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!
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Quote from: Alby46 on December 04, 2016, 11:24:35 PM
rally tracks would be really great for wrs
Quote from: bsauder189 on December 06, 2016, 03:06:54 AMThose 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.
Dumb question, where would I find those textures?
Quote from: PiBoSo on November 26, 2016, 02:27:54 PMQuote 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.
Quote from: Fightone on November 23, 2016, 06:26:15 PMIf 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.
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.
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".
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 PMThat 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.
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.
Quote from: HornetMaX on November 23, 2016, 07:44:03 AMOfc 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.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.
Quote from: HornetMaX on November 23, 2016, 07:44:03 AMI 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.
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.
Quote from: dibu on November 22, 2016, 08:00:09 PM
Thank you very much, I still love WRS