• Welcome to PiBoSo Official Forum. Please login or sign up.
 
April 19, 2024, 06:22:31 PM

News:

GP Bikes beta21c available! :)


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - h106frp

21
CAWS Mod Team / AGV X3000 Helmet Update
June 12, 2020, 02:43:41 PM
Update of the classic 1970's AGV X3000

https://drive.google.com/file/d/15zB8A8hXP0lejfIRNmAWAGYsxwFAk1_K/view?usp=sharing


12/06/2020 b18.1
Revised models
Detailed helmet interior
Revised textures and shaders
Working wet/dry visor change between clear/tint

Added b18 helmet replay camera functionality
- the camera file in the helemt folder can be adjusted for FOV and position, the position is currently at eye line in the centre of the visor, FOV's below 100 degrees tend to look better.

example with FOV at 110 degrees - probably a bit much;

Shame these are only replay cameras - it would be a nice option for 1P view


Full layered helmet paint template for GIMP
https://drive.google.com/file/d/1fq7XZNKGbDeIfC6COog_z54odYSd018S/view?usp=sharing

Full layered visor paint template for GIMP
https://drive.google.com/file/d/1_Wxa8NC0aiMQKmSieH_ftywVObbD25id/view?usp=sharing

Open one of the include .pnt files to obtain the correct internal paintfilenames - all .tga files

Barry Sheene paint file
https://drive.google.com/file/d/1m7jRZNPpq13HG0wxka66EUa1WtFjM_RL/view?usp=sharing

Mike Hailwood paint file
https://drive.google.com/file/d/1sLt1eaJ2g8jVibCDGOek-U-NhSjawPYt/view?usp=sharing
22
As you are working on track objects could an enhanced invisible wall be added that only allows bikes to pass using the face surface normal to control the traffic flow direction?

Main use would be pit lane traffic control i.e. no going out the 'in' lane for qualifying lap cheat

Using a placeable track object would allow easy retrofit to any existing track
23
Just wondering if this feature exists or whether I am doing something incorrect with shaders?

Should the tyre texture respond like the asphalt texture and change to appear 'wet' i.e. more glossy in wet conditions?

I was assuming it should so that it would adjust along with the drying line feature of dynamic surfaces.
24
Bug Reports / Wet weather tyre bug
June 07, 2020, 01:21:40 PM
Looking for something else I was reminded of this;
There is no problem with victoria, but problems occur with some MOD tracks. For example Chang International, Mugello, Assen, Jerez.

I found a problem by describing the .tyre file.
If "Key0 = 0  ,  1.00", the game crashes on wet road surface.
If "Key0 =  " is a positive number it will not crash. For example, "Key0 = 0.000001  ,  1.00".

I do not know why there is a difference between Victoria and MOD tracks.

Since this post and from a few betas back I believe this bug now exists on Victoria as well

Will it be fixed?
25
General Discussion / Chassis stiffness parameter
June 06, 2020, 08:45:39 AM
We can declare chassis lateral stiffness but I am curious as to why torsional stifness is not also declared.

Is the torsional stifness used an extrapolation of the lateral values? I am asking as I have noticed that with a heavier bike you cannot reduce the lateral value very much before it all gets very 'weavy' and I am wondering if I am losing torsional stifness if it is a direct function on the lateral value.

26
While adjusting the ambient shadow model it has been noticeable that they always remain on the centreline of the bike even when the bike leans over and looks very odd as it now not cast in anything like the correct location. Should the ambient shadow move towards the inside of the turn i.e. under the bike\wheel ? or even just fade the shadow out exponentially to lean angle so that the issue is not so obvious?

Also in the garage at the start of Victoria I have no ambient shadow (it would probably look better with ambient shadow especially under the tyres) but I have specular highlights which has always struck me as a bit strange.

Thank you
27
Bug Reports / Steer torque as viewed in debug
May 31, 2020, 10:58:07 AM
I have been running a lot of laps in debug trying to work on getting a narrow tyre to perform. Whilst doing this I have observed that we still get a lot of 'spiking' in the steer torque figure (up to 180Nm when the mean is probably around 30Nm) indicated in the middle of the debug screen even in fairly constant rate turns - I assume this is generated from the tyre model for some reason.

However, this spike appears to preceede the virtual rider over-reacting and forcing the bike over (a sort of capsize mode) - I have observed this behaviour over many betas but this is this first time I have had steer torque indication to correlate to.

Are any of the rider PID values able to apply a non-linear damping function (ie  f(x)=X sin(torque) ? i.e. to supress the very brief extremes (its maybe only 1 sample) but maintain sensitivity to the mean and allow the rider to act on the more realistic time frame of the averaged input?

Thank you

28
Bug Reports / Engine damage rev points
May 30, 2020, 10:09:40 AM
Its noticeable that the shift-rpm is used as the point as which engine damage accrues and this just does not seem right, shift point is usually the point of maximum torque and minimum rev drop between gear shifts - idelally it should be adjustable in the garage and is a riding aid. Going above this point does not necessarily mean the engine will be damaged or excessively worn.

