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May 13, 2024, 12:46:34 AM

News:

World Racing Series beta14 available! :)


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Messages - Stout Johnson

151
Tracks / Re: WIP tracks
December 06, 2016, 03:53:50 PM
Quote from: Alby46 on December 04, 2016, 11:24:35 PM
rally tracks would be really great for wrs

+1 would be very welcome Sandbiter! :)
152
Paints / Re: Sprint Car - Sidewall Texture
December 06, 2016, 08:42:16 AM
Quote from: bsauder189 on December 06, 2016, 03:06:54 AM
Dumb question, where would I find those textures?
Those textures can be added to a paint with the tool "painted" (link. I think there are no templates for those tyre sidewalls in Piboso's templates. But if you find a paint which has modified tyre templates, you can "unpack" this .pnt file with the "painted" tool and then you can modify this and add this to you personal paint by packing it with painted.
153
Tracks / Re: Knockhill
December 03, 2016, 09:09:29 AM
Great mate!  :)  The layout looks really nice. I think I will need to wrap my head around track modelling myself. I want to be able to make one myself.
154
Tracks / Re: Knockhill
December 01, 2016, 03:36:34 PM
Really really looking good mate! Any chance there might be a version for WRS, maybe even a dirt version of this track for the RX?  :)
155
Paints / Re: [Skin] The Doctor - fmk7_rx
November 30, 2016, 08:34:55 PM
in case someone is interested ;)

fmk7_rx_VR46.pnt

156
Racing / Re: Who wants to race with me? :(
November 30, 2016, 09:28:09 AM
I would like to.  ;)
157
Media / Re: GPB artwork
November 28, 2016, 04:35:14 PM
Sooooo beautiful Davide!
158
General Discussion / Re: GPB/WRS Handling on Kerbs
November 27, 2016, 10:29:39 AM
Wow... looking impressive.
159
General Discussion / Re: World Racing Series beta10
November 26, 2016, 04:46:48 PM
Quote from: PiBoSo on November 26, 2016, 02:27:54 PM
Quote from: Stout Johnson on November 26, 2016, 01:52:59 PM
@Piboso: I briefly tested WRS beta10 with the Caterham and it seems like the tire overheat problem is gone.  :)  Did you change anything to the tires?

Kevin is in charge of the cars' physics data.
He didn't change anything in the tyres, but there are several changes in the suspensions. These improvements, including the fix of the tyre simulation that caused crashes, could have solved the temperature issue.

Well, nice then thanks to you and your team. There always seems to be some nice surprise in addition to what is described in the changelog  8) I really like how WRS is developing.
160
General Discussion / Re: World Racing Series beta10
November 26, 2016, 01:52:59 PM
@Piboso: I briefly tested WRS beta10 with the Caterham and it seems like the tire overheat problem is gone.  :)  Did you change anything to the tires?
161
Custom hardware / Re: Awesome 180 screen
November 25, 2016, 03:03:44 PM
Really great. And with this one would not risk nausea, severe headaches, getting into a fit or getting bad eyes.  ;) at least not as much...
162
Support / Re: Lean angle limit
November 23, 2016, 06:56:22 PM
Quote from: Fightone on November 23, 2016, 06:26:15 PM
And my feeling was that it's not only about controller itself but also about the simulation itself.
[...]
IMHO the game logic lacks some feedback to the controller that would stabilize the bike via contersteering input coming from feedback force so bike would go straight and stable even when hands off, not crashing to the ground.
If you are talking about the lack of force feedback or wrong feedback, you might be correct I don't know. I have not tried GPB with a steering wheel. But that is different to saying that DST is not realistic, which per se clearly is not the case. If you observe certain things that you find to be unrealistic or that might be improved, Piboso is the last person to not be listening to you. He is especially interested in feedback when it comes to hardcore realism.

So feel free to post your observations here. But please don't just say "I don't like ... because it does not feel right". Please try to make well-founded statements and try to give a reasoning/explanations based on real life physics for your suggestions. Then I am sure Piboso generally would be glad to accept your feedback concerning this.

