter examples for people to learn from and then go on to adapt or even create their own, so it's unfair to judge UE4 against Unity on that basis don't you think? It's more a case of the end result that matters, and that surely depends greatly on the ability of the dev team working in whichever SDK they decide to work with, in my opinion. :)



11
General Discussion / Re: Bike SIM Experience - new motorcycle game?
« on: July 18, 2018, 08:05:53 PM »
To be honest, ive seen way better physics on Unity than in unreal, some chassis flex, wheels deformation, soft body, and ahuge amount of decent looking driving games, while ue4 relies on physx for its physics and it fucking sucks, tell me one good car physics game in ue4 (dont throw Assetto Corsa Competizione, those are their own physics engine written into ue4), just try to looks for a decent looking car tutorial on ue4 in youtube, none, all suck, while unity has a lot of great car physics tutorials so id rely in unity for physics... sadly...

You virtually contradicted yourself there Mace. ;D

You say UE4 physics sucks because they "rely" on "PhysX"(that's not true although you are free to use "PhysX" if you desire), then you went on to say devs can develop their own physics for UE4 games...... Well doesn't that really make a nonsense of your whole statement? :)

All good game SDK's allow the independent programming of physics if desired, and therefore the physics of any particular game/sim depends on how good the devs are in programming those physics into the game/sim..... Physics in Unity can be just as good in UE4 and vice versa; In reality it's all down to how good the particular dev's programming is.  ;)

To be honest I find both good, but when you have to pay though the nose for good unity plugins as well as a lot of money for the pro version of Unity 3D itself then it's a no brainer when UE4 is totally free to use professionally and personally, and then is only a 5% royalty once you hit a certain value of sales; I think it's currently $3,000 in unit sales before you have to pay the 5% royalty on each proceeding unit sale?
In fact I'd be surprised if Unity 3D is still around in 3 years time unless they can do the same sort of deal? But with all the payware-plugins needed to get the best out of Unity I doubt they could do it. I personally think Unity 3d's time is definitely numbered? ;)

Youtube Tutorials can be handy at times, but believe me, most are done by very amature people who want their 5 mins of fame and ad-revenue's and don't really know what they are talking about. Lol! Don't get me wrong, there are a very few who are good on Youtube, but most are diabolical and couldn't create a good tutorial if their lives depended on it..... Haven't you noticed that most of them sound like they just got out of their diapers and can hardly speak properly nevermind teach anyone anything! Lol! ;D

12
Media / Re: Gpbikes videos ;)
« on: July 17, 2018, 04:15:26 PM »
Nice video Davide, but doesn't sound right without the throttle blipping for 2 strokes?  :) 8)

Thanks

What do you mean?

Throttle-blipping is when you rev you engine in between each down-shift of the gears.  ;)

This can be done automatically in GPBikes(if throttle-blipping is set in the bike physics) if "Shift Help" is set in settings, not to be confused with "Automatic Shift" .  :)

Edit: Though I suspect the "Throttle-Blipping" function hasn't been applied in the bike physics for this bike?

13
Media / Re: Gpbikes videos ;)
« on: July 17, 2018, 03:14:25 PM »
Nice video Davide, but doesn't sound right without the throttle blipping for 2 strokes?  :) 8)

14
Plugins / Re: MaxHUD plugin
« on: July 16, 2018, 06:17:43 PM »
Thank you Max! Appreciated as always mate.  ;) 8)

15
General Discussion / Re: GP Bikes beta14
« on: July 15, 2018, 04:32:59 PM »
Piboso.... Is there anything you haven't told us about in the currently published changelog that you have changed or updated that would affect the bikes physics performance? It would help in updating(re-tuning) the mod bike physics if we knew everything you have done. Thank you.  :)

Pages: [1] 2 3 ... 407