PiBoSo Official Forum

GP Bikes => Bikes => Mods => Physics => Topic started by: PiBoSo on December 16, 2013, 11:08:36 AM

Title: Maybe no one noticed...
Post by: PiBoSo on December 16, 2013, 11:08:36 AM

... but starting with Beta4 all physics files are unencrypted.
So if you are not happy with the contents, please note there is the possibility to add all the bikes you want.

Scooters anyone, pretty please?

(http://www.polini.com/dep/AEROX.jpg)

Title: Re: Maybe no one noticed...
Post by: _oDi_ on December 16, 2013, 11:34:13 AM
oh... great news! Wow.

Trofeo Polini is coming....  :D
Title: Re: Maybe no one noticed...
Post by: RiccoChicco on December 16, 2013, 11:49:11 AM
It was THE thing I was waiting for, so of course I noticed it  ;D

I started to play with these files (tyres and engine in particular). Quite hard to understand, the modifications I made weren't very good (who says unrideable bike?  :P)

Do you plan to make a documentation about it in the future?  :)
Title: Re: Maybe no one noticed...
Post by: PiBoSo on December 16, 2013, 12:09:09 PM
Documentation and tools will come at some point.

In the meantime, a very quick tutorial to at least have one new bike to experiment with.
1: Unpack bikes.pkz
2: make a copy of "varese_v594" ( it's an easier bike to start with )
3: assign the new bike an ID, for example "testbike"
4: rename the new folder to "testbike"
5: in the new folder, rename "varese_v594.ini" to "testbike.ini" ( the INI file MUST have the same name of the folder, that is the ID )
6: open testbike.ini and change the name and shortname
7: rename "varese_v594.cfg" to "testbike.cfg" ( again, the CFG file MUST be named as the ID )
8: open "testbike.cfg" ( it's a text file, like all other physics files ) and change the first ID to the correct one, in this case "testbike".
9: ??
10: profit

Some notes:
The CFG is the main file, that "glues" all the other physics files together, and sets all the mechanical, rider and aerodynamic data.
The GEOM file defines all the geometric properties of the bike: link points, center of mass position, rake angle, suspensions movement, collision shapes, and so on.
The ENGN file defines the on and off-throttle torque curves. The units are RPS and Nm ( will probably be changed to RPM in the future ).
The TYRES files define the tyre properties. It is not recommended to change them, unless you really know what you are doing.
Title: Re: Maybe no one noticed...
Post by: RiccoChicco on December 16, 2013, 12:13:29 PM
Thank you for the info, I will give it a try!
Title: Re: Maybe no one noticed...
Post by: SwarleyRuiz on December 16, 2013, 12:44:42 PM
Thank you Piboso
Title: Re: Maybe no one noticed...
Post by: Hawk on December 16, 2013, 01:04:50 PM
Thanks Piboso... This is what we need to get us started in understanding what does what and how it works, etc, etc .

More quick guides on other aspects of modding GP Bikes please. ;D
Title: Re: Maybe no one noticed...
Post by: PeterV on December 16, 2013, 01:32:25 PM
Did have a quick go, and works perfect so far, now for the tweaking off engine,et,etc
Title: Re: Maybe no one noticed...
Post by: Hawk on December 16, 2013, 01:38:17 PM
This could mean more work for Dedicated Server Admins who organise races, especially championships..... I mean if anyone can alter the physics files, then what's to stop someone making super sticky tyres, or handling that is way above and beyond what would be possible in real life?

I can only presume that in organised events that the server admin will have a physics file check and match routine to stop antics described above?

I hope some server admins can enlighten us on this subject? :)
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 16, 2013, 01:49:13 PM
Quote from: PiBoSo on December 16, 2013, 11:08:36 AM

... but starting with Beta4 all physics files are unencrypted.
So if you are not happy with the contents, please note there is the possibility to add all the bikes you want.

Scooters anyone, pretty please?

(http://www.polini.com/dep/AEROX.jpg)
so unlimited bikes? :D
Title: Re: Maybe no one noticed...
Post by: PiBoSo on December 16, 2013, 01:55:01 PM
Quote from: Alby46 on December 16, 2013, 01:49:13 PM
so unlimited bikes? :D

The limit is 200 bikes.
Title: Re: Maybe no one noticed...
Post by: RiccoChicco on December 16, 2013, 01:59:31 PM
Quote from: PiBoSo on December 16, 2013, 12:09:09 PM
Documentation and tools will come at some point.

