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GP Bikes => General Discussion => Topic started by: PiBoSo on March 01, 2017, 11:38:32 PM

Title: GP Bikes beta11b
Post by: PiBoSo on March 01, 2017, 11:38:32 PM
GP Bikes beta11b released:
http://www.gp-bikes.com/?page=downloads
( download mirrors would be extremely helpful and welcome )

Changelog
- fixed the suit paint selection
- added code to, hopefully, minimize the crashes with large replay buffers
- fixed a replay bug
- rider and riding style selection saved for each bike
- helmet selection saved for each rider
- removed limits on the number of tracks, bikes, helmets, paints
Title: Re: GP Bikes beta11b
Post by: Napalm Nick on March 02, 2017, 12:02:27 AM
Am I right in assuming the suit paint path is now:

GP Bikes/gpbikes/Rider/Riders/Modern/paints
or
GP Bikes/gpbikes/Rider/Riders/legends/paints

depending on the suit you design?

helmets are still in normal place
GP Bikes/gpbikes/Rider/helmets/<helmet type>/paints

Seems to work ok like this. Is it how you envisage the structure?

Thanks for the B11b already  :)

Edit: Really love that the rider and style is saved per bike especially now we have classic(s)  8)
Title: Re: GP Bikes beta11b
Post by: Hawk on March 02, 2017, 12:12:27 AM
Thank you Piboso!  ;D 8)

Hawk.
Title: Re: GP Bikes beta11b
Post by: davidboda46 on March 02, 2017, 12:13:02 AM
Thanks Piboso!

Cheers,

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta11b
Post by: doubledragoncc on March 02, 2017, 12:17:42 AM
MAssive thanx Piboso

Put an 11b server up and seemed fine

DD
Title: Re: GP Bikes beta11b
Post by: MonJue on March 02, 2017, 01:00:47 AM
awesome!  ;D
Title: Re: GP Bikes beta11b
Post by: SwarleyRuiz on March 02, 2017, 07:28:28 AM
Thanks Piboso!

Downloading and uploading

http://www.swarleyruiz.com/Downloads/GP-Bikes/Betas/gpbikes-beta11b.exe
Title: Re: GP Bikes beta11b
Post by: Nicotine on March 02, 2017, 08:49:06 AM
Thanks PiBoSo.
Beta 11b Not Responding while i tick the VSync option and sett to x8 Anti Aliasing
Title: Re: GP Bikes beta11b
Post by: PiBoSo on March 02, 2017, 10:37:14 AM
Quote from: Nicotine on March 02, 2017, 08:49:06 AM
Thanks PiBoSo.
Beta 11b Not Responding while i tick the VSync option and sett to x8 Anti Aliasing

Could you please post which graphics card and operative system are you using?
Are the graphics drivers updated to the latest official version?
Title: Re: GP Bikes beta11b
Post by: Blackheart on March 02, 2017, 10:50:23 AM
P.S. There is a ugly glitch with the boots in 3p view from the beta 11 (if i remember well) if u need e picture i make it later.
Title: Re: GP Bikes beta11b
Post by: Nicotine on March 02, 2017, 11:14:49 AM
Quote from: PiBoSo on March 02, 2017, 10:37:14 AM
Quote from: Nicotine on March 02, 2017, 08:49:06 AM
Thanks PiBoSo.
Beta 11b Not Responding while i tick the VSync option and sett to x8 Anti Aliasing

Could you please post which graphics card and operative system are you using?
Are the graphics drivers updated to the latest official version?

Windows 10 x64, Nvidia GeForce GTX780 with latest driver...thank you
Title: Re: GP Bikes beta11b
Post by: PiBoSo on March 02, 2017, 11:40:04 AM
Quote from: Nicotine on March 02, 2017, 11:14:49 AM
Quote from: PiBoSo on March 02, 2017, 10:37:14 AM
Quote from: Nicotine on March 02, 2017, 08:49:06 AM
Thanks PiBoSo.
Beta 11b Not Responding while i tick the VSync option and sett to x8 Anti Aliasing

Could you please post which graphics card and operative system are you using?
Are the graphics drivers updated to the latest official version?

Windows 10 x64, Nvidia GeForce GTX780 with latest driver...thank you

Does it work at 4x AA?
Title: Re: GP Bikes beta11b
Post by: janaucarre on March 02, 2017, 11:47:48 AM
Thank you
Title: Re: GP Bikes beta11b
Post by: Nicotine on March 02, 2017, 02:25:42 PM
Quote from: PiBoSo on March 02, 2017, 11:40:04 AM
Quote from: Nicotine on March 02, 2017, 11:14:49 AM
Quote from: PiBoSo on March 02, 2017, 10:37:14 AM
Quote from: Nicotine on March 02, 2017, 08:49:06 AM
Thanks PiBoSo.
Beta 11b Not Responding while i tick the VSync option and sett to x8 Anti Aliasing

Could you please post which graphics card and operative system are you using?
Are the graphics drivers updated to the latest official version?

