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March 29, 2024, 06:34:57 AM

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World Racing Series beta14 available! :)


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Messages - Stout Johnson

721
General Discussion / Re: GP Bikes beta4b
December 29, 2013, 11:24:43 PM
Quote from: davidboda46 on December 29, 2013, 11:00:40 PM
Cold turkey slaughter: Epic race with over 10 racers and not one core.exe! The future is bright, great job Piboso!

Cheers!!!

/David

Yeah, respect is really due here PiBoSo!!! Although the "sample" to draw definite conclusions is rather small, I think it is safe to say that there has been a MAJOR step forward in beta4 in terms of netcode - and again I would like to point out that imho this is the only real construction site remaining ;) so major kudos to you PiBoSo - it is actually fun to do online races now as we now can be less afraid of getting a core and wasting all race progress... and all the other improvements in beta4 are great too, but have been mentioned already numerous times ;)

PS: from what I heard Toomes had a core (sorry for you buddy) - but that is not confirmed yet, and he was the one with the highest ping - so still def a major step forward here
722
Bug Reports / Re: Bike not stopping
December 28, 2013, 12:54:07 PM
yeah it happens in real life too, due to the stabilizing effect of rolling wheels, but not to such an extent as it is in GPB right now.... especially when hitting obstacles...

Quote from: HornetMaX on December 28, 2013, 11:35:38 AM
I see what Stout means, but if we want to have some sort of "time penalty" when somebody falls, then we should have that, and not a bike running for miles with no rider, hitting any sort of obstacles without falling. That's just not realistic [...]
Yeah, I agree... I wasn't proposing to keep it the way it is, I was just saying that as annoying as it is - it is a compensation for not having any sort of realism in terms of crash recovery - fast guys can fall as often as they like if they only lose a couple of seconds with each crash ;)

Quote from: Hawk_UK on December 28, 2013, 11:13:02 AM
[...] if you crash then 90% of the time you would be unable to continue in the race because of damage to your bike. This maybe something to add for hardcore race options?
Also if riders knew this, then like real life they would be less likely to take crazy risks knowing that if they make a mistake by pushing too hard then their race would be over.
I agree 100%!!! I proposed that already in the old forum. It would absolutely be great to have some sort of damage model - it wouldnt have to be too sophisticated - maybe only "if impact > damage threshold then exit to pits / race cannot be continued".... and the damage threshold could be defined in different realism levels - like 1) "noob" 2) "experienced" 3) "pro" 4) "hardcore realism" (and "noob" maybe being like it is now to "hardcore" where every impact > e.g. a defined g-force of 10g or so on the impact would result in being forced to be in pits --> in race that would mean "not finished")

so everyone could define it as he wants it for himself... for races it could be defined on the server side: e.g. if there's just a fun race the server could be set up to allow all damage realism levels - so you could reset as often as you like.... or if there is a championship of more experienced riders the server could be set up to allow e.g. only damage realism levels of 3 or 4 (so at least pro) would be eligible to race and crashes that exceed certain g-force levels would result in a d.n.f. (did not finish)...

If that would be too much it would be perfectly ok if to have the bike recovery time during races be increased (only for races because during practices it would be annoying :D) with a counter count-down showing the seconds until being able to continue race....
723
Bug Reports / Re: Bike not stopping
December 27, 2013, 11:16:44 PM
+1

that needs to be fixed.... in terms of realism I would almost like to keep it ;) (irl you cannot get up immediately after a crash and lose only like 8 secs or so) ... but in terms of bike physics realism I have to say it needs to be fixed... true, there is a stabilizing momentum of a bike running but it is a bit too much AND if the rider falls off with his weight hanging to the side of the bike the bike will be pressed to the ground so that wouldnt matter most of the time....
724
Racing / Re: Cold Turkey Slaughter
December 23, 2013, 10:48:40 AM
thumbs up Peter!  :)
725
Bug Reports / Re: Track 39 Core.exe Crashes
December 23, 2013, 10:42:48 AM
yeah sure, it's not a guarantee. but since nobody knows the exact cause of the cores we have to go with tendencies here - and the likelyness of having a core seems to increase with number of players having connected and disconnected over time...
726
Bug Reports / Re: Live replay often out of sync
December 22, 2013, 10:12:10 PM
ok... I haven't experienced that yet or I haven't watched enough replay yet in beta4 :)
727
Bug Reports / Re: Track 39 Core.exe Crashes
December 22, 2013, 08:42:13 PM
Quote from: Warlock on December 22, 2013, 12:09:40 PM
Really? I never have problems with an empty server

totally agree.... if I enter a virgin server there is no problem whatsoever.... also that if I was the first one to connect to a server and the server gets messed up with time, I usually dont have problems whereas the others complain about numerous cores - so number of players that have connected, number of players that have disconnected and time of having joined the session really seem to influence core probability a LOT!
728
Bug Reports / Re: Live replay often out of sync
December 22, 2013, 08:31:53 PM
if we are talking about the same thing that has been there for a long time..... I think it used to be worse, my feeling is that it got a tad bit better in beta3
729
I think this is already possible if you are bad-ass enough to manually control L/R rider lean  ;D  I didn't watch the whole video but I think on race tracks this is only useful for rare situations where you would have to make fast steering changes and return to your initial course... the only tracks I can think of right now where you could use that, would be Assen last chicane and the corkscrew....
730
Bug Reports / Re: Close Quarter Engine Sound Drowning
December 22, 2013, 08:12:50 PM
Quote from: Hawk_UK on December 21, 2013, 09:03:22 AM
Hi Stout!
Thank you for your support on this subject... You obviously fully understand the realities of how important onboard and ambient engine sound and vibration is to the rider in order to race a bike to the best of a riders ability. It's good to know that there are others who understand the importance of this problem, and support a well intentioned change in the name of realism for GP Bikes.

