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Messages - Raffurty46

16
Quote from: HornetMaX on October 16, 2015, 07:00:57 AM


Quote from: Raffurty46 on October 16, 2015, 02:34:45 AM
8. (Edit) Being able to have track data render further out for high end GPUs.
In your profile.ini there's a section "[gfx]" with a parameter named "drawdistance".



Just gave that a try, there must be a max value allowed. it was drawdistance=1000.000000 and I set it to drawdistance=2000.000000 then drawdistance=4000.000000 and it didnt change anything.  :(
17
Quote from: HornetMaX on October 16, 2015, 07:00:57 AM

Quote from: Raffurty46 on October 16, 2015, 02:34:45 AM
9. (Edit) Being able to turn down the head movement or even turn it off.
You mean the head turning to the inside of the corner ? In the Misc options there's a "corner anticipation" setting, it's probably what you are looking for.

MaX.

Thanks for the reply  :)

On #9 I already have the head turning off, I'm talking about the forward and backward movement when hitting the throttle and brakes.
18
Hello PiBoSo and everyone else,

I really like this deformable terrain you have going, its something that has been lacking in all games attempting Dirt, be it Oval or Rally.

I know most of  these suggestions I'm going to list you probably already have in mind to develop at some point but I'll make a list just for reference and maybe there will be some new ideas.

1. I seen in another post you had mentioned different layers of soil, it would be really cool to have the track become slicker as you burn down to the more compacted layers, so it would simulate the track starting off tacky then becoming dry slick as cars run on it. Not sure if its possible to grip via soil type but it would be really cool.

2. I have tried finding an online race to see how the race system worked but couldnt find any servers, but I did notice you can set Practice, Qual and Race times and laps, it would be great to have an option to have heat races and LCQ's before the Main Race, it would help with league functionality.

3. I really like the push start simulation feature its awesome!

4. Knoxville feedback, I think the track needs less banking in the straights with the addition of adding an inside berm. I also noticed lap times dont count if you run to low on the track.

5. Being able to save track states similer to saving a setup would be amazing!

6. (Edit) Would it be possible for the replay to show more than the past 2-5 laps and instead be able to show the entire server duration.

7. (Edit) The option to have a Hud on or off when using the cockpit view.

8. (Edit) Being able to have track data render further out for high end GPUs.

9. (Edit) Being able to turn down the head movement or even turn it off.

10. (Edit) Instead of having the .pnt files being ziped in the .pkz files have them in a non zipped skins folder if possible.

Well after playing a few more hours these are some more sugestions I thought of, I'm really excited to see what direction you go, would be awesome to see this become big similar to what the huge modding community has done with rFactor. I think you have a good base for that to happen.

Awesome Job!  :)
19
Paints / Sprint Car Paint - Thoughts?
October 15, 2015, 09:45:42 AM





20
Paints / Re: Help getting paints in game.
October 15, 2015, 07:25:16 AM
No design yet but atleast got my base template in.

21
Paints / Re: Help getting paints in game.
October 15, 2015, 07:10:50 AM
Quote from: ptrshpt on October 15, 2015, 04:50:44 AM
If i'm not mistaken the .pnt files are inside the cars.pkz file. You can extract it with 7zip.

To unpack a .pnt file
1) Click Paint Read, choose a .pnt file
2) Click Unpack, choose a directory to save to

To Create a .pnt File

1) Download Templates and PaintEd
2) Save your finished designs as .tga (anywhere you like)
    tga files must be named correctly!
3) Open PaintEd, click Dir Read button, and locate the folder where you saved your paints. When loaded, the filenames will appear on the left.
4) Type in a name for you paint in the Name box, then click the Pack button.
5) Save the .pnt file in the appropriate folder

More info: http://docs.piboso.com/wiki/index.php/Main_Page

Thanks!  ;D
22
The changing track is really cool!

23
Paints / Help getting paints in game.
October 14, 2015, 11:32:39 PM
I'm trying to make a skin for the sprint car. I know how to do the editing of the templates in photoshop but have no idea what to do from there.

I have downloaded painted but still cant figure it out.

Thanks
http://www.hostingbytes.us/images/3/653852.jpg


25
Hey, you have any templates for the sprint car?  :)
26
Quote from: PiBoSo on October 14, 2015, 09:12:33 PM

Thank you for the report.
The sprint car will for sure be greatly improved in the future releases. Please note this is just the first incarnation.

Awesome Job so far!
27
General Discussion / WRS Beta7 Thoughts and Suggestions
October 14, 2015, 09:08:10 PM
I'm gonna start off by saying I just recently got the game mainly to try out the Sprint Car, and I really thing this could turn into something amazing, But in its current state not so much. I do understand its a beta which explains some of the Problems.

Starting of with the sprint car, it really needs some tire model or physics work, I have no idea how any of that works but something needs adjusted on.

1. The car has a deadly push on entry when you try to actually drive it like it should, then goes into a death spin on exit no matter the wheel lock or throttle input you give it.
2. The attached video has a clip at 2:10 of a rocking left and right affect the car gets which makes it seem almost impossible to drive.
3. The car seems like it has massive cross weight in it causing it to rock LF to RR at low speeds also making it feel broken.

Those are the main problems I had with the sprint car, if you can get the physics to work right I think there would be a massive Dirt community from rFactor that would jump all over this, I hope to see you continue development in the Sprint Car because with the track system you have it could grow to something big.

https://www.youtube.com/watch?v=krwOJ86Qe_s&feature=youtu.be

I did some testing with the other cars in the game and found a bug that when you spin and the car does a side ways slide the car will randomly grip and flip. (Video attached)