In the meantime, a very quick tutorial to at least have one new bike to experiment with.
1: Unpack bikes.pkz
2: make a copy of "varese_v594" ( it's an easier bike to start with )
3: assign the new bike an ID, for example "testbike"
4: rename the new folder to "testbike"
5: in the new folder, rename "varese_v594.ini" to "testbike.ini" ( the INI file MUST have the same name of the folder, that is the ID )
6: open testbike.ini and change the name and shortname
7: rename "varese_v594.cfg" to "testbike.cfg" ( again, the CFG file MUST be named as the ID )
8: open "testbike.cfg" ( it's a text file, like all other physics files ) and change the first ID to the correct one, in this case "testbike".
9: ??
10: profit

Some notes:
The CFG is the main file, that "glues" all the other physics files together, and sets all the mechanical, rider and aerodynamic data.
The GEOM file defines all the geometric properties of the bike: link points, center of mass position, rake angle, suspensions movement, collision shapes, and so on.
The ENGN file defines the on and off-throttle torque curves. The units are RPS and Nm ( will probably be changed to RPM in the future ).
The TYRES files define the tyre properties. It is not recommended to change them, unless you really know what you are doing.

After trying it, just noticed something :

We can add slots?  :o I currently have 6!  :o
Title: Re: Maybe no one noticed...
Post by: PiBoSo on December 16, 2013, 02:04:23 PM
Quote from: RiccoChicco on December 16, 2013, 01:59:31 PM
Quote from: PiBoSo on December 16, 2013, 12:09:09 PM
Documentation and tools will come at some point.

In the meantime, a very quick tutorial to at least have one new bike to experiment with.
1: Unpack bikes.pkz
2: make a copy of "varese_v594" ( it's an easier bike to start with )
3: assign the new bike an ID, for example "testbike"
4: rename the new folder to "testbike"
5: in the new folder, rename "varese_v594.ini" to "testbike.ini" ( the INI file MUST have the same name of the folder, that is the ID )
6: open testbike.ini and change the name and shortname
7: rename "varese_v594.cfg" to "testbike.cfg" ( again, the CFG file MUST be named as the ID )
8: open "testbike.cfg" ( it's a text file, like all other physics files ) and change the first ID to the correct one, in this case "testbike".
9: ??
10: profit

Some notes:
The CFG is the main file, that "glues" all the other physics files together, and sets all the mechanical, rider and aerodynamic data.
The GEOM file defines all the geometric properties of the bike: link points, center of mass position, rake angle, suspensions movement, collision shapes, and so on.
The ENGN file defines the on and off-throttle torque curves. The units are RPS and Nm ( will probably be changed to RPM in the future ).
The TYRES files define the tyre properties. It is not recommended to change them, unless you really know what you are doing.

After trying it, just noticed something :

We can add slots?  :o I currently have 6!  :o

You should have 5: the 4 originals + the new one.

(http://images.wikia.com/adventuretimewithfinnandjake/images/3/3a/Facepalm_-_-.jpg)

Is this "slots" thing going to haunt GP Bikes forever?
You can add all the bikes you want, up to 200 total.
Title: Re: Maybe no one noticed...
Post by: PeterV on December 16, 2013, 02:05:16 PM
Quote from: Hawk_UK on December 16, 2013, 01:38:17 PM
This could mean more work for Dedicated Server Admins who organise races, especially championships..... I mean if anyone can alter the physics files, then what's to stop someone making super sticky tyres, or handling that is way above and beyond what would be possible in real life?

I can only presume that in organised events that the server admin will have a physics file check and match routine to stop antics described above?

I hope some server admins can enlighten us on this subject? :)

No server admin here...but i tried connecting to a server with altered physics bike and it said something like..."bike not known by server".
This means that the files have to be on the server side to work, i presume, and that would make sence. Otherwise everyone good alter physics to their needs for the same bike we are all on at the moment.
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 16, 2013, 02:07:41 PM
Quote from: PiBoSo on December 16, 2013, 11:08:36 AM

... but starting with Beta4 all physics files are unencrypted.
So if you are not happy with the contents, please note there is the possibility to add all the bikes you want.

Scooters anyone, pretty please?