As a final remark: Don't rush it concerning that matter, because Piboso at the moment thankfully dedicates almost all his time to de-bugging his code. That is no.1 priority at the moment. Also Piboso recently stated that he might not be at full power due to personal problems.
163
Support / Re: Lean angle limit
November 23, 2016, 05:31:23 PM
Quote from: Fightone on November 23, 2016, 03:56:15 PM
"Superdifficult" DST just doesn't let you to concentrate on riding the bike and showing good laptimes instead of concentrating on "not falling".

I agree with that part, that's why I wrote this...
Quote from: Stout Johnson on November 23, 2016, 08:35:04 AM
I have tried DST for quite some time with a normal gamepad controller and I just find it very unrealistic with such a controller. First off, it is hard quite to get the countersteering in your head with that. But irl, if you ride a bike it just comes natural. In fact many even don't know that they do counter-steer to initiate the cornering/leaning. It is possible to get it in one's head after some time ('conditioning'), but it just never gets the intuitive feeling it has irl.



Quote from: Fightone on November 23, 2016, 03:56:15 PM
Regarding "if you want realism - use DST" - no my dear friends, I will not, because DST is actually nowhere close to being realistic. It maybe simulates steering physics but nowhere close simulates real feel and approach in riding a bike.
That is a misperception on your part. DST is very realistic, it simulates the way a bike is being handled irl. BUT it is designed to be used with an advanced steering/force feedback unit that is yet to be designed for public use. So what you are missing is the feedback of forces to have a realistic feeling. Of course it feels unnatural with a gamepad in your hand.  ;) But that does not make direct steer unrealistic.

But again, I would also be in favor of trying your suggestion. But my bet is, that it would also not be satisfying.

And btw, you are not the only one around here, that is riding a sports bike irl ;)
164
Support / Re: Lean angle limit
November 23, 2016, 08:35:04 AM
Quote from: HornetMaX on November 23, 2016, 07:44:03 AM
Quote from: vin97 on November 23, 2016, 05:38:35 AM
absolute lean angle input would of course be possible to implement in theory but i can almost guarantee you that you would find it to be even harder to use than direct steer

Have to disagree here: in direct steer you have the very same problem (i.e. you have to manage the max lean by yourself) plus others (your input is the steering angle or torque), so direct steer is more difficult.
Ofc you have to control the max lean yourself in DST, but you also have to do that irl. What Vin and I are referring to is, that it does not matter whether it is DST or a mode proposed by Fightone - you would almost certainly need a controller/feedback system that would allow the rider to 'feel' what the front wheel is doing and some sort of sensation of the torques and forces that are working on the front wheel. Otherwise it is just a guessing game.

I have tried DST for quite some time with a normal gamepad controller and I just find it very unrealistic with such a controller. First off, it is hard quite to get the countersteering in your head with that. But irl, if you ride a bike it just comes natural. In fact many even don't know that they do counter-steer to initiate the cornering/leaning. It is possible to get it in one's head after some time ('conditioning'), but it just never gets the intuitive feeling it has irl. One would have to do the same movements as irl and feel similar forces (g-forces will probably never be simulated) to make it really happen to ride similar to real life and competitively in GPB.

Same thing might be true for the way Fightone proposes. You would maybe be able to condition yourself thru trial and error to get yourself to ride clean laps even without a good feedback system. But it would probably take a lot of time and it would be only fitting for certain track/bike combination. One would not be reacting to a real forces and sensations, but would just follow a certain protocol memorized in the brain.

The virtual rider is a needed form of mediator which kind of compensates for the lack of feedback with a normal controller.

Quote from: HornetMaX on November 23, 2016, 07:44:03 AM
I'm not sure that removing the max lean angle computation will give something playable for any player, but to me it's definitely worth a try.
I agree with that, it should be worth a try whether it is playable or not. My guess, as mentioned above, is that it could be used if one really dedicates time to conditioning oneself to where the limit of grip is. But it would never feel intuitive as it should feel.
165
General Discussion / Re: World Racing Series beta10
November 23, 2016, 07:06:12 AM
Quote from: dibu on November 22, 2016, 08:00:09 PM
Thank you very much, I still love WRS  :)

+1