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GP Bikes => Mods => Tracks => Topic started by: zuco1989 on June 26, 2016, 01:50:39 AM

Title: Grobnik - Automotodrom v0.4.1 NDS
Post by: zuco1989 on June 26, 2016, 01:50:39 AM
https://mega.nz/#!JxlAWbja!QxfhHX_5E8bKGfzuU0CYqrN93csSY_UcofI3fUhkRJU

Grobnik Rijeka

Authors:

Bojan Pintar (rFactor)
Mitja Bonca (Assetto Corsa)
Milan Legcevic (GPBikes)


v 0.4.1
-fixed crashing with replay buffer (tested to 1024)
-proper smoothed asphalt (completely diffrent driving expirence but still fun and challenging)
-smoothed exit from pit
-added cones on pit exit

-issue with ode normalization


v 0.4
-main track asphalt smoothed
-added trees and bushes around the track
-inside grass made colllidable to prevent falling into "deep space"
-pit line kerb naming corrected to be colliadble also
-added start/finish line
-removed split line markings (3 x white lines on track)

v 0.3 (not released)
- same as v 0.4 but without smoothed asphalt

V0.2
-changed asphalt completely for fix gap issue on turn no1
-1st turn asphalt before kerb fixed error naming (TRKBASHP to TRKBASPH) causing to fall in space
-corrected skids elevation
-completely changed asphalt in pit, eliminated gap
-corrected *.ini file
-added full starting line (25 stalls, 4 rows)
-added full pit line (25 pits)
-added marshals
-added marshal houses
-red white rails in pit made collidable
-changed tv camera name
-removed distraction balloon as suggested
-removed umbrella also as distraction on hill between turn 2 and 3
-removed empty alpha channel from some textures
-removed tall grass on "rijecki" & "zagrebacki" turn
-fixed other gaps around track


Thanks to HAWK for:

-Adjusted position of pit-boards as they were positioned inside pit-lane.
-Adjusted timing sector markers to positions correct for length of track.
-Adjusted the S/F marker to extend into pit lane.
-Added the trackside min/max bike respawn lines.
-Added the "_NDS" suffix to the track name for the Track database and server naming conventions

v0.1
-converted track from Assetto Corsa also added stuff from rFactor track
-added cameras
-added split sectors, pit line, starting lights
Title: Re: Grobnik v0.1
Post by: CapeDoctor on June 26, 2016, 06:16:35 AM
hi mate
does this track perhaps use another name in GPB?
i'm asking, 'cause i installed it as per instructions, but the track does not seem to be in the list....?
Title: Re: Grobnik v0.1
Post by: CapeDoctor on June 26, 2016, 08:55:54 AM
thanks ptrshpt, that's fixed it :D

first lap impressions - great track!  love all the undulations, almost like a street track - challenging and potentially loads of fun!  8)
Title: Re: Grobnik v0.1
Post by: zuco1989 on June 26, 2016, 09:04:38 AM
Its named Automodrom Grobnik. Also I said its in the test faze and I followed offical track edit rules so any suggestion I will make a fix in the future.

thanks

Quotethanks ptrshpt, that's fixed it :D

first lap impressions - great track!  love all the undulations, almost like a street track - challenging and potentially loads of fun!  8)

yes its great because of old asphalt in real life its also similar to this
Title: Re: Grobnik v0.1
Post by: doubledragoncc on June 26, 2016, 10:21:14 AM
Really well made track great work guys.

Can I make 2 main suggestions please.

1. Do NOT make Milestone and Fotza type Air Balloons in tracks!!! It is a major distraction from racing and it looks cheap like all bike games do. PLEASE remove such gimmicks they ruin the overall brilliance of your track.

2. The main TV cam needs to be named in game replay as TV Camera not LAP as you have. I am going to post further about a standard of cameras needed in ALL tracks to make the names and keyboard shortcuts order the same. This is important for live streaming and saves me going insane lol.

Thanks once again for a great new track.

DD
Title: Re: Grobnik v0.1
Post by: zuco1989 on June 26, 2016, 10:26:51 AM
No problem any good suggestion and rule will be applied soon as possible.

Yes I noticed this balloon to be a distraction. Next update it will be removed
Title: Re: Grobnik v0.1
Post by: doubledragoncc on June 26, 2016, 10:31:50 AM
Maybe add a little game to shoot the balloon down lol.

Great to hear thanks zuco.