(http://www.polini.com/dep/AEROX.jpg)
how do we edit the physics file? anyway, i don't like scooters, i would prefere a malaguti fifty top/full/hf
(http://www.arf33.com/FOTO_FIFTY/FIRMA_TAMIYA_finale.jpg)
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 16, 2013, 02:11:20 PM
Quote from: PiBoSo on December 16, 2013, 02:04:23 PM
(http://images.wikia.com/adventuretimewithfinnandjake/images/3/3a/Facepalm_-_-.jpg)

Is this "slots" thing going to haunt GP Bikes forever?
You can add all the bikes you want, up to 200 total.
this is what i'm trying to say since dinosaurs were still living...
Title: Re: Maybe no one noticed...
Post by: Alone on December 16, 2013, 02:12:00 PM
THANK YOUUUUUUU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Maybe no one noticed...
Post by: Hawk on December 16, 2013, 02:23:28 PM
Quote from: PeterV on December 16, 2013, 02:05:16 PM
Quote from: Hawk_UK on December 16, 2013, 01:38:17 PM
This could mean more work for Dedicated Server Admins who organise races, especially championships..... I mean if anyone can alter the physics files, then what's to stop someone making super sticky tyres, or handling that is way above and beyond what would be possible in real life?

I can only presume that in organised events that the server admin will have a physics file check and match routine to stop antics described above?

I hope some server admins can enlighten us on this subject? :)

No server admin here...but i tried connecting to a server with altered physics bike and it said something like..."bike not known by server".
This means that the files have to be on the server side to work, i presume, and that would make sence. Otherwise everyone good alter physics to their needs for the same bike we are all on at the moment.

Thanks Peter... That's good to know. ;D

I guess then, if someone created a MOD bike, say, a YZR Yamaha 500 for example, then to be able to race online with that MOD bike(with an altered physics file for that bike), they would have to send the new physics file for that MOD bike to the server admin to integrate into the server files before that MOD bike could be used online and in online races?
Title: Re: Maybe no one noticed...
Post by: Buggi on December 16, 2013, 02:26:13 PM
Quote from: Hawk_UK on December 16, 2013, 01:38:17 PM
This could mean more work for Dedicated Server Admins who organise races, especially championships..... I mean if anyone can alter the physics files, then what's to stop someone making super sticky tyres, or handling that is way above and beyond what would be possible in real life?

I can only presume that in organised events that the server admin will have a physics file check and match routine to stop antics described above?

I hope some server admins can enlighten us on this subject? :)
it would seem that if the dedicated server does not have the mod files will not connect ... solved
Title: Re: Maybe no one noticed...
Post by: Buggi on December 16, 2013, 02:31:22 PM
it would be appropriate to create ModPack server admin, whoever leaves the values ​​of the mod does not come online ... it would be perfect for us ... we gpbikes Italy to work to update our mod
Title: Re: Maybe no one noticed...
Post by: Hawk on December 16, 2013, 02:48:48 PM
Quote from: Buggi on December 16, 2013, 02:26:13 PM
Quote from: Hawk_UK on December 16, 2013, 01:38:17 PM
This could mean more work for Dedicated Server Admins who organise races, especially championships..... I mean if anyone can alter the physics files, then what's to stop someone making super sticky tyres, or handling that is way above and beyond what would be possible in real life?

I can only presume that in organised events that the server admin will have a physics file check and match routine to stop antics described above?

I hope some server admins can enlighten us on this subject? :)
it would seem that if the dedicated server does not have the mod files will not connect ... solved

Thanks Buggi 8)
Title: Re: Maybe no one noticed...
Post by: oppolo on December 16, 2013, 03:07:23 PM
Quote from: PiBoSo on December 16, 2013, 12:09:09 PM
The units are RPS and Nm ( will probably be changed to RPM in the future ).
YESSSSSSSSSSSSSSSS. what bad idea you had  :P
Title: Re: Maybe no one noticed...
Post by: Buggi on December 16, 2013, 03:54:07 PM
Don Piboso one question :the dedicated server reads all valoridel INI files or just the name?
Title: Re: Maybe no one noticed...
Post by: dibu on December 16, 2013, 08:26:50 PM
Quote from: PeterV on December 16, 2013, 02:05:16 PM
No server admin here...but i tried connecting to a server with altered physics bike and it said something like..."bike not known by server".
This means that the files have to be on the server side to work, i presume, and that would make sence. Otherwise everyone good alter physics to their needs for the same bike we are all on at the moment.

It works exactly like PeterV explained.
The modded bike has to be installed at the server and it's checksums have to match the local version.
If it doesn't  you can't connect - no chance to cheat. KRP uses this system since some month.