Windows 10 x64, Nvidia GeForce GTX780 with latest driver...thank you

Does it work at 4x AA?

No, i can't touch the option of AA, AT and v-sync....the program will not responding.
Title: Re: GP Bikes beta11b
Post by: tchemi on March 02, 2017, 02:56:03 PM
I Had quite the same thing in beta 11 and beta 11b
If I try to move the cursor for AA (from 8 to 4) and then click done. The screen turn black for like 10 seconds, then come back to setting screens. If I then click anywhere -> crash.

Win 7 x64, nvidia 980oc. But I didn't updated the drivers since one month or one and a half.

I Will update them and tell you if it solves the issue for me.
Title: Re: GP Bikes beta11b
Post by: lkslodzkzn on March 02, 2017, 04:22:38 PM
Quote from: Napalm Nick on March 02, 2017, 12:02:27 AM
Am I right in assuming the suit paint path is now:

GP Bikes/gpbikes/Rider/Riders/Modern/paints
or
GP Bikes/gpbikes/Rider/Riders/legends/paints

depending on the suit you design?

helmets are still in normal place
GP Bikes/gpbikes/Rider/helmets/<helmet type>/paints

Seems to work ok like this. Is it how you envisage the structure?

Thanks for the B11b already  :)

Edit: Really love that the rider and style is saved per bike especially now we have classic(s)  8)
I join to this questions Thanks for 11b.
Title: Re: GP Bikes beta11b
Post by: PiBoSo on March 02, 2017, 04:46:22 PM
Quote from: Napalm Nick on March 02, 2017, 12:02:27 AM
Am I right in assuming the suit paint path is now:

GP Bikes/gpbikes/Rider/Riders/Modern/paints
or
GP Bikes/gpbikes/Rider/Riders/legends/paints

depending on the suit you design?

Right.
The "legends" rider suit filename is "rider_legends".
Title: Re: GP Bikes beta11b
Post by: tchemi on March 02, 2017, 04:53:01 PM
Just tested the anti aliasing settings and vsync option. Had no problem this time. But I did'nt rode. Last time I tried to change the settings after a session and it didn't worked.
So, I cannot reproduce it. Everything looks fine.
Title: Re: GP Bikes beta11b
Post by: janaucarre on March 02, 2017, 05:23:26 PM
Hi, when you try to change graphics settings are you online or you do it from the main menu of gpbikes?
Since the first gpb release ive installed i cant change these settings when im in a session (online/offline)
It takes to much time (black screen) for having the popup accept or not the changes appears.
Title: Re: GP Bikes beta11b
Post by: tchemi on March 02, 2017, 06:10:44 PM
mmmmmmmhm Good sigh for a blind one !!
Title: Re: GP Bikes beta11b
Post by: PiBoSo on March 02, 2017, 06:29:21 PM
Quote from: SwarleyRuiz on March 02, 2017, 07:28:28 AM
Thanks Piboso!

Downloading and uploading

http://www.swarleyruiz.com/Downloads/GP-Bikes/Betas/gpbikes-beta11b.exe

Thank you.
Title: Re: GP Bikes beta11b
Post by: Urban Chaos 2.0 on March 02, 2017, 06:59:25 PM
beta11b has once again delivered a very big improvement in the under-steer issue. A job very well done Piboso. Thank you. Really, beta11b is very nice. The only thing GP Bikes needs now is a ghost/trainer, haha.
Title: Re: GP Bikes beta11b
Post by: MonJue on March 02, 2017, 07:03:56 PM
Quote from: Urban Chaos 2.0 on March 02, 2017, 06:59:25 PM
beta11b has once again delivered a very big improvement in the under-steer issue. A job very well done Piboso. Thank you. Really, beta11b is very nice. The only thing GP Bikes needs now is a ghost/trainer, haha.

+1
Title: Re: GP Bikes beta11b
Post by: Blackheart on March 02, 2017, 07:39:01 PM
Perfect now I cant change the antialiasing settings in the game... was perfect in the beta 11.
Title: Re: GP Bikes beta11b
Post by: janaucarre on March 02, 2017, 08:09:30 PM
Hi,
I just install the b11b and a problem appears.
The riders is in the wrong sense on the bike.
He looks the rear and his arms are crossed in his back. When i fall the rider stand like in the menu exactly where i fall.
Perhaps it's due to the bike.
I try the motogp honda rcv213 rs.

