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March 28, 2024, 09:05:39 AM

News:

GP Bikes beta21c available! :)


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Topics - h106frp

181
In first person the clutch animates when the bike is stationary or comes to a halt and mirrors the rider hand movement correctly.

When riding with automatic clutch assist;
     the up shifts appear clutch-less, neither hand or lever animates.... OK

     during down shifts the rider hand animates but the lever does not animate to mimic the hand movement..... bug

Manual clutch works OK when riding

edit: Noticed that at very low speeds the rider hand and clutch lever animate correctly during downshift but then go out of sync at higher speed.

182
Physics / Primary ratio
February 19, 2016, 03:37:51 PM
Noticed in config its now Ratio0 31, 62 i.e. half speed for this case (0?) - does this mean we can declare multiple primary ratios ?
183
Is it possible to have a 'highlight' option for objects in BikeED?

I have noticed that working with unskinned models early in the design process you cannot see where the mounting points are on the model. It is just one flat white object on top of another flat white object. If you could select a colored outline it would make positioning easier rather than having to generate lots of temporary textures.

Thank you.
184
Support / 1P view animated parts
February 13, 2016, 06:06:44 PM
I may have been confusing myself.

In 1P the riders hands are animated - are the levers and throttle animated as well? I loaded up the game but noticed the levers are always hidden from view in 1P

I remember they were all animated in GP500
185
Support / Can bump or other maps be applied to bikes?
February 13, 2016, 05:46:53 PM
If i have a UV map to add textures to a bike can i also add 'bump' or other mapping techniques

Also how do i change between 'shiny' and 'matte'  components?
186
Mods / Current FBX version ?
February 11, 2016, 12:55:54 PM
For the exporter, what is the current release of FBX supported.

Very useful app for independently checking (and tweaking) exported models before conversion   :)

http://www.open3mod.com/

But it has raised the issue of version support - most programs (including Blender  >:(  ) have dropped support for very old versions and this might be a big problem for me and my model   :(   :'(
187
It seems to give people problems getting started with GPB mods.

Could the installer create the required empty directory structures during the initial install?

Even better would be a (finished) MOD management tool  ;)

Thanks
188
Is it possible to add a fixed point on the chassis and steering to allow the steering damper to be correctly animated in first person view?

189
Bikes / A try at modelling - WIP
January 03, 2016, 11:15:39 PM
With some help from RiccoChicco which is greatly appreciated i am having a try at bike modelling - mainly for a high quality first person cockpit model but you need a bike model of some sorts to go with it   ;)

Built from the ground up and still a lot to do - Ducati track day bike - gives me a lot of license with (inaccurate) appearance  :D;



If anyone notices don't panic about the triangle count, all my higher poly bits for the 1P view are to the left out of view  ;)

If i get finished i will release the 3D file for others to use as a base geometry model.

Anybody know - Can you paint the boring bits using 'materials' in the designer or does everything have to be UV mapped?
190
Bikes / Analogue temperature/speedo gauges
December 28, 2015, 12:58:03 PM
Is it possible to implement an analogue temperature/speedometer gauge for older bikes? 
191
Mods / sfx.cfg
December 12, 2015, 10:22:04 AM
does  anybody know how min_distance, x, y and z function.

I guess its 3D sound settings but i am not convinced what the values do.

Thanks
   
192
Physics / engine files - crank or rear wheel horsepower
December 11, 2015, 09:45:01 AM
I just want to confirm, but i am assuming the engine files are for crank horsepower not rear wheel.

Thanks
193
Could optional sounds be declared in sfx.cfg depending on the view selected, first or third person.

Watching through videos, in first person the bike sounds are strongly intake and transmission based, in third person view people like to hear sounds that are strongly exhaust based sounds.

It would only involve adding '_cockpit' options to sfx.cfg (and the in game changes for sound file selection of course).

If the extra keys are not declared in sfx.cfg then it could be assumed that the sounds are the same in both views and this would prevent having to modify existing MOD bikes.

