Author Topic: CAWS MOD Team - WIP Donington Park Circuit.  (Read 2033 times)

Hawk

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #30 on: June 26, 2017, 06:25:01 PM »
I've not tried Brands yet but this version of Donington feels pretty good to me. I like the idea of there being a couple of bumps you have to be careful on, you always hear riders talking about having to take the bumps around a track into mind, so i guess it adds realism.

I do think the curbs need smoothing a bit especially the one on the inside of the right out of Foggys as the riders always cut that in real life and the bike goes crazy when i do it in game.

Hi Yogivo.

I'll take another look at the kerbs, but from what I remember, they were modelled to scale.... Can I ask what bike/s you get this reaction from as some bikes are definitely better than others when running over kerbs mainly due to their tyre physics models.... A lot of the bikemods do tend to be current WIP(work-in progress) too. :)

But I will take another look at those kerbs to make sure they are to scale mate. ;)

Thanks for the feedback Yogivo, much appreciated.  ;) 8)

Hawk.

KliPPiE

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #31 on: June 26, 2017, 10:07:05 PM »
Coming from someone who has raced this track in real life,

This is as close as fucking dammit as im going to get to going back and reliving my moment where i won there in the BSB final.

Ride 2 has nothing on this,

To all involved what a great map!
Kind Regards
KliPPiE

Hawk

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #32 on: June 27, 2017, 07:58:45 AM »
Thank you for your feedback Klippie.  ;) 8)

Hawk.

KG13

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #33 on: September 10, 2017, 07:51:24 PM »
I love the track. I have never been to Donington but this track makes me feel like I am riding on real track. Small question. Are the curbs really so agressive on this track? Each time I touch them the Yamaha R6 is jumping on them like crazy and most often it crashes.

Napalm Nick

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #34 on: September 10, 2017, 10:11:22 PM »
The way the bikes handle kerbs in this game needs work. It just isn't right.  :(

Having said that, a lot of tracks IRL now have kerbs designed for cars and riders tend to stay well clear unless upright.

At the other end of the scale is Jerez - kerbs so flat you cant even feel them - buttttt.....it makes riding this game a lot better because you can take 'realistic' lines across the kerbs.

Hopefully PiB will refine the suspension even more as yet and track makers will smooth the buggers down. Unfortunately it is a lot of work.

Thanks for your feedback KG13. Try some other bikes too to be sure.
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KG13

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #35 on: September 11, 2017, 12:07:59 PM »
Thank you for reply. I will try for sure. I just picked R6 Bike and I felt addicted to doing lap times on this track so much that I forgot about anything else :-D

janaucarre

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #36 on: September 11, 2017, 05:30:11 PM »
Hi,
Recently i was building a new track with race track builder and noticed a problem when i want ro export from 3ds to gpbikes. I put many tyrewall all along the track and cannot export without crash of 3dsmax. After seeing how many polygons i was afraid by the high number: 1'800'000 polygons only with tyres, so i deleted them and all come back to normal.
Maybe if you, caws, can export a track with 2'000'000 or more polygons (i can't), the track in gpbikes can be very hard to play with descent fps.

matty0l215

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #37 on: September 11, 2017, 05:34:28 PM »
We have to use a 64bit version of 3ds Max 2010 to export tracks

Along with the LAA Hack, people can play with large tracks with decent FPS.


Hawk

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #38 on: September 11, 2017, 05:38:51 PM »
Hi,
Recently i was building a new track with race track builder and noticed a problem when i want ro export from 3ds to gpbikes. I put many tyrewall all along the track and cannot export without crash of 3dsmax. After seeing how many polygons i was afraid by the high number: 1'800'000 polygons only with tyres, so i deleted them and all come back to normal.
Maybe if you, caws, can export a track with 2'000'000 or more polygons (i can't), the track in gpbikes can be very hard to play with descent fps.

Hi Janau.  ;)

I'm sorry Janau, but I'm not sure what your asking or stating there? It's a bit confusing.

Are you saying that Donington is running at a very low FPS rate for you?
Are you asking CAWS how to export a high detail track for GPB?

Edit: Matty beat me to the post. Lol. Hopefully he understood and answered your questions better than I?  ;D 8)
 
« Last Edit: September 11, 2017, 05:40:49 PM by Hawk »

h106frp

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #39 on: September 11, 2017, 07:06:22 PM »
Framerate does not seem dependant on total poly count, view distance appears to have by far the biggest impact so a long unobstructed view to horizon with objects visible = low frame rate, lack of track objeect LODs is also obvious when you get close to detailed areas like the pits.

Not totally sure but i have a hunch large geometry groups spread around the track also cause frame rate issues, it 'appears' better to cluster geometry into an object locally and have several occurances of the object spread out around the track.

Usually compile issues are due to non-uv mapped geometry and an 'empty' object (no mesh) will cause import failure for Max

Its also a good idea to run system memory view of the exporter while compiling, the 32 bit compiler will fail if it hits 4GB, I have seen >12GB when compiling very large tracks in 64bit

janaucarre

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #40 on: September 11, 2017, 07:11:20 PM »
Hi,
Good to hear that you can use a 64bits version, i tried 6 or 7 different but no one work like 32bits, the only one time i used 64 was for monza years ago.
The problem with 64 is not export but 3ds itself, problem of definition, problem of menus in the windows (the 4 windows), and corexe repetitiv ;-) and other thing wich don't work.
And no, i didn't try donington yet but maybe in some minutes it will be done.

Thank you

h106frp

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #41 on: September 11, 2017, 07:13:39 PM »
Cannot get on with 3DSMax myself, I just work in Blender then import the fbx to Max 64bit and compile and export

janaucarre

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #42 on: September 11, 2017, 07:16:08 PM »
In 32 bits it never use more 2048 GB of memory (i have 8)
Thank you for explanation

TimboC137

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #43 on: September 11, 2017, 07:28:05 PM »
Thank you for reply. I will try for sure. I just picked R6 Bike and I felt addicted to doing lap times on this track so much that I forgot about anything else :-D

i'm loving this track with the R6 also. the FFB is so detailed and strong with this bike and track. more then any other combo i've tried so far. donington has always been one of my favorites too. this is a great version, IMO. thanks CAWS

h106frp

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Re: CAWS MOD Team - WIP Donington Park Circuit.
« Reply #44 on: September 11, 2017, 07:32:52 PM »
If you LAA the standalone 32 bit fbx2edf you can get up to 4GB  ;)

During compile the memory usage appears to peak twice, once when it initially reads all the data in and again (higher) just before it starts to write out, I guess this is all the textures being decompressed. If it is close to 2GB in 32bit and needs a bit more it just fails, it does not appear to have any 'clever' memory management.
« Last Edit: September 11, 2017, 07:39:19 PM by h106frp »