(http://img4.hostingpics.net/pics/890369screen000.jpg) (http://www.hostingpics.net/viewer.php?id=890369screen000.jpg)

(http://img4.hostingpics.net/pics/965819screen001.jpg) (http://www.hostingpics.net/viewer.php?id=965819screen001.jpg)

(http://img4.hostingpics.net/pics/514742screen002.jpg) (http://www.hostingpics.net/viewer.php?id=514742screen002.jpg)

(http://img4.hostingpics.net/pics/250762screen003.jpg) (http://www.hostingpics.net/viewer.php?id=250762screen003.jpg)

(http://img4.hostingpics.net/pics/270467screen004.jpg) (http://www.hostingpics.net/viewer.php?id=270467screen004.jpg)
Title: Re: GP Bikes beta11b
Post by: PiBoSo on March 02, 2017, 08:14:37 PM
Quote from: janaucarre on March 02, 2017, 08:09:30 PM
Hi,
I just install the b11b and a problem appears.
The riders is in the wrong sense on the bike.
He looks the rear and his arms are crossed in his back. When i fall the rider stand like in the menu exactly where i fall.
Perhaps it's due to the bike.
I try the motogp honda rcv213 rs.

Which riding style did you select?
Title: Re: GP Bikes beta11b
Post by: PiBoSo on March 02, 2017, 08:15:31 PM
Quote from: Urban Chaos 2.0 on March 02, 2017, 06:59:25 PM
beta11b has once again delivered a very big improvement in the under-steer issue.

Seems like placebo effect at its best. Nothing has been changed in the physics :-\

Title: Re: GP Bikes beta11b
Post by: Vini on March 02, 2017, 08:34:15 PM
replay buffer problem is still there for me.
Title: Re: GP Bikes beta11b
Post by: PiBoSo on March 02, 2017, 08:35:53 PM
Quote from: vini97 on March 02, 2017, 08:34:15 PM
replay buffer problem is still there for me.

What's the buffer's size?
Does GPB crash with any track, or specific tracks?
Title: Re: GP Bikes beta11b
Post by: janaucarre on March 02, 2017, 08:37:48 PM
All is ok now after the second reboot of gpb and changes of the track.
I used the new old style riding style.
Thx
Title: Re: GP Bikes beta11b
Post by: h106frp on March 02, 2017, 08:44:59 PM
Had exactly the same with the rider and first run of 11b.

No rider in showroom on first start
Rider reversed in game on first start

Restart game and all is back to normal.

Currently suffering game crashes with wet weather selected.
Title: Re: GP Bikes beta11b
Post by: Urban Chaos 2.0 on March 02, 2017, 09:27:29 PM
Quote from: PiBoSo on March 02, 2017, 08:15:31 PM
Quote from: Urban Chaos 2.0 on March 02, 2017, 06:59:25 PM
beta11b has once again delivered a very big improvement in the under-steer issue.

Seems like placebo effect at its best. Nothing has been changed in the physics :-\

If you ask me, GP Bikes has decided to gift me with something I asked for. Haha, I seriously doubt it's placebo in my case. GP Bikes does strange things on peoples' computers. I used to have weird problems with the bike, rider, or track files disappearing and being corrupted in beta10. A very unique problem which I would have to solve every now and again by replacing the core.exe file, and all the small files in the "gpbikes" folder. beta 11 has no such problem. Now, janaucarre has an issue with the rider facing backwards and shit. I have no such problem, and I'm sure most folks here don't either.

Edit: I see janaucarre's issue has resolved itself.
Title: Re: GP Bikes beta11b
Post by: HornetMaX on March 02, 2017, 09:35:23 PM
Quote from: PiBoSo on March 02, 2017, 08:35:53 PM
Quote from: vini97 on March 02, 2017, 08:34:15 PM
replay buffer problem is still there for me.

What's the buffer's size?
Does GPB crash with any track, or specific tracks?
For me the problem is still there on Fuji: replay buffer at 512 ==> immediate crash (on "Syncing" screen before even reaching the track); replay buffer at 128 ==> works fine.
Victoria (and many others) at replay buffer = 512 ==> no issue.

Other weird thing on Fuji: if I set my res to 3840x2160 then some textures seems not to be loaded (sand trap at 1st turn is all black).
Setting it back to 1920x1080 makes the correct texture appear.

I'm running Win7 64 + 16GB + GTX970.
GPb tweaks: bike_shadow = 2048, bike_reflections = 512, texture_quality = 1.
Title: Re: GP Bikes beta11b
Post by: PiBoSo on March 02, 2017, 09:40:49 PM
This setting:

texture_quality = 1

is not recommended, because textures use 8 times the video ram. For example, a 8192x8192 texture uses 256MB.
Title: Re: GP Bikes beta11b
Post by: Napalm Nick on March 02, 2017, 09:49:49 PM
Quote from: h106frp on March 02, 2017, 08:44:59 PM
Had exactly the same with the rider and first run of 11b.

No rider in showroom on first start
Rider reversed in game on first start

Restart game and all is back to normal.



For me I notice: This problem seems to happen when changing bike using Legends rider. Doesn't happen when changing bike with Modern rider
Title: Re: GP Bikes beta11b
Post by: HornetMaX on March 02, 2017, 10:38:10 PM
Quote from: PiBoSo on March 02, 2017, 09:40:49 PM
This setting:

texture_quality = 1

is not recommended, because textures use 8 times the video ram. For example, a 8192x8192 texture uses 256MB.
Hmmm pity, cause I like the combo (from the documentation section) "better quality and much faster loading times" :)
Going down to 2 solves the black texture problem on Fuji.