Title: Re: Maybe no one noticed...
Post by: Hawk on December 16, 2013, 09:36:13 PM
Quote from: dibu on December 16, 2013, 08:26:50 PM
Quote from: PeterV on December 16, 2013, 02:05:16 PM
No server admin here...but i tried connecting to a server with altered physics bike and it said something like..."bike not known by server".
This means that the files have to be on the server side to work, i presume, and that would make sence. Otherwise everyone good alter physics to their needs for the same bike we are all on at the moment.

It works exactly like PeterV explained.
The modded bike has to be installed at the server and it's checksums have to match the local version.
If it doesn't  you can't connect - no chance to cheat. KRP uses this system since some month.

Thanks dibu, that's good to know.  ;);D 8)
Title: Re: Maybe no one noticed...
Post by: Klax75 on December 16, 2013, 09:51:48 PM
Quote from: PiBoSo on December 16, 2013, 12:09:09 PM
Documentation and tools will come at some point.

In the meantime, a very quick tutorial to at least have one new bike to experiment with.
1: Unpack bikes.pkz
2: make a copy of "varese_v594" ( it's an easier bike to start with )
3: assign the new bike an ID, for example "testbike"
4: rename the new folder to "testbike"
5: in the new folder, rename "varese_v594.ini" to "testbike.ini" ( the INI file MUST have the same name of the folder, that is the ID )
6: open testbike.ini and change the name and shortname
7: rename "varese_v594.cfg" to "testbike.cfg" ( again, the CFG file MUST be named as the ID )
8: open "testbike.cfg" ( it's a text file, like all other physics files ) and change the first ID to the correct one, in this case "testbike".
9: ??
10: profit

Some notes:
The CFG is the main file, that "glues" all the other physics files together, and sets all the mechanical, rider and aerodynamic data.
The GEOM file defines all the geometric properties of the bike: link points, center of mass position, rake angle, suspensions movement, collision shapes, and so on.
The ENGN file defines the on and off-throttle torque curves. The units are RPS and Nm ( will probably be changed to RPM in the future ).
The TYRES files define the tyre properties. It is not recommended to change them, unless you really know what you are doing.

I must being doing something wrong I can't seem to find any of those files I need to rename in the bikes folder?

Update: Ok I found the files my extensions were turned off. I'm trying to add MOD-Bikes but they don't seem to have the .cfg file or the .ini so I used the 990c for them and changed all references like the description said. Doesn't work crashes the game every time. I got the description bike to work. But wanted to add the MOD bikes in as options.

Every time I try to select a MOD bike GP Bikes crashes before it even shows it in the preview, it will have it's name in the pull down window.
Title: Re: Maybe no one noticed...
Post by: Alone on December 16, 2013, 11:23:01 PM
Do all the points, and when you finished it, just copy and paste all the files from the mod bikes, less the .ini and the .cfg file.
Title: Re: Maybe no one noticed...
Post by: Klax75 on December 17, 2013, 12:26:08 AM
I'm getting it to work sort of but the riders position is off, he is to far back from the handle bars and when I tuck in he is inside the tank. :/
Title: Re: Maybe no one noticed...
Post by: Docfumi on December 17, 2013, 12:38:36 AM
Quote from: Klax75 on December 17, 2013, 12:26:08 AM
I'm getting it to work sort of but the riders position is off, he is to far back from the handle bars and when I tuck in he is inside the tank. :/

Try this link:
http://forum.piboso.com/index.php?topic=302.0
Title: Re: Maybe no one noticed...
Post by: Klax75 on December 17, 2013, 05:18:03 AM
Thanks got it working. Also put a link in the other thread on two bikes that work that weren't in the downloads.
Title: Re: Maybe no one noticed...
Post by: janaucarre on December 17, 2013, 09:02:28 PM
great great thanks to you mister piboso, now all people can make all tests they want during months and months.
We can make all category we want: 50cc, 85cc, 125cc, 250cc 2 and 4 strokes, 350cc 2 and 4 strokes, 500cc 2 and 4 strokes, 600cc 2 and..., 750cc, 800cc(gp), 900cc, 1000cc, 1200cc.
So many possibilities, it's a new world.
Thank you so much.
Notepad is used to open what we wants. Note that not all files can be open, search them, piboso post in this thread wich you can open and modify.
Title: Re: Maybe no one noticed...
Post by: oppolo on December 17, 2013, 09:12:17 PM
Quote from: johnnyangel on December 17, 2013, 08:56:53 PM
hi guys, sorry to be stupi but may i ask what program you open them up in, as notepad just gives me chinese lettering lol
they were files for grafich
Title: Re: Maybe no one noticed...
Post by: johnnyangel on December 17, 2013, 10:01:19 PM
iv sussed it and made some 600cc physics on the r6....lots of fun
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 17, 2013, 10:13:25 PM
Quote from: johnnyangel on December 17, 2013, 10:01:19 PM
iv sussed it and made some 600cc physics on the r6....lots of fun
so you edited the physics?
Title: Re: Maybe no one noticed...
Post by: johnnyangel on December 18, 2013, 09:35:24 AM
Yes Alby just altered the power and the delivery to more like a 600.

