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Messages - Phathry25

Pages: [1] 2 3 ... 11
1
Cars / Re: Animation of car geometry
« on: Today at 08:31:43 AM »
      shock
      {
         name = SUSP_SHOCK_BODY_LF
         refobj = SUSP_SHOCK_SHAFT_LF
         pos
         {
            x = 0
            y = 0
            z = 0
         }
         link
         {
            x = -0.58
            y = 0.166
            z = -0.004
         }

         link_scene = 1
         
         slideaxis = y-
         slidescale = 1
         reflength = 0.30
      }

"link" is the location of the bottom end of the shock along the x,y and z axes, relative to the centre of the axle. "reflength" I dont know the exact definition, but increase or decrease this value to get the bottom of the shock model to sit in its proper location. Perhaps it is the length of the shock model in 3DS Max, minus the minimum shock length found in the .geom file.

Hopefully this helps.

How do I align my axis' on the model?  I can't get the bottoms and tops to meet up correctly? 

2
Off Topic / Re: MotoGP e-Sport finals
« on: November 13, 2017, 08:10:21 PM »
Picture of GP Bikes forum members reacting to moto GP e sport finals. I thought it was great. More entertaining that I had expected. Perfect? No, but I'm happy how much they've embraced the gaming community and not made us out to be the bunch of nerds we are.


3
Cars / Re: Animation of car geometry
« on: November 12, 2017, 06:34:35 AM »
Answered my own question, see my post in IK links debug mode post.

4
Cars / Re: IK Links Debug Mode
« on: November 12, 2017, 06:34:08 AM »
The IK links debug mode is bugged. Both link points and targets are the same position, targets then move as suspension moves while the link points stay in the suspensions static position.  Also, the links do not move in debug mode...  Hope my terrible description was enough...



Pink and blue are in the same position on the spinner, once on track blue marks the static position of the end of the link while pink moves with the axle.  I'm assuming blue should be at the other end of the rod, away from the axle.


5
Cars / Re: Animation of car geometry
« on: November 12, 2017, 06:23:41 AM »
I havent had much experience with the gfx.cfg files yet, but I may be able to help you.

      linkage0
      {
         name = SUSP_LINK_LF1
         pos
         {
            x = 0.0
            y = 0.0
            z = -1.5
         }
         axle
         {
            x = -0.065
            y = 0.267
            z = 0.0
         }
      }

From what I understand from animating the monster truck suspension, "pos" is the length of the suspension linkage, along the axis that it shows as in 3DS Max. "axle" is the location of the pivot on the axle side, relative to the centre of the axle.

      shock
      {
         name = SUSP_SHOCK_BODY_LF
         refobj = SUSP_SHOCK_SHAFT_LF
         pos
         {
            x = 0
            y = 0
            z = 0
         }
         link
         {
            x = -0.58
            y = 0.166
            z = -0.004
         }

         link_scene = 1
         
         slideaxis = y-
         slidescale = 1
         reflength = 0.30
      }

"link" is the location of the bottom end of the shock along the x,y and z axes, relative to the centre of the axle. "reflength" I dont know the exact definition, but increase or decrease this value to get the bottom of the shock model to sit in its proper location. Perhaps it is the length of the shock model in 3DS Max, minus the minimum shock length found in the .geom file.

Hopefully this helps.

Has this changed since this was posted?  I had everything working(b9), and now it doesn't. (b11b) Tried editing some of the values and can't see to make any of the points in the IK links debug mode move.  Totally lost. :(

6
General Discussion / Re: Questions about daily development
« on: November 11, 2017, 08:05:45 PM »
I think WRS guys would agree too.

Wrong.We've been waiting far too long for some show stopping bugs to be fixed.  Plus we'll get the memory usage fixes faster too. This bug was just found. I first reported the beam axle bug on September 21st of 2016....

7
Mods / Re: Phat's toys
« on: November 11, 2017, 04:20:57 AM »
Been working on the midgets again recently.  Expect regular updates to be uploaded into the folder.  May need to download older versions to get the models and skins, not uploading everything repeatedly.