No bearing on the crash with replay buffer at 512 however (but that's probably expected as it may be a ram issue and not a video ram issue).
Title: Re: GP Bikes beta11b
Post by: JamoZ on March 02, 2017, 11:47:15 PM
Quote from: PiBoSo on March 02, 2017, 08:15:31 PM
Quote from: Urban Chaos 2.0 on March 02, 2017, 06:59:25 PM
beta11b has once again delivered a very big improvement in the under-steer issue.

Seems like placebo effect at its best. Nothing has been changed in the physics :-\

Are you sure PiBoSo? You`re talking to a physics expert here. You might want to check again...
Title: Re: GP Bikes beta11b
Post by: Vini on March 03, 2017, 01:21:48 AM
:D
Title: Re: GP Bikes beta11b
Post by: Urban Chaos 2.0 on March 03, 2017, 06:17:45 AM
Quote from: JamoZ on March 02, 2017, 11:47:15 PM
Quote from: PiBoSo on March 02, 2017, 08:15:31 PM
Quote from: Urban Chaos 2.0 on March 02, 2017, 06:59:25 PM
beta11b has once again delivered a very big improvement in the under-steer issue.

Seems like placebo effect at its best. Nothing has been changed in the physics :-\

Are you sure PiBoSo? You`re talking to a physics expert here. You might want to check again...

Hahaha, I love seeing how bitter and hurt Jamoz is. Lol, he can't restrain the pain, so it permeates every one of his posts. Dude can't let things go. Hahahahaha, thanks for the pleasure Jamoz. Your profile picture really does suit you. Silly little fox. It's why I neglect to read the vast majority of your posts. I'll take that up a few notches ;).
Title: Re: GP Bikes beta11b
Post by: JamoZ on March 03, 2017, 09:32:19 AM
(https://media.giphy.com/media/l0HlBwPopGKly8xnG/giphy.gif)
Title: Re: GP Bikes beta11b
Post by: Toomes1 on March 03, 2017, 12:50:55 PM
Jamoz ,when you thinking of riding again, haven't see you for a long time on the track....they use to be fun times man.
Title: Re: GP Bikes beta11b
Post by: Hawk on March 03, 2017, 02:28:37 PM
Quote from: Toomes1 on March 03, 2017, 12:50:55 PM
Jamoz ,when you thinking of riding again, haven't see you for a long time on the track....they use to be fun times man.

He's afraid of the competition nowadays.... Had to move down to Ride 2 I heard.....  get licked in GPB good and proper now! Hehe!  ;D ;D

Just joking mate... Get your active arse back here Jamoz!!  ;) ;D

Hawk.
Title: Re: GP Bikes beta11b
Post by: Warlock on March 03, 2017, 02:41:49 PM
He is just tired of waiting for a core and netcode fix.
He will be back for true champoinships with a full grid race.
Title: Re: GP Bikes beta11b
Post by: matty0l215 on March 03, 2017, 03:29:24 PM
On point as always Jamoz ;)  :P

@UC there's no point arguing with him. He is a master of pissing people off and you're currently his target ;D
Title: Re: GP Bikes beta11b
Post by: JamoZ on March 03, 2017, 04:46:46 PM
Quote from: Hawk on March 03, 2017, 02:28:37 PM
Quote from: Toomes1 on March 03, 2017, 12:50:55 PM
Jamoz ,when you thinking of riding again, haven't see you for a long time on the track....they use to be fun times man.

He's afraid of the competition nowadays.... Had to move down to Ride 2 I heard.....  get licked in GPB good and proper now! Hehe!  ;D ;D

Just joking mate... Get your active arse back here Jamoz!!  ;) ;D

Hawk.

When i`m able to lap within 1 second of the "competition" without playing for a year, i think it`s the competition who should be afraid  :P

Quote from: Warlock on March 03, 2017, 02:41:49 PM
He is just tired of waiting for a core and netcode fix.
He will be back for true champoinships with a full grid race.

Warlock wins

Quote from: matty0l215 on March 03, 2017, 03:29:24 PM
On point as always Jamoz ;)  :P

@UC there's no point arguing with him. He is a master of pissing people off and you're currently his target ;D

Other then voicing my strong opinion about the state of the game from time to time i have never intentionally pissed people off, let alone insulting other forum members  ::)
If people can`t handle a bit of fooling around, the internet is a scary place to be ;)



Title: Re: GP Bikes beta11b
Post by: matty0l215 on March 03, 2017, 05:49:23 PM
Quote from: JamoZ on March 03, 2017, 04:46:46 PM
Other then voicing my strong opinion about the state of the game from time to time i have never intentionally pissed people off, let alone insulting other forum members  ::)
If people can`t handle a bit of fooling around, the internet is a scary place to be ;)

Intentional or not, you are the master :P ;D
Title: Re: GP Bikes beta11b
Post by: JamoZ on March 03, 2017, 05:58:38 PM
I'll take that as a compliment   ::)
Title: Re: GP Bikes beta11b
Post by: doubledragoncc on March 04, 2017, 12:03:14 AM
Houston we have a problem

Did find out that if you use the Legend rider and come off, I was standin in the middle of the track not on my ass, AND I hit 3rd person by mistake AND oh shit, its the GPB rider in MXB BUG the rider is facing backwards!!!

