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April 18, 2024, 11:45:04 AM

News:

GP Bikes beta21c available! :)


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Messages - Myst1cPrun3

316
Suggestions and wishlist / Re: Damage in crashes
February 29, 2020, 06:02:06 PM
id go more beam ng

have a poly map or something that can move or bend certain parts, depending on a pre-determined material in the names of the objects. Similar to trackasph1/2/3 etc. Like Plastic or Steel or so on.

that way the polys can get deformed and have a more realistic look to them, as well as fall off

thus giving a more accurate damage model? not sure on logistics to implement that however
317
Tracks / Re: Updated Cadwell?
February 29, 2020, 01:22:49 PM
Quote from: Hawk on February 29, 2020, 12:28:14 PMJust wish he'd sort out problems like this rather than many of the other lesser needed features that he works on, after all, surely as a dev, one gets the major issues sorted first before starting to do all the spit and polish work? Just my opinion. ;)  :)

Piboso's recent work on the slipper clutch and the multiplayer client efficiency is the kind of work we want to see more of, but worked on until he has got it working properly and not to get side-tracked onto starting another feature addition before that work is complete. Personally it frustrates the hell out of me that Piboso keeps flitting about between features and starting others before he's properly finished one. :o  ;)  :)

^^ +1
318
If I may weigh in my 2 cents here...

After trying to mod a bike for the first time, I can say that there isn't enough documentation from piboso to make a mod. Simple and clear.

I have been relying on other bikes, the community, and community made resources to achieve what I've achieved in modding, which is very little.

Now if bikes get encrypted, you take away a valuable source of learning for new modders, and risk going back 10 years to when the bikes were the same just with altered edfs and sounds, or you risk preventing new modders starting entirely.

Ideally piboso would release official, full documentation on making a basic bike and track and putting them into the game. One that people can follow along with and use to understand the full process, before adapting the methods and adding their own spin on them for content etc.

Once that is done, only THEN do I believe that encryption of modders files can be considered.

As for me the survival and growth of GP Bikes is more important than someone using a file I made. Sure it's underhanded and not very nice but GP Bikes is getting competition in the Motorcycle Sim market, and it isn't getting any younger, so it needs all the help it can get.

I do also believe there is an issue with this fundamentally, as quite a lot of new mods use 3d models from milestones games, mine included. For that reason encrypting a bike so the files can't be stolen, and used without permission, when infact files from that very bike are stolen and used without permission anyway, I think that's not quite right. If it's got stolen files in it (not scratch built model and physics etc) then it shouldn't be encrypted is my stance. And yes, this also goes for 'my' mods as well.

But how does piboso police this? He simply can't. So I expect that there won't be any encryption, unless piboso trusts the modder and the source files.


But step 1 would be to release proper documentation and easy to follow tutorials on how to make tracks and bikes and get them into gp bikes. Then newer modders have the ability to come to a resource that's always available, and is easy to use.

Every other moddable sim has huge support from modders in this regard, and I think this is the part that prevents larger mod teams or more modders coming to go bikes.
That and the mod tools are far from perfect.

Come on pib it's 2020 why are the 3ds plugins for a 10 year old program
319
Quote from: Vini on February 27, 2020, 07:50:46 PMevery (half-decent) mod has some copied elements atm.

this would not attract anyone because GPB is simple too niche it would just kill the game for good.

This is also true ^^
320
Tracks / Re: Updated Cadwell?
February 27, 2020, 06:44:56 PM
No where have I ever said I was good :'D

But it's still true. GP bikes doesn't like any harsh elevation/camber changes in the physics. This area needs optimising imo.

There have been a few attempts as cadwell, even the AC conversion, but due to GP Bikes physics impacting the ridability and quality they were not released.