8
Mods / Phat's toys
« on: October 24, 2017, 02:49:40 AM »
Link to some of the stuff I have converted.  Most of it is rubbish model wise, just fun stuff for me to toy around with.  I'll list what's in there and what it's status is, briefly... I like to build the mods, but for just me to play I'm not going to put in much more work than the bare minimum.  Enjoy it if you want.

https://www.mediafire.com/folder/86b5p87qz9ph3/WRSBETA

Legends cars
Converted from rF trellet.mod mod.
Terrible models, need much updating.
Physics are decent, base setup needs stiffer rear springs and more rear preload to come alive

Tour modifieds
Converted from rf blackout sim racing mod
Models are okayish, cockpit needs much work.
Physics are very fun, maybe need grippier tires. iRacing setup's work well, corner weights match when converting. :)

Midgets
Converted from rF mod.
Models is okay, I updated the cockpit a little bit.  Body could use updating.  Some suspension and steering parts are animated. :)
Updated for beta 11b on 11/10/17.  Currently working on these, cars, expect new versions regularly.

Tracks
Dirt
Chilibowl beta versions.  Latest one is probably the best. YMMV.
Not sure whats in the tracks.rar.  !pibosotracks is my editing folder, probably some tools and templates that can be used in there.

Asphalt
Anderson
Flat rock
Lake erie
Sandusky

All not stellar conversions, but functional.

9
Tracks / Re: Track not tracking laps
« on: October 20, 2017, 05:32:29 PM »
Thanks for the help!

I moved the pitlane in a desperate attempt to make it work. :)

10
Tracks / Track not tracking laps
« on: October 19, 2017, 03:16:17 AM »
Any ideas?  I'm sure its something dumb, I've made plenty of tracks... I just can't figure out what's going on.  Having this happen on more than one track, but most are fine....

https://www.mediafire.com/file/1dd13dzwsnucrdb/anderson.rar

Thanks!

11
General Discussion / Re: Questions about daily development
« on: August 09, 2017, 02:01:55 AM »
Quote from: PiBoSo
* GPB: started experimenting with a new riding style

?

12
General Discussion / Re: Questions about daily development
« on: July 28, 2017, 05:03:50 AM »
The lack of promotion around KRP has nothing to do with compromising the simulation quality. It's hard to see how they could be linked anyway.
While there is a common misconception that PiBoSo is a one-man show, reality isn't so distant: there are only a full-time and two part-time developers on the five projects ( GPB, WRS, KRP, MXB and editing tools ). It is also worth noting that we are running on a shoe string, so no money to hire help.
You opinion is valid indeed, and the idea prior to KRP release was to create an official championship with prizes at some point, but who has the free time? Where are the funds?
I am using every spare minute to try to update the other projects as soon as possible. I'm also trying to give support to the customers ( hundreds of emails in a few days...  :'( ). Snappe is working on MXB, Kevin is busy with his real job, ...

I didn't mean to say that promotion and simulation are mutually exclusive.  I meant that simulation isn't enough for you to survive on, you need to attract the casual users to your simulation.  Sure the game offers a great driving experience, and it will pull people in and keep them active.  Problem being that is all that it offers right now.  Sure the other features are there, but they are not being utilized fully.  Something needs to be done to get people playing consistently, make them want to tell their friend about this awesome game they came across.

Firstly I think something needs to be done about the lack of content.  To a person not already invested in the community this is the biggest drawback to buying a new game.  You see it all the time, reviewers saying everything about a game is great, but lack of content, so don't buy it.  Yes there are add on tracks and skins available, but as a base package the game is lacking.  Tracks aren't cost effective, so you have to look to skins.  Why not have a skin contest to generate interest in the game?  No copyright infringement, you take ownership of the skins when they are submitted etc, etc... rFactor2 just held such a contest, I'm sure PiBoSo can handle one too.  Promote the crap out of it, post it anywhere that will allow you.  Reddit, racedepartment, sim racing paddock, heck have pretend race cars get involved. (if you dare) Give best kart, best driver and best helmet a free copy of the game this way you can include people that aren't yet active, label a set of bodywork templates so someone who doesn't have the game can make it work, or include an example layer for each template.  Anyone who has a skin that you decide to include in the game gets a 20% off coupon, redeemable only through your website.  You still come out ahead of the steam price and generate a lot of sales and excitement.  These people will have a stake in the game and tell their friends about it... Maybe I'm making it too simple in my head.