Will upload a pic later

DD
Title: Re: GP Bikes beta11b
Post by: janaucarre on March 04, 2017, 08:20:33 AM
I posted picture earlier
Title: Re: GP Bikes beta11b
Post by: doubledragoncc on March 04, 2017, 10:12:49 AM
Missed that thanks J

It ssems to be exactly like when I used the GPB rider in MXB if that helps solve the issue Mr P

DD
Title: Re: GP Bikes beta11b
Post by: doubledragoncc on March 06, 2017, 12:05:28 PM
Hi guys and Mr P

So............. after the race lastnight I need to report what was going on.

First off, the time to join the server was like, foreva, well up to 2 mins!!! As I was joining I noticed my network went loopy and went from 900kbs to 4+Mbs on the upload !!!

At times I saw over 20Mbs being used!!!

I think this is just rediculous and probably why there were cores for everyone. I had 3 cores just sitting in the pits watching the live replay and a final one at the end of the race thenabout ten mins later the server cored!!!

Server replay was 954MB for practice, qually and the race, all the same size and could not watch it in my GPBikes no matter what size buffer I tried!!!! So the replay was usless

As can be seen from my live stream, the server seemed smooth and I did not see bikes jumping about.

I noticed in chat that as someone joined the server their ping would hit over 5000 and then take time to back down to 30 to 60 depending where they were and internet connection they had.

I am running the Race Server on a brand new KabyLake system and she flys with no problems with ANY software I throw at it. I have an ASUS Maximus IX Code and it has VERY fast and highest quality Ethernet and Wifi that it allows me to use at the same time to increase bandwidth into and out of the system I only have 8GB DDR4 at the momnets but it runs 3866Mhz and The CPU is 3.6Ghz and never even gets hot running all the software for lastnights race.

I generally never get cores offline and in beta10 had far less online.

I dont understand the high bandwidth hat is required by GPB right now, I thought my router was gonna blowup lol

Hope this helps Pib

DD
Title: Re: GP Bikes beta11b
Post by: Hawk on March 06, 2017, 03:01:27 PM
+1 DD
I second that DD. In fact when connecting to the CAWS server for our test event last night my initial ping on connecting was 33000 + before it settled down to 45 ping when actually connected to the track itself.  :o

Hawk.
Title: Re: GP Bikes beta11b
Post by: poumpouny on March 06, 2017, 03:10:44 PM
I didn't even manage to connect to any server on sunday, core every time, i try reinstalling, re-reinstalling and delete all bike, skin etc mod. but nothing to do, cannot join any server ! i've create new thread in bug report section !

On beta 11 i race 1 entire week end from 2PM to 22PM saturday and sunday and never get only one core !
Title: Re: GP Bikes beta11b
Post by: dibu on March 06, 2017, 07:22:17 PM
Quote from: doubledragoncc on March 06, 2017, 12:05:28 PM
...
First off, the time to join the server was like, foreva, well up to 2 mins!!! As I was joining I noticed my network went loopy and went from 900kbs to 4+Mbs on the upload !!!

At times I saw over 20Mbs being used!!!
...

I can confirm what DD and Hawk observed. While testing WRS netcode on Saturday with only 3(+2) players, I also observerd 4Gb/s+ spikes (about 30 seconds) at the router.

Now I just reviewed the video of the server and the router which I made while we were testing. From what I saw, it happens if a player gets a core.exe and tries to reconnect. A normal disconnect and reconnect works without very high upload bandwidth. Also a normal first connect.

Btw I saw the spikes also in beta11, so not new to beta11b.



Quote from: doubledragoncc on March 06, 2017, 12:05:28 PM
...
I noticed in chat that as someone joined the server their ping would hit over 5000 and then take time to back down to 30 to 60 depending where they were and internet connection they had.
...
Quote from: Hawk on March 06, 2017, 03:01:27 PM
...
I second that DD. In fact when connecting to the CAWS server for our test event last night my initial ping on connecting was 33000 + before it settled down to 45 ping when actually connected to the track itself.  :o
...

I also saw in the chat window that it takes very long until the high ping times reach their normal values. 
Title: Re: GP Bikes beta11b
Post by: Blackheart on March 08, 2017, 07:15:10 AM
It is possible fix the antialiasing option in game??? From the last beta is impossible change this in game. Very boring.
Title: Re: GP Bikes beta11b
Post by: Hawk on March 08, 2017, 02:40:52 PM
Quote from: Blackheart on March 08, 2017, 07:15:10 AM
It is possible fix the antialiasing option in game??? From the last beta is impossible change this in game. Very boring.