It has nothing to do with skill, just simple fact.
321
Quote from: h106frp on February 26, 2020, 08:57:37 PMThe mk2 dash uses(needs) the session data to set up the shift lights, rev range etc and detect bike changes

I will need to do an update as I found a couple of bugs to fix anyway

I've been meaning to get this since I lost my vr use.
Good to see it get some updates.
322
Tracks / Re: Updated Cadwell?
February 27, 2020, 08:44:27 AM
GP Bikes doesn't seem to like 'the mountain' physics wise. On anything above 125 it's virtually impossible. That's why there isn't one to my knowledge
323
General Discussion / Re: Why gpbikes needs AI !
February 26, 2020, 03:18:02 PM
Quote from: poumpouny on February 26, 2020, 11:44:39 AMI'am a big fan and follow gpbikes since 4 years, i love the physics, the range of customisation and the moddability of it and especialy the fact it is an Indie / one man game. I used to play online 2 year ago, there was way more people playing it online these time. Then the number of players online drop. So i continue playing it offline and chasing my own ghost or hotlapping. But even with the best physic engine etc, i'm feeling realy lonely playing the game. It sad to say but i start getting back to milestone game (Moto gp 19) so even if i found it very crap (physic wise) i love the fact that i can make offline race, feel the week end feeling when watching at the sametime IRL Moto gp.

Se here we are, we really need :
- or Implement AI so we can feel more lonely even if not a lot of people play the game
- either make something to attract people to play online (i don't know what could Piboso do about that)

I'm just so sad that such a good game/software stay on my hardrive and never get played just because i have nobody to race with (human or AI).


Yes this ^^

Quote from: guigui404 on February 26, 2020, 02:56:54 PMPiboso said AI is not that hard to do, and if I remember well, he was doing AI in a big company before being "PiBoSo", but for I agreee with you, if a AI appear I'll for sure get back to the game to play a bit

I read somewhere he used to work for milestone back in the day?
324
Support / First Person Dash LEDS
February 22, 2020, 09:51:35 PM
In first person there is the option for LEDs to light up on the 3d cockpit model, what LEDS are available to light up:

So far I've got:

RPM LEDS, so the strip
Pit limiter engagement light
High Temp Light
Launch Control LED
Neutral LED

Are there any more systems, such as Oil pressure, or when the electronic aids kick in, that can light up on LEDS
325
+1
326
Media / Re: Gpbikes videos ;)
February 18, 2020, 09:36:16 PM
327


328
Physics / Re: Rear suspension geometry
February 17, 2020, 10:51:28 AM
Cheers pib will look into that Tonight
329
I know that in GP bikes electronics,

A higher number means reduced interference, and 0 means off.

I should imagine it's similar in suspension setups, for consistency's sake, but it's a little hard to tell without being in a force feedback wheel, or having vibration. (Or any feedback from the suspension)
(Ik max HUD vibration is a thing but I don't use it as I feel worse with it on)
330
Suggestions and wishlist / File Auto-Gen Programs
February 14, 2020, 12:26:39 PM
I've been delving into mods, and, being a bit dumb at some points, there are things that confuse me, so I'm hoping that they can be cleared up in this thread.

1)
As I said in the bike physics thread, the BikeEd seems to have some little oddities in the way it does calculations and naming, so clearing that up would be lovely.

Thread: https://forum.piboso.com/index.php?topic=8189.msg103822#new

2)
Tyres - I believe I have a little bit of understanding on how the tyre files cfg work, but I am not anywhere near confident on something like Pacejkas Magic formula.

I am going to be reading up on it a little to help myself, but as a newbie, it can be quite intimidating.

I have noticed a program called MaxTyre and this seems to show tyre behaviour. Although again, without an understanding of the magic formula, I don't know enough about it to utilise it fully.

As a result I was wondering if it'd be possible for a program to be created with some basic input values, that then auto-generates a correctly formatted tyre cfg based off these.

Values like 'maximum lean angle' (for flat uncambered surfaces) and then a +/- angle that can be used in ch
Canging cambers and track profiles.

Then input tyre size, in actual sizes, (like 190/55/17) or some such (that may not be a real size but you get the idea)

Maybe have a baseline to adjust the radius and those values automatically, per manufacturer?



A tool would also help tyre handling as some tyres don't behave 'well' shall we say, so it could be beneficial for both Pib and Modders.

I would love something like that.

3)
You could even take it one step further and have a bike.cfg editor, that does the maths for you.

Add the masses, lever travels and all that, and have inertias and forces and such Calculated accurately without the need for users to do the calculations, which for unknowing people new to the process could be a bit hard.

As well as that a streamlined GUI could make the massive 'wall of text' that is a cfg easier to look at and understand.

I don't know if I'm the only person that feels like this, but I know the tyre program would be used if it exists.