Thank you
194
Bikes / sfx.cfg
December 10, 2015, 09:08:38 AM
In the sfx.cfg can anyone explain how the values for min_distance ,x ,y and z work

   min_distance = 16
   pos
   {
      x = 0.1
      y = 0.87
      z = -0.85
   }
195
Physics / Gearbox primary reduction ratio
December 09, 2015, 08:40:35 PM
I can see the values for gear box ratios and final drive but how do you accommodate the primary reduction gearing value?
Found it, its just called Ratio  :)

and..

How do i lock ratio options to a certain gear i.e. i have 2 sets of gearbox gears P1() an P2() each with 6 ratios, how do i map set P1(1) to 1, P1(2) to 2, P1(3) to 3 etc and P2(1) to 1, P2(2) to 2, P2(3) etc.

At the moment i have 6 gears and 12 gear options but i can make more than 2 choices for each gear in the garage  :(

It might be a bug... :(
I checked with the default 125.
In the garage sometimes you can only select 1, sometimes 2 and sometimes 3 ratios/gear. Only 2 gear sets seem to have been defined (i do not quite follow the logic as it seems to have an odd numbers in the ratio matrix) but depending what you select for one gear position the available options for the other gear get altered or locked out.




Thanks

196
Bikes / Base geometry for bike models
December 08, 2015, 09:54:08 AM
As the existing base model resource has been declared 'illicit' i am now a bit confused as to where to find descriptions for creating a bike model in GPB.

I was only mildly curious about the modelling side of GPB - i did a bit years ago for GP500 with blender i.e. i need basic models in something other than .max, exporting in OpenGL form is not a problem.

I would expect at the minimum to need to know the part naming and parenting structure of the model, basic geometry constraints, orientations, scaling and origin positions for model components.

I was mainly interested in the 1P view model but i have deduced that the easy (lazy) way to do this is to reference the main bike model so i assume that a 1P cockpit model is identically referenced but just contains the cockpit model objects in greater detail - but what happens to the redundant component references?

With no reference bike where is the required model documentation? Could someone produce simple wire frames to use a base models?

I have probably lost interest in this with all the trouble it has caused but i am now even more confused as to how someone could get started from scratch.

197
Might be doing something wrong, but i can never get the bike to do a flat jump in GPB. It always wants to climb on it back wheel producing a wheelie type effect. Watching something like the TT most small high speed crests lead to a fairly flat 2 wheel off the ground jump not vertical rear wheel in contact wheelies.

More like this (ballaugh);


Any ideas?
198
Physics / Where can you find real life bike data ?
December 05, 2015, 11:42:56 PM
Playing around with bikeED and interested in the effect that moving the 'center of mass' has on the observed bike handling.

Curious if there is a source of data for bikes like the Honda to compare to the GPB bikes models. I always though it would be around the crank somewhere but this assumption does not seem to be correct from what i can see.

Thanks
199
Physics / BikeED collision spheres
December 04, 2015, 11:50:18 AM
Just curious..
Any quick (simple) explanations of how the collision spheres work in bikeED / Game?

Thanks
200
I have tested a lot in first person and continually observe that when the bike is at very low lean angles under acceleration lateral oscillations set in. Increasing the lean slightly, raising the bike to vertical will cause them to cease.

Very noticeable of very long curves where you have to hold slight lean angles but you can also sense it on the rumble every time the bike passes through the low lean angle to a higher angle.

Not sure if its related but there does seem an issue with calculating the rear suspension mechanical damping;
setting 'RearLatDamping' to a lowish value (2 or 3) gives rise to huge non resolving oscillations even with the bike just rolling slowly in a straight line with no power.
setting it 20 seems to give a reasonable damping and a much reduced tendency for oscillations to build at low lean angles, going to 30 (over the top - i know) the bike explodes on the grid as soon as you leave the garage and 'core.exe'.

The 'FrontLatDamping' seems OK and you can set a low value with no problems