And used the r6 model to race around on.
For an hours work its actually pretty good lol
Title: Re: Maybe no one noticed...
Post by: C21 on December 18, 2013, 09:36:57 AM
@johnny
would you be able to explain what you´ve changed in detail?
Title: Re: Maybe no one noticed...
Post by: johnnyangel on December 18, 2013, 10:12:14 AM

I Basically just followed piboso instructions on page 1 first.

This should get you a duplicate bike ( I named mine R6)

Then altered the second row of numbers to the right in the
engine file to drop the power and mimic a 600cc engine.

Thats it in short
Title: Re: Maybe no one noticed...
Post by: oppolo on December 18, 2013, 10:18:58 AM
so, apart the engine, the physic is the same of a GP 4T
Title: Re: Maybe no one noticed...
Post by: johnnyangel on December 18, 2013, 10:27:44 AM
Well i used the varese as a base for the chassis
Title: Re: Maybe no one noticed...
Post by: Desteban on December 18, 2013, 02:46:02 PM
Nice idea johnyangel!
Would you upload and share that R6 please?  ;D
Title: Re: Maybe no one noticed...
Post by: cjmc78 on December 19, 2013, 12:46:30 PM
The ENGN file defines the on and off-throttle torque curves. The units are RPS and Nm ( will probably be changed to RPM in the future ).


What does RPS stand for?
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 19, 2013, 12:52:52 PM
probably the same as rpm, not per minute but per second ( i think )
Title: Re: Maybe no one noticed...
Post by: RiccoChicco on December 19, 2013, 12:56:08 PM
Alby's right  :)
Title: Re: Maybe no one noticed...
Post by: cjmc78 on December 19, 2013, 01:03:35 PM
Interesting. Thanks.

I thought I'd just post a pic of a quick chart I made in excel for the varese v594 torque curve:

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/VARESEV594TORQUECURVE.jpg
Title: Re: Maybe no one noticed...
Post by: neoraptor on December 19, 2013, 01:13:34 PM
Thanks cjmc78. Very interesting !!
We could soon adapt the curve from a dyno read !!  ;D

Just small thing, your legend is inverted on your graph : RPS should be at the bottom and torque to the left ;)


Where did you get this points? Is there the same for the power?
Title: Re: Maybe no one noticed...
Post by: RiccoChicco on December 19, 2013, 01:20:25 PM
These points come from Varese .engn (engine) file.

If someone has a website that centralise bike's datas, i'm interrested  ;D
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 19, 2013, 01:23:34 PM
how do you extract the torque?
Title: Re: Maybe no one noticed...
Post by: RiccoChicco on December 19, 2013, 01:29:17 PM
The torque is on the 2nd column of .engn file :

(http://img4.hostingpics.net/pics/393410Capture.jpg)
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 19, 2013, 01:35:05 PM
ok thank you :)
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 19, 2013, 01:37:50 PM
my .engn file is encrypted...
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 19, 2013, 01:39:48 PM
solved
Title: Re: Maybe no one noticed...
Post by: neoraptor on December 19, 2013, 02:06:19 PM
I just extracted the torque / braking torque from the 990 :
(http://img4.hostingpics.net/pics/175378Capturedcran20131219144125.png)

I will try to map an R6 engine with the Varese chassis.
Title: Re: Maybe no one noticed...
Post by: cjmc78 on December 19, 2013, 02:48:16 PM
Nice!