When it comes to racing you absolutely need to bite the bullet and rent your own servers.  Weekly events, hotlap competitions, heck even utilize the mysterious "challenge" section of the game.  There needs to be an official server.  It shows that you are actively supporting the game.  Every developer in the market does it, it doesn't look good to a new user to not even have a single officially supported race server. Pick a track for each week. Monday KF3, Tuesday KZ1, Wednesday FS250, etc...  Give people a reason to play, something to look forward to.  Use your stats page to track results, average their points for however many races they run per class or something.  It doesn't need to be a rival to iRacing, something just needs to exist to get people involved.  Something to strive for.

As far as a premier race series goes you can start small, no need to throw cash at the competitors.  Talk to the karting companies you already have relationships, see if they will donate soft goods, you'd be surprised what people will do for a chance at a free shirt.  MX simulator was a community of about 500 total, maybe 100 active back in 2010 before the first series that the developer hosted.  Through a sponsorship he was able to offer simple prizes (shirts, discount codes, etc) word got out, players joined, prizes got better.  The community is over 20,000 people now, that's impressive IMO considering how niche motocross simulators are.  This was all done and very minimal costs to the developer. (server hosting) He also had to pump out 17 replica tracks each year, but with no licensing fees it was just his time.  Obviously the landscape and expectations of new tracks yearly are different here, I don't feel that bookoo tracks would be expected.

Ultimately if you want to grow your audience you will need to sacrifice development time. Look, I HATE that you can't devote the time to make WRS better for dirt track racing.  It's spilling over with potential to be absolutely epic.  It kills me that it will probably never realize it's full potential.  I've been around here for much longer than my forum accounts and activity would lead you to believe, and I've gotten to see how passionate you are.  I like how well you interact with your users, and how candid you are about the struggles you face.  You seem like a really nice person. (whoever posts as PiBoSo, it seems like one person at least)  I want to see your team enjoy all the success they deserve.  But developing four titles at once will never allow that.  You need to focus on having one great game.  And then another great game.  All of your titles have the potential to be great, but not if you are only focused on software development. In today's sim racing market you need more. I've been sim racing for over 20 years now and what your team has developed here is nothing short of amazing.  You had dynamic tracks before anyone else, and your system is still more accurate than anything else on the market.

IMHO, of course.

13
General Discussion / Re: Questions about daily development
« on: July 27, 2017, 04:17:40 PM »
They do a really good job of marketing that game, before and after steam. I haven't seen much noise being made about KRP being released on steam. The one review I have come across mentioned lack of content and lack of activity as the only negatives. Both fixable things, but you need to allow the community to help you out. Sell the community. Put the forums in the preview video, add on karts and tracks, skins, helmets etc.... Get some servers going. Host community races or skin competitions. Hot lap competitions. Anything! Give people a reason to play your game other than it being a great kart simulator. I get that you don't want to compromise the simulation quality in your games, that's a great selling point to a lot of people. But you still need to work to attract the non hardcore kart racing customers.

Iit only takes one spark to start a fire.

Tha'st my opinion at least. I sell forklift parts for a living though, so it's probably not extremely valid. I wish you nothing but the best and hope you find a path to success.

14
Suggestions and wishlist / Re: Suggestions for dirt racing
« on: June 29, 2017, 03:05:16 AM »
Good point about the dirt moving versus just disappearing.

I'd imagine there is a limit to the number of layers due to memory constraints, the drying line is a workable solution with what we have to work with.  The only problem stated has been that there is no good way to switch between the textures.  We need to find PiBoSo a way around that.  Seeing how the game is coded and references the track surfaces I can see how allowing modders to fine tune the properties of the surfaces would be a large change.  But it's necessary.  Even adding the option for a coefficient in the THT file for drying rate and erode rate for the existing surfaces would be huge.

15
Bug Reports / Fewer FPS in WRS vs KRP/GPB/MXB
« on: June 23, 2017, 11:41:26 PM »
My framerates are terrible in WRS only, 25-30.  The other games all work fine, 90-100 FPS with everything maxed out.  I recently switched from nVidia to AMD and haven't applied and special settings to WRS via the Radeon tools.  I tried a fresh install and user folder and it was the same.  What am I missing?

Code: [Select]
Radeon Software Version - 17.6.2
Radeon Software Edition - Crimson ReLive
Graphics Chipset - Radeon (TM) RX 470 Graphics
Memory Size - 4096 MB
Memory Type - GDDR5
Core Clock - 1250 MHz
Windows Version - Windows 7 (Service Pack 1) (64 bit)
System Memory - 20 GB
CPU Type - Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz

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