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April 20, 2024, 03:29:46 AM

News:

World Racing Series beta14 available! :)


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Messages - Vini

16
The modder defines a white area on the bike's nose plus a font size parameter and then GPB automatically renders your race number in a default font on top of this area (if you want to).
So that people don't always have to make a whole skin for each bike mod and rider to know who is who in races.
17
Plugins / Re: MaxHUD plugin
March 30, 2022, 09:32:54 PM
Quote from: HornetMaX on February 15, 2022, 11:16:58 PM
Quote from: Vini on February 15, 2022, 03:29:38 PMYou sure? Because beta20's default UI is able to show it in replays now.
I've seen no changes in the output plugin interface.
How does MaxTM read these values, though?
18
Tracks / Re: Track automation scripts
March 16, 2022, 04:33:36 PM
New and hopefully final version.
19
Media / Re: Gpbikes videos ;)
March 12, 2022, 08:46:26 PM
20
Quote from: Nihil on March 01, 2022, 07:28:13 PMI can justify it being used in gameplay by saying in reality riders get feedback from the front wheel and can maybe save a front slide, but in GPB we don't get those physical sensations.
I hope you are taking full of advantage of MaxHUD rumble. When set up properly, you can get extremely useful feedback and really build a feeling for the tyre limit.
21
It's an interesting idea for sure.
I would gladly contribute telemetry and other feedback.
Would be nice to finally have realistic TC/AW in GPB, not the stoneage one we currently have.
From years of playing without TC and direct lean 100%, I know a couple of quirks that could potentially provide helpful info for your control algorithms.

Regardless of the path you choose to emulate inputs, you should probably hide the physical controller from the game to avoid bugs.
I have some experience in working with multiple virtual controllers in GPB and even just calibrating it properly can become quite ugly.
22
Directly mixing physical controller inputs with emulated ones seems a bit messy to me and you wouldn't be able to adapt it to other games.
But if he gets it working, it is of course the quickest solution.
23
You might want to go through external tools/libraries for this.
Grab all the telemtry from GPB and the inputs from your physical controller, modify/modulate inputs as needed and then pipe everything into a new, separate virtual X360 pad which is used as the sole input feeder for GPB.
This will probably be the cleanest and most adaptable solution in the long run.
ViGEm is a very powerful toolkit. Even just the AHK wrapper is enough to quickly write useful input scripts.
You will possibly have to hide/disable the physical controller, either through external tools or internal settings: https://forum.piboso.com/index.php?topic=9789.0

BTW, you do realize that you are essentially creating a cheat program?
24
Custom hardware / Re: Motion rig project
February 28, 2022, 08:32:44 PM
Nice.
Who is "we" btw? Thought this was going to be your thesis.
25
Plugins / Re: MaxHUD plugin
February 16, 2022, 12:16:02 AM
Ah bummer.
26
Tracks / Re: Track automation scripts
February 15, 2022, 10:41:54 PM
Updated the link with a new version because there was a bug.
27
Plugins / Re: MaxHUD plugin
February 15, 2022, 03:29:38 PM
You sure? Because beta20's default UI is able to show it in replays now.
28
While I don't think this would work very well in GPB with a gamepad, I still think it should be an option.
But then you also need a max lean angle setting in the menu that scales your inputs accordingly.
29
Plugins / Re: MaxHUD plugin
February 12, 2022, 09:58:39 PM
Could you add the rear brake input to the speed widget?
30
Plugins / Re: MaxHUD plugin
February 11, 2022, 07:49:55 PM
It really makes you a lot faster around the limit once you are used to the feeling. Or more reliable let's say.
I was never a big fan of rear brake but now I can finally use it effectively, keeping the bike right before the point of highsiding (corner entry).
I can also feel an unsavable sliding coming on and usually am able to react fast enough for opening up the steering.