Strange..... When I installed beta 11b I could change the anti-aliasing option in the settings okay; I always bang my up to 16X.... Have you tried re-installing from totally fresh?

Hawk.
PS: You haven't got something set in your graphics card management app that is stopping you adjusting it, have you?
Title: Re: GP Bikes beta11b
Post by: HornetMaX on March 08, 2017, 06:46:00 PM
AA seems to change fine for me, but I noticed that sometimes the refresh rate setting seems to be lost: I put it at 120Hz and later on I find it back at "default". Weird ...
Title: Re: GP Bikes beta11b
Post by: tchemi on March 08, 2017, 10:51:30 PM
I had this, couldn't change it once having rode. But if you do it just after launching the game it's ok.
Title: Re: GP Bikes beta11b
Post by: passerBy on April 04, 2017, 05:07:09 PM
It's been a while...
Hello, Piboso :) I mostly left the forum for several years due to different reasons, but I feel like it's a good time to finally come back.

First of all, thank you really, REALLY a lot for the improvements you did on the sim. Two things in particular: directsteer=2 and that I'm no longer getting the notorious core.exe crash.

This version of GP Bikes has finally become what I would call usable with direct steering. It's still easy to drop the bike in situations like being leaned over to a side and especially while going through a tight bend up a slope, but nonetheless, the progress is massive. I have finally started to enjoy it a lot.

However, you seem to be reluctant to make further improvements to this unique mode. That is a pity. I think DST is what sets GP Bikes apart from any other sim. It deserves at least a couple of separate lines in the config UI. I'm sure not many even realize what kind of gem is buried in the profile.ini.

I noticed that the headtracking only uses three rotational degrees of  freedom. While it adds a lot to the whole experience, including at least two of the missing translational DOF might offload other controls and make for a more natural riding experience. Why not have an option to use lateral and longitudinal translation affect the rider lean?

Edit: forgot to add, good job on the recent WRS as well. It was hardly a sim I would fire up remotely any often at all, but now that Caterham-alike is loads of fun :) If only there were more high quality tracks... Same goes to GPB.
Title: Re: GP Bikes beta11b
Post by: Become dust on April 10, 2017, 01:23:52 AM
Quote from: passerBy on April 04, 2017, 05:07:09 PM
It's been a while...
Hello, Piboso :) I mostly left the forum for several years due to different reasons, but I feel like it's a good time to finally come back.

First of all, thank you really, REALLY a lot for the improvements you did on the sim. Two things in particular: directsteer=2 and that I'm no longer getting the notorious core.exe crash.

This version of GP Bikes has finally become what I would call usable with direct steering. It's still easy to drop the bike in situations like being leaned over to a side and especially while going through a tight bend up a slope, but nonetheless, the progress is massive. I have finally started to enjoy it a lot.

However, you seem to be reluctant to make further improvements to this unique mode. That is a pity. I think DST is what sets GP Bikes apart from any other sim. It deserves at least a couple of separate lines in the config UI. I'm sure not many even realize what kind of gem is buried in the profile.ini.

I noticed that the headtracking only uses three rotational degrees of  freedom. While it adds a lot to the whole experience, including at least two of the missing translational DOF might offload other controls and make for a more natural riding experience. Why not have an option to use lateral and longitudinal translation affect the rider lean?

Edit: forgot to add, good job on the recent WRS as well. It was hardly a sim I would fire up remotely any often at all, but now that Caterham-alike is loads of fun :) If only there were more high quality tracks... Same goes to GPB.

in consideration of being a newcomer, I would like to take the chance to say hello to you as well Piboso,

hai! love your game/simulator!

Title: Re: GP Bikes beta11b
Post by: matty0l215 on April 10, 2017, 05:54:22 AM
Good to see new faces.

Welcome to the forum and i hope to see you on track soon :D

Matty
Title: Re: GP Bikes beta11b
Post by: passerBy on April 12, 2017, 06:44:49 PM
Quote from: Become dust on April 10, 2017, 01:23:52 AM
in consideration of being a newcomer, I would like to take the chance to say hello to you as well Piboso,
Hello and welcome :) Even though I might not be the best person to welcome anybody, getting back after quite a considerable amount of time myself :)
Title: Re: GP Bikes beta11b
Post by: CapeDoctor on May 05, 2017, 10:52:58 AM
Quote from: Napalm Nick on March 02, 2017, 12:02:27 AM
Am I right in assuming the suit paint path is now:

GP Bikes/gpbikes/Rider/Riders/Modern/paints
or
GP Bikes/gpbikes/Rider/Riders/legends/paints

depending on the suit you design?

helmets are still in normal place
GP Bikes/gpbikes/Rider/helmets/<helmet type>/paints

Seems to work ok like this. Is it how you envisage the structure?

