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Messages - Phathry25

151
Tracks / Re: TSF Raceway v0.6
March 27, 2016, 02:58:28 AM
It's not the material.

http://www.youtube.com/v/3kP5wGGMb_A
152
Tracks / Re: TSF Raceway v0.6
March 26, 2016, 09:00:30 PM
Having a car stop mid straight because it touches the wall is probably worse than wall riding though.

Grips don't need to be set in the track files.  PiBoSo has plenty of adjustment already built in.  How dirt surfaces react to track wetness needs some tweaking, but would be an infinitely better option.
153
Tracks / Re: TSF Raceway v0.6
March 26, 2016, 06:22:43 PM
The walls are grabby.  Just drive along them slowly with the nose of the car pointed into them, and you will see the car sink in a little bit, and then hit a hard spot and bounce back out.  At speed it grabs the front of the car hard and spins it right back into the track.  Otherwise it ran great and looked nice. 

You should get with Torque and see how he is setting up his tracks in the THT file so we're all on the same page.  I noticed the order of the layers you used is different from what he has been using.  As far as more grip options there's 5 materials that I know of that can be deformed, you just have to be creative in using them.  The way we've set things up the tracks gain grip when wet, and the cherry on top is that they get ruttier when wet too.
154
Suggestions and wishlist / Re: PaintEd improvements
March 23, 2016, 06:35:31 PM
Excellent news! Sorry I'm so dumb.
155
Suggestions and wishlist / PaintEd improvements
March 23, 2016, 02:06:44 PM
Reload directory button, to make checking skins in game easier.
Remember last folder, so you don't have to browse to your skins folder every dang time.
Ability to select files from different directories, so you can store different rims and other parts in directories and use them without moving them around in Windows.
156
Racing / Re: Sprints
March 22, 2016, 04:30:53 AM
Quote from: Chazb9601 on March 22, 2016, 02:36:44 AMIf there any late model plans?

You said on Facebook the other day that they are coming soon though? 

Shouldn't be too much trouble to do a latemodel, but real data is needed.  If you know someone who has intimate real world knowledge of latemodel chassis setup and design please send them my way.
157
Mods / Re: Dirt oval content
March 22, 2016, 04:28:31 AM
Quote from: Torque on March 21, 2016, 02:00:54 PM
Quote from: Phathry25 on March 21, 2016, 04:36:04 AM
How soon?  I am getting antsy.

Sometime this week for everyone but you! ;D You will need to wait until the full release.

Whatever!  I'll just make my own mod then!

158
Mods / Re: Dirt oval content
March 21, 2016, 04:36:04 AM
How soon?  I am getting antsy.
159
Physics / Re: Tyre keys?
March 19, 2016, 09:06:50 AM
BelowTempFactor = 1.250000
AboveTempFactor = 2.000000


I was expecting these to be coefficients, but after looking at examples I am lost.  The sprint car tires have higher values, but I would expect them to be less temperature sensitive.  Does setting them to 1 disable temperature effects?
160
Physics / Speeds in garage not lining up.
March 19, 2016, 09:02:35 AM
My max speed in the garage screen and what is happening on track are not lining up.  Lets say 3rd gear in the garage says I can go 130mph, on track I can only go 90mph.

Where does the garage pull the information to make these calculations?  Tire radius and R0 are set in the TYRE file, and gear ratios and max RPM come from the CFG file?
161
Tracks / Re: TSF Raceway v0.5 Download
March 12, 2016, 05:51:09 AM
Track looks nice so far.

Speed trap line is required for timing to work.

As far as the performance issues we'll need more information.  What size height map did you use, and what was the scaling in the THT file?  It seems like deformation makes it worse.  And being on the "groove" path makes it worse yet.  Side note, the game will make the groove for you, why pre define it?
162
Physics / Tyre keys?
March 03, 2016, 04:07:33 AM
What are they?

NumKeys = 2
Key0 = 0.9, 0.980000
Key1 = 1, 0.9800000
163
General Discussion / Re: General netcode/physics debate.
February 28, 2016, 11:50:57 PM
Quote from: PiBoSo on February 28, 2016, 06:21:18 PMThat sprint car model is much worse than the WRS one  8)
And the presentation in general in not very interesting... Footage from old games, a bunch of guys talking, and the driver walking?!?!!?  ???
WRS is 10x times better  :P

10x only?  Don't sell yourself short.
164
General Discussion / Re: General netcode/physics debate.
February 28, 2016, 05:48:23 PM
Anyone see the kickstarter for Big Ant Dirt Track?  The game the dirt track racing community has been begging for for years and years.  It has everything they've been asking for, track deformation based on wetness, all the cars, modability, realistic physics, etc... everything anyone has asked for over the past 10 years to be a part of a dirt track game has been offered.  The one thing nobody asked for because it was a given, online play.  Yup, in 2016 a PC racing title that doesn't offer online play.  The kickstarter has been a huge flop.

Do you still think it's not important?
165
It's already possible to move the ballast vertically in the CFG file. I was asking for the option to be added to the garage.

Thanks PiBoSo.