It does not seem necessary to model general engine wear as we only run a single race/engine and its unlikely a modern engine would just wear out mid race - it might be interesting and worthwhile if engines were limited in online sessions and wear retained between qualify and race day.

More realistically it should accrue significantly at any point above the limiter (which can happen due to over aggresive shifting/bad quick shifting) or as the engine power curve moves past its peak power rpm design point, again probably quite significantly damage at this point as it is usually mechanically limited by connecting rod strength and valve bounce.
29
Support / Tyre ambient shadow origin - resolved
May 27, 2020, 11:52:36 PM
Where should the origin be located for a tyre ambient shadow model?

I tried positioning it at the same origin as the tyre (which I thought logical) but they are mis-placed in game, forward of the front and aft of the rear.
30
Support / Chassis damping units
May 26, 2020, 10:35:40 AM
Anyone know what the units are expressed in for chassis damping values? I assume the stiffness is N/mm
The ones I am familiar with are %critical and ratio but the typical magnitudes do not appear to describe either of these.

Thank you
31
Bug Reports / Sudden framerate drop
May 25, 2020, 09:11:30 PM
On my Mallory Park model, at one point on the track I get a very sudden frame rate drop. I have tried all sort of changes to model and texture but nothing really explains the very sudden hit. At the point in question you navigate a hairpin (Shaws) and go from looking outward towards the primeter of the model to directly towards the centre of the model but the bulk of the model should still be obscured by the following crest.

The video explains the issue and my observation - as the camera rotates towards the normal hairpin view (tall stone kerb) you see the large frame rate hit, panning left or right which would move the view back towards looking to the model perimeter raises the framerate even though some more detailed models and textures are revealed and towards LOD0.

The interesting thing is that elevating the camera point toward the model centre so that a very large increase in model content is revealed has virtually no impact on frame rate - I would have expected it to drop considerably. Rotating toward the perimeter and the frame rate increases again. Lowering the camera back down and the frame rate stays largelly constant as if the ammount of detail being rendered has not changed at all.

Looking straight up and down has the expected result as yo look away from any model content and suggests that it is not a possible skydome issue.

This is a non-listed video; Frame rate indicator top right

Any idea as to what sort of horror I have created that would cause this issue? I have noticed similar frame rate hit behaviour with other track models and again it does not agree with waht you would expect given the the viewable content.

Thank you.

Is it possible in debug options to indicate real time tris rendered and texture volume rendered in the current view?
32
Support / Any 'special' names for music files
May 23, 2020, 01:41:20 PM
Are there any 'special' names used to control which music files are played at different game poits i.e. intro_XXX, showroom_XXX, pit_XXX, garage_XXX etc?

Thank you.
33
CAWS Mod Team / Music track
May 23, 2020, 12:57:27 PM
A little bit of nostalgia.....  ;)

create a \music folder in gpbikes and paste in the file, just delete the folder when you are fed up with it.  ;D

https://drive.google.com/file/d/1JUVPF0gsb8p8caTiRvx35iNmjhQ8vzPd/view?usp=sharing
34
Having made a lot of laps of b17 its seems pretty solid but I do find the off track grip and rider VR behaviour when off-track a bit 'arcadish'. I appreciate that a few beta's back there was a big push to make off track excursions less punishing but I always considered the original a much better 'simulation'; you still had full control and could either 'save or lose' the situation.

Could a hardcore option be added to revert back to the original simulated off-track conditions rather than the current 'arcadey' model?

Regards.
35
CAWS Mod Team / CAWS 350 rework WIP - (May 2020)
May 17, 2020, 04:17:50 PM
More updating....

36
Could the auto clutch feature in .cfg be developed to allow a custom curve rather than the linear progression?

Particularly with 2 strokes it would be more accurate if the rider slipped the clutch more at lower rpm to allow the engine speed to rise quicker below the power band is reached. It would also assist with low speed corners helping to keep the revs close to the powerband.
i.e.
autoclutch
{
;rpm, clutch position % full engagement
2000,10
3000,12
4000,20
5000,30
6000,50
7000,100
}

Thank you
37
Bug Reports / Sound - throttle ON/OFF mixing
May 02, 2020, 02:05:29 PM
I am noticing that despite being throttle full ON I can still faintly detect a throttle off sample being looped that should have completely faded to zero at the current bike rpm.

I checked the .scl and the final value in the fader is zero so it should be faded out completely at this point.
38
Using latest beta if I alter the suspension pre-load this change appears as either a gap between tyre and track or the tyre disappearing below the track surface depending on the direction of pre-load change.

It appears that although the suspension height is effected the change is not calculated into the bike attitude relative to the track surface.
39
Suggestions and wishlist / Sounds
April 30, 2020, 01:06:25 PM
Do you have any ideas for updating the sound engine?

Something like this would be a fantastic upgrade for engines;


and implementing reverberation to the track models would add a lot of depth to the simulation.

Regards,
40
Bug Reports / shininess gradient value
April 30, 2020, 12:58:37 PM
Working on shaders and it appears that the gradient value for shininess in very 'tight', adjusting low values (1-5) appears to have a visible effect but values above this do not appear to have much adjustment and you always end up with a sort of thick varnish coated effect that overrided the specular map.