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May 12, 2024, 07:44:15 PM

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Messages - bison160

46
Tracks / Re: TSF Raceway v0.6
March 26, 2016, 03:36:49 PM
Good deal! I changed to a 2049 HM and that seemed to cure it. The deformation happens super fast now though so gonna have to work on tuning that. Really hope we get some more options and adjustable grip levels soon.
47
Tracks / TSF Raceway v0.6
March 26, 2016, 01:49:54 AM
Ok Folks, Track is the same, but with some bug fixes. Timing now works, and no more slowdown in corners. As long as there are no major issues with this, I will be moving forward and finishing the track objects phase of this track. Thanks to everyone for testing the 0.5 version and giving me ideas on fixing issues.

https://www.dropbox.com/s/58i36eovylpigwc/TSFRaceway0.6.zip?dl=0
48
Cars / Re: Street Stock Beta
March 24, 2016, 05:53:22 AM
Sweet, nice work dude!
49
Tracks / Re: Sprint car track downlaods
March 24, 2016, 05:50:37 AM
I know he used my Hoosier Hauler model in Kokomo. I don't recognize the surface from Ratbag game though, so maybe he made that. Unfortunately he still stole other models like my hauler to make it.
50
Tracks / Re: Sprint car track downlaods
March 18, 2016, 08:26:29 PM
Quote from: Torque on March 18, 2016, 02:39:06 PM
Quote from: AUSSIEDIRT on March 18, 2016, 09:24:12 AM
Seriously if you were going to just do that what's the point of doing a straight conversion without deformation it's pointless if Ur going to do that go back to one of those Dtr or rf outlaw groups.

There is a need to have non deformable tracks at the moment. Running with deformation is great with 2-3 people but it is not robust enough to handle a full field of cars yet. The surface wears away too fast and once it does you start to get connection errors and crashes.

If you use the right materials, combined with the right textures and link all that with appropriate thicknesses, it's not really that far off. I mean, how many times have you ran with more than a few guys online in WRS to this point anyways? I just don't think it's far enough along to warrant putting in non deformable tracks, just so we can get 30 car fields.

Don't get me wrong, we need to be able to adjust the wear rate and grip level of each material, or at least have many more options of hard coded material types.
51
Tracks / Re: TSF Raceway v0.5 Download
March 18, 2016, 08:17:54 PM
Yeah, we talked on FB a few weeks ago. I watched Chris's video's, and am thankful that he took the time to put something up there otherwise, there would be almost no information, but unfortunately a lot of what he talks about is either wrong, doesn't apply, or makes it far more confusing than it needs to be.

Im definitely willing to help you get your's running any way I can. I've got a pretty good grip on it and have got several tracks in now.
52
Tracks / Re: Sprint car track downlaods
March 18, 2016, 08:14:11 PM
Quote from: tirespin24 on March 18, 2016, 01:07:48 PM
Or better yet, why don't you help make them better?

Thats the thing, he is. He is actually working to create original tracks that belong in this sim and use its features. There is no point in taking models that are prehistoric in tech age, and drop them in WRS. It just damages the reputation because when people download these tracks you put out, they are going to think, "oh....this WRS is basically the same as rfactor or DTR2, guess there is no point in switching." Which couldn't be farther from the truth.

Quote from: tirespin24 on March 18, 2016, 01:07:48 PM
As for his heavy accusations, they are mostly wrong. I did receive permission for the Rfactor tracks. Which I am assuming is where he claims his models came from, but I had gotten permission to use those tracks from the track maker.

As for my accusations, they are 100% true. My post was in reply to whoever Sportmod88 is, when he said, "Track Model credit goes to Casey Graves." I simply stated that those are not Casey Graves models, They are a combination of stuff. Most of which I know for a fact were stolen models and textures from Ratbag games, as well as my original models and textures. Neither of which any permission was ever asked....not just from you, but from anybody. Mr. Graves has no right to give you "permission" to use stuff he had no permission to use. I have no idea who was the first person to steal the stuff, but the fact is, nobody has rights to use or distribute them, let alone pass them out like they are his own original works.
53
Tracks / Re: Sprint car track downlaods
March 17, 2016, 06:44:45 AM
Actually, they were stole from Ratbag, as well as models I created for ASR. No permission was asked of me, so I highly doubt it was asked of anyone else. Can't we save the whole crappy conversion thing for rfactor. The person that hacked these models out of other games and ported them to WRS didn't even put any time in making them into a deformable surface which is the best thing about WRS. I just hate to see this turn into the mess that rfactor has of stolen, crappy conversions of 15-20 year old models when it has the potential to be the best Dirt Sim out there.
54
Tracks / Re: TSF Raceway v0.5 Download
March 15, 2016, 07:07:51 AM
Hmm, that is very interesting. I was in testing mode. I will be working on the track tomorrow and trying to get the few things cleaned up. Then I will be moving on to getting my next track running in game. Model and heightmap are done for Duquoin so hoping to get these issues ironed out so I can get that one going.

Thanks for all the help and suggestions guys!
55
Mods / Re: Dirt oval content
March 15, 2016, 07:04:26 AM
SWEET! I bet those are a blast Torque! Looking forward to trying them out!
56
Tracks / Re: TSF Raceway v0.5 Download
March 14, 2016, 09:13:32 PM
440m is my terrain size. When you had the slowdown was it only in certain spots? Mine seems to be only in the corners, mostly on exit, and the lower line you run, the worse it gets.
57
Tracks / Re: TSF Raceway v0.5 Download
March 12, 2016, 09:24:48 AM
4097 heightmap. Scaling is 6.05

Speed trap line is not in, so that is the timing issue. I didn't see much info on it in wiki so I didn't touch it. Easy enough fix I suppose!

As far as pre defined, I just think it's unrealistic looking to have absolutely zero tire tracks around a track to start. Think of it as the track being packed in before the races.
58
Tracks / Re: TSF Raceway v0.5 Download
March 12, 2016, 03:21:56 AM
I do have the splits and they spread all the way across the track. Not sure why I'm not getting time. I have not got any core.exe crash's But I do get the slow down. I'm going to work on that tomorrow. Just was way too tired today and had the kids all day so didn't get a chance.
59
Well for the heats, a port of whatever goes into KRP would suffice for now😉 If that's possible of course.
60
Tracks / TSF Raceway v0.5 Download
March 12, 2016, 12:25:30 AM
https://www.dropbox.com/s/m9d8cg88185bf7t/TSFRaceway.pkz?dl=0

Here is the download for the very early version. Give it a test and let me know if you find any issues.

To install. Change the file extension from pkz to zip and extract to World Racing Series/wrs/tracks folder. (You may have to create the tracks folder if you have not installed any other tracks before.)

Known issues:
- Stutter/frame drop coming out of corners 2 and 4
- shading issue on outside wall
- Timing is not working for some reason. Any idea's anyone has would be great.