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 - h106frp

Pages: [1] 2 3 ... 110
1
General Discussion / Re: State of the Union
« on: December 13, 2017, 05:29:20 PM »
Any date for a Track Tools bug fix release?

2
Nice bike to own  :) If you ever get the chace to record some decent samples - steady rpm and no wind noise then it would be possible to make decent sounds for the mod  ;)

3
Thanks for giving it a try, pretty much given up with modding until PB can clean up the issues with b12.

1. Tyres confusion is a well known new "feature" of b12  :)
2. 955 was a homogolation special, new engine crammed into the old chassis (with a few carbon fibre bits) and sold to achieve minimum numbers before the next season due to being outclassed by the other manufacturers in WSBK - it did not even have its own stickers but carrried the 916 livery, any bike with 955 livery is fake  ;) - it was not experimental, just a fudge around the SBK rules.
3. Always scope for more model detail - noted.
4. Sounds  ::)  A saga in itself. I think various versions/attempts exist for this bike if you search the forum. You can swap sounds without issue if you want to experiment.
5. Pysics gets reviewed with every GPB release so ongoing. Until the turn on incline andd wobble 30 are resolved it will always be compromise.

Without the model files juju 996 cannot be updated to 12b   :(



4
Manu Section / Re: New 3D Rider Model
« on: November 22, 2017, 06:00:20 PM »
Well done! Excellent work deducing the bone frame construction required to integrate the model.

Would you consider posting the bone structure fbx to allow new models to be created?   

6
Bug Reports / Re: Weird Flickering Issue [VIDEO]
« on: November 08, 2017, 06:31:34 PM »
Turn up the {Textures} settings in graphics options

7
General Discussion / Re: Available tracks
« on: November 07, 2017, 07:49:49 PM »
Detecting the change to core.exe when you use LAA means you AV works correctly as 1 bit (a flag to indicate the use of memory above 2GB) is altered in the header of the file but it is perfectly safe.

8
Custom hardware / Re: Curved Monitors...
« on: October 30, 2017, 03:13:42 PM »
If you are going super wide and sitting at a desk (so close to the screen) then the curve prevents viewing angle issues.

I have the LG and you really do not notice the curve after a while during normal use and it great having your entire FOV full of screen.

9
Support / Re: TrackED - track elevation
« on: October 28, 2017, 01:50:52 PM »
Thank you, I had thought it should be min/max height but could not get anything useful displayed.

10
General Discussion / Re: Wondering about the future of GpBikes
« on: October 24, 2017, 09:46:45 PM »
Physics makes a simulation and GPB is the best so far by a coinsiderable degree especially in 1P. Some issues with uphill/downhill inclines but I guess thats on the 'to do' list

Graphics quality makes for immersion, GPB has a very good engine that seems to scale well with model size but we are at the limts of standards that are a decade old. Sound probably fits in this requirement and is basically OK but could be improved upon as its not easy to make nice mod sounds.

Network play stability makes for a community, b12 seems to have introduced a few show stoppers unfortunately.

'best bike sim' is a considerable achievement for a small team - keep going, and thank you to PB for programming it.

11
Support / Re: Is this the limit....or is there a solution?
« on: October 24, 2017, 09:27:18 PM »
Curiously I just checked the spec for UE4, 64 bit only for the dev environment and reportedly poor(or crashing) performance for compiled 32 bit game versions; so I will hazard a guess at the specs for BSE when it arrives ;)

12
Support / Re: Is this the limit....or is there a solution?
« on: October 24, 2017, 09:17:28 PM »

For AC;
Apparently a 64 bit engine that can be forced into 32 bit support with a game option. Uses a 32 bit game loader to get around the problem of starting on a 32 bit system.

Giggled at the difference between minimum and recomended spec  ;D

13
Support / Re: Is this the limit....or is there a solution?
« on: October 24, 2017, 09:03:09 PM »
To summarize what Peter and I have tested;

Standalone, with a single bike model, the track reports 1.7GB for core.exe process, GPB is around 250kb so the track uses 1.5GB, some memory usage spikes during load (I assume this is texture decompression) but stays below 2GB

When launching a server with a 'set' of bikes memory usage exceeds 3.7 (approx) GB during peak before crashing (hit the memory limit so crashes out), reducing the number of bikes on the server and the track will load.

a) Why does the server need to load the bike models and textures, I would have assumed it only needs the collision models if this is not reported from the clients
b) If it does need the models then memory usage appears exceessive

Most sims racers will be 64 bit and 8GB RAM is pretty much a standard requirement for win7 64bit and onwards, I guess 32 bit could work with any size model with some clever memory management

Thank you for looking at the problem.

14
Custom hardware / Re: If you want more immersion...
« on: October 24, 2017, 02:12:47 PM »
SimVibe is the only API driven system I know of... but pricey

15
Custom hardware / Re: If you want more immersion...
« on: October 24, 2017, 10:54:42 AM »
Problem you have is limited audio 'stage' in the game, the only bits that ''rumble' are the kerbs, the weird LF is possibly the wind noise or a noisy output from the amp. Your seismic shakers will not like driving higher frequencies for long and might get a bit warm.
This is why I started to use the telemetry accelerations to drive the shakers in a more realistic way.

I did start a shaker circuit (eccentric motor) that ran off the rpm signal  for engine vibes:)

Pages: [1] 2 3 ... 110