I've been working on this:

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/murasamadynochart.jpg

I multiplied RPS figures in engine files by 60 to get RPM then used the formula below to calculate horsepower:

Horsepower = (torque X rpm) / 7120.9
Title: Re: Maybe no one noticed...
Post by: C21 on December 19, 2013, 03:25:10 PM
Great work guys.
I think i have to get on the engine files asap :-)

If you did not get hands on real dyno graphs for the R6 (or RSV4, or.....) don´t hasitate to contact me.
I´m sure i can get some but it will take a while..it´s christmas time and most guys are on holiday right now.
And i have to convert them to bhp as well before providing the data ;-)
Title: Re: Maybe no one noticed...
Post by: HornetMaX on December 19, 2013, 03:40:59 PM
Quote from: C21 on December 19, 2013, 03:25:10 PM
Great work guys.
I think i have to get on the engine files asap :-)

If you did not get hands on real dyno graphs for the R6 (or RSV4, or.....) don´t hasitate to contact me.
I´m sure i can get some but it will take a while..it´s christmas time and most guys are on holiday right now.
And i have to convert them to bhp as well before providing the data ;-)
Doesn't seem very hard to find this kind of data: http://lmgtfy.com/?q=yamaha+r6+torque+curve (http://lmgtfy.com/?q=yamaha+r6+torque+curve)

MaX.
Title: Re: Maybe no one noticed...
Post by: HornetMaX on December 19, 2013, 03:43:21 PM
http://www.sportrider.com/dyno/146_sportbike_dyno_charts/ (http://www.sportrider.com/dyno/146_sportbike_dyno_charts/)

MaX.
Title: Re: Maybe no one noticed...
Post by: oppolo on December 19, 2013, 03:59:47 PM
Quote from: neoraptor on December 19, 2013, 02:06:19 PM
I just extracted the torque / braking torque from the 990 :
(http://img4.hostingpics.net/pics/175378Capturedcran20131219144125.png)

I will try to map an R6 engine with the Varese chassis.

can you share the excel file? thanks
Title: Re: Maybe no one noticed...
Post by: neoraptor on December 19, 2013, 04:07:17 PM
Here it is : https://mega.co.nz/#!0YATyL5Y!KzcmsmEc7WVVvHCssHFWb1MJIiF2mYInOIL35t7MRCo
Note that you can have more than 12 points for the engine mapping ;)
Title: Re: Maybe no one noticed...
Post by: cjmc78 on December 19, 2013, 04:08:17 PM
Since most dyno charts show torque in foot pounds, multiply newton meter figures by 0.7376 to get foot-pounds.
Title: Re: Maybe no one noticed...
Post by: oppolo on December 19, 2013, 04:19:24 PM
Quote from: neoraptor on December 19, 2013, 04:07:17 PM
Here it is : https://mega.co.nz/#!0YATyL5Y!KzcmsmEc7WVVvHCssHFWb1MJIiF2mYInOIL35t7MRCo
Note that you can have more than 12 points for the engine mapping ;)

thanks
Title: Re: Maybe no one noticed...
Post by: oppolo on December 19, 2013, 04:45:40 PM
anyway , when the dyno of an engine is found, we can have the datas for our engn file using physic editor for gmotor. it's quite easy http://www.nogripracing.com/forum/showpost.php?p=377688&postcount=5 , it's output data is an ini file, there will be datas for engn file, we have to convert rpm into rps for piboso engine
Title: Re: Maybe no one noticed...
Post by: cjmc78 on December 19, 2013, 06:08:30 PM
Just finished these. What you guys think?

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MURASAMADYNOCHART.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/VARESEDYNOCHART-1.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MSMRRDYNOCHART.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MSMCUPDYNOCHART.jpg
Title: Re: Maybe no one noticed...
Post by: neoraptor on December 19, 2013, 06:58:36 PM
Nice !!
Now, the next step is to develop a new engine (for example a 600, with 130-140PS), with according sound.  :D
Title: Re: Maybe no one noticed...
Post by: Alby46 on December 19, 2013, 07:10:34 PM
Nice ones, gonna use themo make the engn file for the rs 250 :)
Title: Re: Maybe no one noticed...
Post by: BozoCRO on December 19, 2013, 09:39:59 PM
Quote from: cjmc78 on December 19, 2013, 06:08:30 PM
Just finished these. What you guys think?