Thanks for the B11b already  :)

Edit: Really love that the rider and style is saved per bike especially now we have classic(s)  8)

apolgies for being a bit late to the party on this one, but i've been away for a while, and am so far unable to get any suits to show up at all. Is this above-mentioned folder structure correct?
if it is, then mine isn't working.
any hints as to how to get suits to show up at all?
most likely old news already, but also need to mention that the Legends suit selection is essentially useless, as selecting anything other than Modern rider/Modern style gives me a rider facing backwards without any arms!
good luck with that, oh armless dude... :D
these niggles aside, i must mention that the physics is hugely improved in this release.
if there is one thing that still happens to me quite often (which is close on IMPOSSIBLE to do in real life) is when i do a very fast switch in rider and bike direction, from one side to the other. sometimes it works beautifully, but all too often, the 'flop' part of the 'flip flop' move results in the rear wheel becoming weightless, and then just going away completely, as if it wasn't there anymore.
i have shown this exact thing in an older post, but it's still the one thing in the physics that suspends all belief immediately.
if that strange problem could be eliminated, i think this bike physics is just supremely awesome!   8)
Title: Re: GP Bikes beta11b
Post by: Napalm Nick on May 05, 2017, 01:00:06 PM
Hello again Cape of No Hope,  :D

If you had kept reading you would see Pib confirms it and adds more info.

Rider backwards discussed in the B11 feedback. Imo it is a good idea to check the rider in testing mode then restart the game and test again before joining a server (or the server will latch you as backwards and you cannot clear it until the server is reset).

Do you use high level Direct Lean? If so back off a bit you might be trying to change direction faster than the physics can handle and faster than is realistic? Don't hear much talk on this as a problem tbh.

BTW there is at least one more SA here now if you still have ping issues with Europe. :)
Title: Re: GP Bikes beta11b
Post by: CapeDoctor on May 05, 2017, 03:34:13 PM
Cheers Nick  ;D

i figured out where i went wrong with the folders, that's sorted.

as for Direct Lean, mine's set on 15%, so not too high, i think.
it happens about every 3rd or 4th time i seemingly go through the corners the same each time. there may be something to me turning too fast, but those sort of turns are one of my biggest thrills in racing, and it's just physics-defying what the bike does on those occasions.
i would think, if it was me trying to do it too fast, then the physics should simply not acknowledge my weight-shift at best, but it shouldn't make the bike do a cartwheel in the direction of the turn.
i'll keep testing this, could be just being too much of a maniac.... :P

i'm sure my ping will be better, can't wait to do some racing crashing online.  ;D
Title: Re: GP Bikes beta11b
Post by: Napalm Nick on May 05, 2017, 04:39:31 PM
Thinking more on this I have to back off the throttle more mid flip flop than I had to do in previous Betas too. So maybe I just learnt a style around the issue   ???
Title: Re: GP Bikes beta11b
Post by: CapeDoctor on May 05, 2017, 06:02:31 PM
still testing it. meanwhile, i have stumbled upon another little issue i need clarity on. noticed my replays were too short, and i added the extra info into gpbikes.ini flie, as follows:


[core]
replay = 512


this is the method i've used on all previous versions, no issues. however, with this version, soon as i added that, i find that when i go to Testing, during the 'Syncing.../loading screen, the game hangs on that screen.
so, i can't use replays really...... :( .. anything changed that i don't know about in this regard?
Title: Re: GP Bikes beta11b
Post by: Napalm Nick on May 05, 2017, 06:41:47 PM
Yes mate the default setting is now in Megabytes so if you put 512 (like you show) then that is 512Mb (which we have been told is the maximum) - before we used to enter it in Bytes and Gibibytes, however....

The bigger the buffer the more RAM will be used (probably only 2Gb Max - 32 bit app  ::)) and we have found that some tracks that use a lot of memory will fail to load if the replay memory is too high - try 256, 128 etc 10 Mb is the default.

We don't know why the replay size has been limited though. Maybe as part of the Core.exe investigations. Unconfirmed.

