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Messages - Phathry25

Pages: [1] 2 3 ... 11
1
Mods / Re: How to Install Mods?
« on: January 13, 2018, 12:41:02 AM »
Create folders for the content. Cars in cars folder. Tracks in tracks folder.

2
General Discussion / Re: World Racing Series beta12
« on: December 15, 2017, 05:30:16 PM »
What a let down after an entire year. An update that breaks all mods but offers no improvements. Are there any physics inprovements?

3
General Discussion / Re: State of the Union
« on: December 13, 2017, 02:55:06 AM »
Glad to see you are somewhat optimistic. Hopefully someday all your hard work will pay off. Until then you will always have peace of mind knowing you are doing what you love.

4
Bug Reports / Re: Suspension simulation bug
« on: December 08, 2017, 12:15:55 AM »
I believe the bug has to do with pure lateral slip.  Wheels locked, sliding sideways, at low speeds.  Not really an issue IMO.

5
Mods / Re: Phat's toys
« on: December 06, 2017, 04:00:30 AM »
Still working on Midgets a lot.  Really not far off of the iRacing variant IMO.  Totally different tires though, need to figure those out.

6
Cars / Re: Animation of car geometry
« on: November 25, 2017, 11:57:40 PM »
You're right, it should.  If it worked....

7
Cars / Re: Animation of car geometry
« on: November 24, 2017, 10:59:20 PM »
Bump

8
Cars / Re: Animation of car geometry
« on: November 21, 2017, 04:32:08 PM »
Bump.

9
Media / Re: World Racing Series Videos
« on: November 21, 2017, 02:15:00 PM »
Adult language and terrible quality warning.

<a href="https://www.youtube.com/v/fWXrT6jWZhA" target="_blank" class="new_win">https://www.youtube.com/v/fWXrT6jWZhA</a>

10
Bug Reports / Re: Problem with beam suspension
« on: November 19, 2017, 06:50:05 PM »
The suspensions simulation will be fixed in Beta13  :-[


11
Bug Reports / Re: Problem with beam suspension
« on: November 19, 2017, 03:08:23 AM »
Correct.  I reported this on September 21, 2016.  Supposedly it will be fixed in the next update.

12
Cars / Re: Animation of car geometry
« on: November 18, 2017, 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? 

13
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.


14
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.

15
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.


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