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MURASAMADYNOCHART.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/VARESEDYNOCHART-1.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MSMRRDYNOCHART.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MSMCUPDYNOCHART.jpg

Great job, converting torgue figures into coordinates will be so much easier with your tools. Only thing is that Iam not so sure 125 Cup bike is the same as 125 GP. There should be more diference then just low RPM torgue. Back when Piboso had the bikes stats on the website the diference was about 5-10 HP
Title: Re: Maybe no one noticed...
Post by: neoraptor on December 19, 2013, 09:59:57 PM
Quote from: BozoCRO on December 19, 2013, 09:39:59 PM
Quote from: cjmc78 on December 19, 2013, 06:08:30 PM
Just finished these. What you guys think?

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MURASAMADYNOCHART.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/VARESEDYNOCHART-1.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MSMRRDYNOCHART.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MSMCUPDYNOCHART.jpg

Great job, converting torgue figures into coordinates will be so much easier with your tools. Only thing is that Iam not so sure 125 Cup bike is the same as 125 GP. There should be more diference then just low RPM torgue. Back when Piboso had the bikes stats on the website the diference was about 5-10 HP
You forgot that power = Torque * RPM
Si y ou easily cet chose 5-10ps ;)
Title: Re: Maybe no one noticed...
Post by: cjmc78 on December 19, 2013, 10:01:01 PM
Here's the Excel file I used to create the dyno graphs for all four bikes including raw data:

https://mega.co.nz/#!sIgkQJRQ!DYBndytG1Gty_97OqdqlmkhlALAojsCYCVVgLJcqtvM

Edit: Excel file contained an error. Now fixed.
Title: Re: Maybe no one noticed...
Post by: cjmc78 on December 19, 2013, 10:17:21 PM
Quote from: BozoCRO on December 19, 2013, 09:39:59 PM
Quote from: cjmc78 on December 19, 2013, 06:08:30 PM
Just finished these. What you guys think?

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MURASAMADYNOCHART.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/VARESEDYNOCHART-1.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MSMRRDYNOCHART.jpg

http://i1266.photobucket.com/albums/jj531/CJMC78/PIBOSO%20GP%20BIKES/MSMCUPDYNOCHART.jpg

Great job, converting torgue figures into coordinates will be so much easier with your tools. Only thing is that Iam not so sure 125 Cup bike is the same as 125 GP. There should be more diference then just low RPM torgue. Back when Piboso had the bikes stats on the website the diference was about 5-10 HP

You're right about the difference in power between the Cup and GP bikes. I made a stupid mistake. I have fixed it now. Sorry about that.
Title: Re: Maybe no one noticed...
Post by: C21 on December 21, 2013, 01:32:14 PM
@cjmc78
Thank you for the Exel file.
Great help on developing engines.
It´s much easier.
Good work :-)

Just one question:
Is it a must to work all points out or can i leave point 11 and 12 blank?
In detail:
e.g. If the engine is only cabable to rev to 14000RPM (rev limiter) why should i add higher rev points? If the engine revves above the limiter it will most likely destroy itself ;-)

I´m modifiying the cbr1000rr engine (which uses the Murusama data obviously right now) within next days to get a standard engine, a mild tuned engine (exhaust and Ecu mods (in real life: Powercommander for example), Superstock and a Superbike engine (based on real data). So we get the CBR1000RR closer to reality ;-)
Title: Re: Maybe no one noticed...
Post by: grimm on December 21, 2013, 02:10:28 PM
Quote from: C21 on December 21, 2013, 01:32:14 PM
@cjmc78
Thank you for the Exel file.
Great help on developing engines.
It´s much easier.
Good work :-)

Just one question:
Is it a must to work all points out or can i leave point 11 and 12 blank?
In detail:
e.g. If the engine is only cabable to rev to 14000RPM (rev limiter) why should i add higher rev points? If the engine revves above the limiter it will most likely destroy itself ;-)


I´m modifiying the cbr1000rr engine (which uses the Murusama data obviously right now) within next days to get a standard engine, a mild tuned engine (exhaust and Ecu mods (in real life: Powercommander for example), Superstock and a Superbike engine (based on real data). So we get the CBR1000RR closer to reality ;-)


I was beginning to wonder that too. For example, a 2005 CBR600RR rev limit is a far cry from a 2007 R6 rev limit. Could only imagine spinning what would seem to be a 600RR up to 17,000rpm.  :o
Title: Re: Maybe no one noticed...
Post by: HornetMaX on December 21, 2013, 02:23:47 PM
Quote from: C21 on December 21, 2013, 01:32:14 PM
Just one question:
Is it a must to work all points out or can i leave point 11 and 12 blank?
In detail:
e.g. If the engine is only cabable to rev to 14000RPM (rev limiter) why should i add higher rev points? If the engine revves above the limiter it will most likely destroy itself ;-)
You are not obliged to use the same RPS points, you can change them too (on top of the torque).
You can even change the number of points.