Hope that helps.
Title: Re: GP Bikes beta11b
Post by: CapeDoctor on May 06, 2017, 05:35:16 AM
that sure does help to clear up my confusion. set it to 128, and now it's loading okay.
cheers mate!  8)
Title: Re: GP Bikes beta11b
Post by: CapeDoctor on May 12, 2017, 08:48:53 AM
hi all
thought i'd chip in with some feedback on beta 11b changes since the earlier versions.
in this case, i'm thinking about the new 'rider reset' option, which while much more realistic - you pick the bike up wherever it crashed, and get it back on track yourself - also conjures up another set of issues for the sim (the stuff that one doesn't have to deal with in reality) such as the bike getting stuck in a bad spot, so resetting does nothing, and you have to go back to pits and start over (particularly frustrating on long road tracks, which also tend to be the ones that send crashed bikes spinning off into virtual freefall.
at these times the new rider reset is useless.
i see we're also back to having riderless bikes carrying on forever and a day given the right set of opportunities, and nothing one can but watch the riderless bike careening from one fence to the next, waiting for it to come to a stop.
really - how hard can it be to implement a 'reset if bike has no rider' feature...?
that's the only thing currently really irking me, besides the issue of bikes flipping over completely when changing direction fast - still struggling to see why that seems to happen every so often, while i'm seemingly giving the same inputs.
3 times though a fast direction change corner, no problem, the 4th time the bike just flips over on the roll axis....
seems less prevalent on some bikes, though, so it could be a bike thing.
the stock 125 is one that it happens to a lot, the varese also every now and again.
minor gripes aside, this is probably the best version of GPB i've tried to date. ;)
Title: Re: GP Bikes beta11b
Post by: HornetMaX on May 12, 2017, 09:17:45 AM
Quote from: CapeDoctor on May 12, 2017, 08:48:53 AM
hi all
thought i'd chip in with some feedback on beta 11b changes since the earlier versions.
in this case, i'm thinking about the new 'rider reset' option, which while much more realistic - you pick the bike up wherever it crashed, and get it back on track yourself - also conjures up another set of issues for the sim (the stuff that one doesn't have to deal with in reality) such as the bike getting stuck in a bad spot, so resetting does nothing, and you have to go back to pits and start over
You don't. Just press and hold the reset button for a few seconds and you will respawn the old way (i.e. on track, where the crash started and if the track is free of incoming riders).

Quote from: CapeDoctor on May 12, 2017, 08:48:53 AM
i see we're also back to having riderless bikes carrying on forever and a day given the right set of opportunities, and nothing one can but watch the riderless bike careening from one fence to the next, waiting for it to come to a stop.
Same as above, below a certain speed you're allowed to press&hold to respawn the old way.
But I'm still convinced that the bike is way too stable when riderless and hitting obstacles.
Title: Re: GP Bikes beta11b
Post by: CapeDoctor on May 12, 2017, 09:20:20 AM
thanks for the info, Max - guess i missed those notes somewhere.
i agree, sometimes the riderless bike seems more stable than when it has a rider, lol.
will be testing out the new reset options later today, cheers! :D
Title: Re: GP Bikes beta11b
Post by: passerBy on May 12, 2017, 09:25:11 AM
Although this doesn't work in all the cases, but when you are pressing the reset button long enough (5 to 10 seconds, I guess?), it should bring you right back on (a side of) the track facing the proper direction. While the bike is busy being airborne falling off an edge of the map, that most likely won't help you, but in the riderless bike situations it most likely should 100% of the time (and falling off map is not that common, really).

What bothers me more, however, is how slow the rider is at moving the bike after picking it up. If only there was the possibility to get off the bike and move it around by the handlebars...

@Max, you beat me to it :)

Quote from: HornetMaX on May 12, 2017, 09:17:45 AM
But I'm still convinced that the bike is way too stable when riderless and hitting obstacles.
Same here. Even though riderless bikes indeed seem to be surprisingly stable in RL too, but there should be limits to that.
Title: Re: GP Bikes beta11b
Post by: Nicotine on June 21, 2017, 07:59:32 AM
When the next Beta will Release?
Title: Re: GP Bikes beta11b
Post by: CapeDoctor on June 21, 2017, 08:14:08 AM
i can safely respond in advance with this: it will be released when it's ready.  :)
Title: Re: GP Bikes beta11b
Post by: TFC on June 21, 2017, 10:07:00 AM
Referencing the riderless bike, IRL the rider normally brings the bike down/knocks it off balance when falling. This is something we don't have and would also be nice for MXB.
Title: Re: GP Bikes beta11b
Post by: Nicotine on June 21, 2017, 02:28:19 PM
Quote from: CapeDoctor on June 21, 2017, 08:14:08 AM
i can safely respond in advance with this: it will be released when it's ready.  :)
nice, always waiting for new features  :D
Title: Re: GP Bikes beta11b
Post by: Stoner-Fan on August 16, 2017, 12:08:39 AM
Edit:
Hello,
to create the current german.str for the Beta11b, I need the current english.str for the 11b.
When I took the german.str of the beta 8b, I had in the bike selection >> ? ? ? ? ? , This is because I have used the old * .str.


Thank you for your help.
Everything done, it did it alone. Fortunately, the PN with the explanation found.  :)
Title: Re: GP Bikes beta11b
Post by: Stoner-Fan on August 16, 2017, 12:34:46 AM
Quote from: PiBoSo on March 02, 2017, 04:46:22 PM
Quote from: Napalm Nick on March 02, 2017, 12:02:27 AM
Am I right in assuming the suit paint path is now:

GP Bikes/gpbikes/Rider/Riders/Modern/paints
or
GP Bikes/gpbikes/Rider/Riders/legends/paints

depending on the suit you design?

Right.
The "legends" rider suit filename is "rider_legends".
Hi Piboso,
My path is: GP Bikes 11b/gpbikes/Rider/Riders/legends/paints
Is that correct?
In the menu I can choose the suit as well, but remains black like the "Basic".
What about "Rider_Legends"? Where does this folder and what comes purely?  ::)

Thanks in advance