Thanks Stout! ;D
:) same here Hawk!!! I am also very relieved to see others caring about this subject

Quote from: HornetMaX on December 21, 2013, 02:16:31 PM
Well Stout it depends ... if we assume that the sound originates mostly at the exhaust outlet, sometimes the exhaust of the other bike is closer to your ears than your own exhaust. When you are side by side, the other bike's exhaust is not much farther away than your own one. that might be an argument for introducing a other's bike engine sound slider
100% correct... the physical relations of sound I stated do imply that if you run side by side or very close behind another one's bike the other bike could be heard even louder than one's own bike ... and I want it to be resembled in the game as it is 100% like that. But that is only true for those very close situations, as stated in my little example - the conception of sound is reduced very much with growing distance and you should be able to distinguish between your engine and other bike's engines as soon as there is a bit of distance.... and that is not resembled right now in GPB.... just try it. a bike that is clearly ahead (and even more so if behind you, as sound will only be partially transported forward at high speeds) will be as loud as yours for quite some distance...

Quote from: HornetMaX on December 21, 2013, 02:16:31 PM
And I do agree that vibrations help in real life, but it's not because we have no vibration in GPB that we should alter other stuff.
I think I agree here.... although I wouldn't judge anyone who would want to tone down other bike's sounds even more than realistic, because he (maybe) would argue that he hasn't really a feeling for his bike when running wheel to wheel with others (cause then other's bike is as loud or even louder than one's own bike).... people that are used to run Ducati's might argue that because due to the vibrations they might have a feeling for own bike engine rev's even if they dont hear it ;)  that would be an argument for introducing an other's bike engine sound slider
731
Media / Re: GP Bikes vs Real life
December 21, 2013, 02:05:29 AM
great stuff! also gonna be a great way to promote GPB once it has reached final stages... there's many videos out there for the top car racing sims that show how they compare to real life videos... I think that will be jaw-dropping for those that have not heard about GPB then
732
Bug Reports / Re: Close Quarter Engine Sound Drowning
December 21, 2013, 01:53:15 AM
Quote from: Hawk_UK on December 20, 2013, 10:42:31 PM
Max, I do have track experience, and I can tell you now that the sound of another bike riding near you is there(You can hear other bikes close or next to you), but it is at a much lower tone than your own engine revs. In other words you should always be able to hear your own engine at all times no matter how close another bike is to you, and in GP Bikes you cannot hear your own engine revs when another bike is next to you. This is wrong in a big way and needs making a high priority to be sorted out, but not as high a priority as the core.exe problem of course :)

well put Hawk.... I have tried to promote this issue since the old forum - not much changed yet unfortunately  :-\

another reason for drastically being able to distinguish your engine from other bike's engine is motor vibrations that are being transfered via the bike frame into your arms and butt... AND the fact that sound pressure falls off to half with every duplication of the distance --> e.g. distance of my engine/exhaust from my ear: 0,5m VERSUS distance of another rider's bike from me:2m -->  so sound pressure is at 1/4... so one would have the feeling that the noise of the other bike is only 0.25x of one's own bike and therefore clearly distinguishable  ;)

so a way of either adjusting other sound sources or implementing a slider would be very helpful and indeed be more realistic...
733
General Discussion / Re: Server feedback and wishlist
December 20, 2013, 10:36:49 PM
Quote from: dibu on December 20, 2013, 03:49:34 PM
- how many servers are needed/usefull
- which tracks
- open, GP1000, ...
- training, race, ..., track conditions
- track rotating - how to choose the tracks
- how to handle the mods
* your professional way of providing "official servers" is invaluable for the community - so please continue! your effort is very much appreciated (though not mentioned regularly)
* number of servers useful: I´d say the way you used to handle it was perfect... focus on Victoria since this is more or less the only official track, and provide 3-4 more servers of popular tracks. hotlap event was pretty cool 'cause, as stated by Max, it was a nice little mini contest and it provided an incentive to learn new tracks
* in terms of track rotation imho it would be nice if the current track on the MotoGP-calender (during the season ofc) would be featured as a server
* in terms of mods I would say we need some(!), very few, sort of "official mods" to be labeled by the community and Piboso that should be featured in your "official servers" - speaking of mods that should only be quality mods for bikes/physics and they should be featured in your servers
* mod-wise the multi bike mod should be standard for all servers.... I dont see a reason why that should not be featured if there is a quality control for the bikes featured in that multi bike mod

hope that somehow resembles a policy everyone would be happy with