However notice that the engine has a BreakingRPM defined (RPM at which the engine breaks) and this is of course above the limiter. So you may want to define the torques above the limiter, even if these values may be just guessed as I doubt we'll be able to find dyno runs above the limiter :) :)

MaX.
Title: Re: Maybe no one noticed...
Post by: C21 on December 21, 2013, 07:02:22 PM
@max
Thank you, very much appriciated  ;D

BTW:
Finished STD-Engine :-)

Title: Re: Maybe no one noticed...
Post by: C21 on December 23, 2013, 09:05:09 AM
Now developing the other engines.....will be available via Map-Switch (hopefully).
Map0 will be STD, Map 1 will be Track prepped, Map2 will be HRC Kit 2008 and finally the World Superbike engine on Map3 :-)
It´s more time consuming than i astimated....
I don´t know if it is possible to get transmission restrictions connected to different MAP settings or if it is only possible to the bike mod itself.
Normally you don´t have the possibility to change the gear ratios on the STD and Track prepped engines, you can change the sprockets only. Different gear ratios are only available for the HRC kit and World Superbike engine.

FYI:
I´m using the 2008 (RC59 - CBR1000RR) data because i have all data and specifications available for that bike in all different versions (as described above map0-3). I know that the 2012 engines in STD spec are a little bit stronger than 2008......

P.S.
If someone wonders why the power curve is flat from to 10500-13400 rpm....-> the engine is "restricted" by ignition retarding. You can easily get more power with advanced ignition ;-)
You will see the noticable differences when the other power curves are ready.


Title: Re: Maybe no one noticed...
Post by: oppolo on December 23, 2013, 09:24:11 AM
Quote from: C21 on December 23, 2013, 09:05:09 AM
I don´t know if it is possible to get transmission restrictions connected to different MAP settings or if it is only possible to the bike mod itself.
I think  you have to do different mods
Title: Re: Maybe no one noticed...
Post by: C21 on December 27, 2013, 11:55:07 AM
yes i have to...but i can only do the engines and some physics , i don´t have the time to develop the whole bike from scratch (incl. 3d modeling....). I know basically how to do that but i would need 48 hours days instead of 24h to do that additionally.  ;D
Engines are running good now but i´m still finetuning the files....due to lack of documentation i have to compare with other files and sometimes it is a try and error procedure.
But with every bit you getting more into it  ;)

BTW: (to get an opinion what i am doing.......and try to do -> most of that is also already done by neoraptor and his modded Yamaha R6)
Finetuning consist of:
- adapting fuel tank size,
- using original primary and secondary ratios,
- corrected rpm limiter and max rpm limit,
- adapt fuel consumption
- adapting cooling factor
- using original brake piston sizes and brake disc sizes
- adapting engine and chassis inertia
- adapting cda
- adapting steering damper
- adapting front and rear suspensions to real spring ratios and adjust capability of dampers
- removal of TCS and AntiWheelie in STD and Track version (only available in HRC and WSBK version)
- tbc.

Sometimes you get a little bit frustrated because it did not react as expected but there are the other momements when things work and the bike feels more "real" ;-)
In my opinion i will (if possible) release two versions.
Version one is based on the Original CBR1000RR Model year 2008 using the Standard engine (152bhp) and the Track engine map (173bhp).
This version will have a fixed gear set and you have no option to change the gearset. Brakes are also not adjustable. Size is fixed to 18mm front and 14mm rear with only Steel Disc available.
Version two consist of the HRC Kit Version (195bhp) and World Superbike Version (215bhp), with fully changable gear ratios based on the real gear ratios in the HRC Superbike Kit. Brakes will be only Steel but with different Sizes and 18,19 or 20mm radial front master cylinder.
Both bikes in Version two have different swingarm to the Version one bikes but i don´t know of i can get that adapted.
It will take some time but i´m not in a hurry. I prefer quality above quantity ;-)
Title: Re: Maybe no one noticed...
Post by: PeterV on December 27, 2013, 12:06:07 PM
Nice one C21, looking forward to the different engine configs for the CBR1000.
And yes take you're time no rush at all. release it when you are a 100% satisfied with it.