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April 20, 2024, 08:45:44 AM

News:

World Racing Series beta14 available! :)


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Messages - HornetMaX

5401
Suggestions and wishlist / Re: More ingame adjustments
February 09, 2014, 05:42:44 PM
But can you do it while riding ? Because sometime you can only change them while stopped (most likely, for safety reasons).

MaX.
5402
From the readme file:
You can adjust everything on that bike (besides the Pivot Swingarm because it is not adjustable on the real WSBK-CBR and also not yet fully supported by Piboso):
What do you mean exactly by not fully supported ?

As far as I can see, it is supported: if you change the swingarm position by a large value you do see that graphically (that's the easy part) and it does alter the physics of the bike (that's ait harder to see, but I've tried it and it is definitely the case).

The only one thing that seems to be messy is the graphical representation of the chain: it becomes very weird when the swingarmn pos (or length) have very strange values.
Not sure it's a big deal, as normally the swingarm pos adjustement is very small (we're talking millimeters).

MaX.

5403
Suggestions and wishlist / Re: More ingame adjustments
February 09, 2014, 05:27:31 PM
Quote from: C21 on February 09, 2014, 05:23:59 PM
TCS - To balancing tyre wear and suit track surface changes, getting the best forward movement inbetween slip and grip
AntiWheelie - speaks for itself (normally not adjusted while racing)
Engine Breaking . do not need adjustments normally until
Map Switch - is pressed (to reduce fuel consumption or using less agressive map at the half of the race to reduce tyre wear....).
;D
So TCS is the only one that have to be adjustable while on the bike ?

MaX.
5404
Bug Reports / Re: Debugger logs important or useless?
February 09, 2014, 05:18:57 PM
Only Piboso can tell if that's useful or not.
Notice however that this debugger seems to focus only on the graphical part: it is far from sure our problem (which, by the way, may not a a single one)comes from the graphics code. It could be something else. It is not even sure the problem lies in the network code.

Quote from: Arvoss on February 09, 2014, 03:54:41 PM
Weird: MaxHUD doesn't work when debugger is active
Could be normal, could be a matter of configuring the debugger properly, could be anything.
Personally I don't have the knowledge to do this kind of analysis.

MaX.

5405
Suggestions and wishlist / Re: More ingame adjustments
February 09, 2014, 05:10:05 PM
Quote from: C21 on February 09, 2014, 05:05:08 PM
TCS, Map switch, AntiWheelie, Engine Breaking all adjustable on modern Sportbikes (MotoGP, Superbike)  ;)
So be it. Into wishlist :)

MaX.
5406
Bug Reports / Re: Graphical issues
February 09, 2014, 05:09:17 PM
It is possible to adjust the rider position, but doing so means you're touching the physics files.
Example: today the RCV211 by oDi uses the 990 physics. This means you can still use the 211 and get your lap times recorded under the GP1000 category, as you're in fact using the same physics as the 990. If you change the rider, this is no longer the case.

I'm trying to think if it is possible to completely decouple the 3d model and how it is shown from the bike physics: at the moment it is not the case.
If you create a new 3d model perfectly (in terms of dimensions), then it will look off if you use the 990 physics.
If you don't want to touch the physics (for whichever reason) your only alternative is to "stretch" the 3d model to more or less fit the .geom file of the 990.

Thinking ...

@C21: do you see the same in-game (replays) ?

MaX.
5407
Quote from: JamoZ on February 09, 2014, 02:10:09 PM
I have the feeling PiBoSo doesn`t have a clue what`s causing the core crashes.
That's clear, as if he had a clue (and the clue was correct) then the problem would be behind us since a long time.

Part of the difficulty when dealing with this issues is that often they are hard to reproduce consistently.
That's why it is very very interesting that C21 can reproduce this systematically. Have to take advantage of this !

MaX.
5408
Suggestions and wishlist / Re: More ingame adjustments
February 09, 2014, 03:50:29 PM
Quote from: Stout Johnson on February 09, 2014, 01:03:35 PM
Quote from: HornetMaX on February 09, 2014, 11:23:23 AM
Which other real-time controls should we have (I mean compared to a real racing bike) ? Anti-wheeling ? Engine brake ?
yes and yes... they are not as important as TC but still needed. For example, if you change mapping of the engine it often requires adjustments to engine brake too...
But the question is, what do they have on a real racing bike in terms of onboard adjustments ?
TCS for sure. But the rest ?

MaX.
5409
Off Topic / Re: To the english people
February 09, 2014, 03:48:25 PM
Quote from: Alby46 on February 09, 2014, 01:23:02 PM
haswell?
No, that would have been accessible to a wide audience. Haskell, like this: http://en.wikipedia.org/wiki/Haskell_(programming_language)

MaX.
5410
Suggestions and wishlist / Re: More ingame adjustments
February 09, 2014, 11:43:03 AM
Quote from: Arvoss on February 09, 2014, 11:38:08 AM
Anti wheeling would be very nice! Because on some tracks I need sometimes 0 or 1 for some corners ;)
Uh, that wouldn't be a valid reason, otherwise you may want to have real time suspensions settings too.

MaX.
5411
Off Topic / Re: To the english people
February 09, 2014, 11:41:29 AM
Quote from: RiccoChicco on February 09, 2014, 11:37:39 AM
Quote from: Ian on February 09, 2014, 09:37:40 AM
Ruby supporters are far more civilized.

Can't agree more  8)
Haskell supporters are the best ones, you know that Ricco.

[inside joke that only computer science nerds will understand]

MaX.
5412
Bikes / Re: Suzuki GSVR sound
February 09, 2014, 11:40:13 AM
Good work Warlock !
There seems to be very little to no overlapping at all between different samples, very good.

I have analyzed the samples of the Murasama sound: backfires are on off samples (offlow, offmid, offhigh) and these samples are roughly 4 seconds long.
As they are off samples, it is unlikely that one of them will be active for much more than 4secs (as if the throttle is closed, RPS will go down and we'll switch to another sample).
This still happens (even on the 990) when you stay a long time with the throttle half open, but that's not something usual when racing so it's not a big deal.

MaX.
5413
Paints / Re: Nicky Hayden Aspar Test paint (WIP)
February 09, 2014, 11:27:27 AM
I think it only depends on your in-game options: anti-aliasing, filtering, anisotropic and texture quality. If you max everything out, screenshot quality will be perfect.

MaX.
5414
Suggestions and wishlist / Re: More ingame adjustments
February 09, 2014, 11:23:23 AM
Yes, that's a very valid one.

Which other real-time controls should we have (I mean compared to a real racing bike) ? Anti-wheeling ? Engine brake ?

MaX.
5415
Bug Reports / Re: GPB known bugs
February 09, 2014, 11:18:32 AM
Quote from: Reactive on February 09, 2014, 10:49:39 AM
Bug on sloping surfaces.

Yep, this is a good one, will add it.
The others however are whishes, not for this thread.

MaX.