DD
Title: Re: Grobnik v0.1
Post by: CapeDoctor on June 26, 2016, 11:18:57 AM
i've been loving the track, putting in some laps between watching the GP at Assen.
i agree about the balloons, they are only a distraction.
other than that, the only trouble spot i have come across so far is just at the beginning of the curb section which starts just before the pit exit (on the trackside, not the pits)
hang on, maybe easier to post a screen:

(http://i.imgur.com/ISSnMPG.jpg)

just around where i have the red arrow - this area first caused my bike to hit something invisible, which flipped the bike right over. the next time round, trying to find the same spot, it caused a core crash....
so maybe that spot needs to be looked at.
otherwise....fun, fun, fun!!!  8)
Title: Re: Grobnik v0.1
Post by: zuco1989 on June 26, 2016, 11:26:09 AM
This is excellent report, I will check this, also noticed to hit something there but as you said so much fun riding I didnt correct this
Title: Re: Grobnik v0.1
Post by: Reactive on June 26, 2016, 08:14:19 PM
(https://dl.dropboxusercontent.com/u/28908695/GPBikes/grobnik.jpg)
Title: Re: Grobnik v0.1
Post by: zuco1989 on June 26, 2016, 10:38:17 PM
Reactive can you explain in short because I am trying to get same error on my pc and nothing for now?
Title: Re: Grobnik v0.1
Post by: Reactive on June 26, 2016, 10:59:18 PM
As you can see there is transparent texture on the track. And graphic driver is up to date.
I also tried ON/OFF for reflections, shaders — still the same.
Title: Re: Grobnik v0.1
Post by: zuco1989 on June 26, 2016, 11:18:15 PM
Ok I will investigate this but for now this can be caused by bad elevation of main track asphalt what I discovered why theres a invisible wall hiting on kerb. I am just correcting it now but dont know if manage to upload soon.

After fix you can report to me again because I can not see this on my computer
Title: Re: Grobnik v0.1
Post by: Reactive on June 26, 2016, 11:38:23 PM
sure, I will wait for updated version.
Title: Re: Grobnik v0.1
Post by: CapeDoctor on June 27, 2016, 06:42:10 AM
hi zuco  :D

i have been testing more by that area where i reported an invisible obstacle.
i think i have a better idea now what it wrong. there is no obstacle - rather, it is a little hole/gap in the ground just before where that section of curb is.
so what is happening, when you approach at speed, the bike has a little moment where it 'sinks' in the ground, but if you're going fast enough, the front wheel clips the beginning edge of the curb, and as it is slightly below it, it has the sort of 'bike hitting an invisible object and flipping over' effect.
i found it by riding slowly along that area in reverse (reverse track, not gear, lol), and then you can see that at the end of the curb, the bike will sink under and fall through down into the virtual abyss.... :D
hope this helps a bit.

Manu's MotoGP GSX-RR is an absolute BLAST around here, lol  8)
Title: Re: Grobnik v0.1
Post by: zuco1989 on June 27, 2016, 01:28:49 PM
yes thats correct because i used main road from rfactor and its sllighty diffrent. So now I am revert to assetto corsa but sadly on anchor only 2g network. For few days in vietnam so hoply to buy sim card there to upload fixed version and added complete starting/pit line
Title: Re: Grobnik v0.1
Post by: Kerazo on June 27, 2016, 01:33:05 PM
great track, love the layout. had one heavy core in turn 2 while braking so far. but as cape reported that before i think you looking into it
is the track that bumpy in reallife too? its just ok for the stable motogp bikes and even then you often have a lowslide. this ofcourse can be mastered with practice but i fear it would put newer players off of learning the track..
will continue testing with other bikes and then report.
PS: is the track with no dynamic surface (NDS)?
Title: Re: Grobnik v0.1
Post by: zuco1989 on June 28, 2016, 12:27:27 AM
Yes in real life the same. I think that this affects more moto gp bikes, you have to play little bit with suspensions to make it softer. I manage to pull 1.29 laps in a row with practice on ps3 controller. Also on controller settings I put only 5% direct lean so the bike stay down when I turn.

Maybe with some better controller should be little easier.

I am new to track editing so I am not sure what dynamic surface is for now?
Title: Re: Grobnik v0.1
Post by: CapeDoctor on June 28, 2016, 05:45:29 AM
dynamic surface - for example, as you do more laps, more rubber is put down on the surface.... essentially, it means it changes as you ride on it....
personally, i don't mind about dynamic surface, especially as it seems to cause a lot of core crashes, less stability...
Title: Re: Grobnik v0.1
Post by: doubledragoncc on June 28, 2016, 08:26:57 AM
For online we need NDS if possible until the netcode is sorted.

DD
Title: Re: Grobnik v0.1
Post by: Kerazo on June 28, 2016, 10:17:36 AM
yes, possible to make it more stable with the setup. but turn 1 and 2 are pretty tough. the bumps unsettle the bike very easy.. also 5 of my 5 cores i got on this track were on turn 1&2.
something isnt right there just yet. but i appericiate your work man. rly cool track
Title: Re: Grobnik v0.1
Post by: CapeDoctor on June 28, 2016, 10:22:45 AM
yes, that first turn, 1 and 2, is really tricky, but that's something i like about this track - it certainly has a lot of character, lol
once you figure out the best way through there, it's great - you need to kind of divide your braking area into further sub-divisions of some part front brake, other parts back brake - once you get that worked out (provided you're using a similar line each time) then it's quite fun to get through there.
besides the MotoGP bikes, i've also been having HUGE fun with the Road Ducati 916 around here!  ;D
Title: Re: Grobnik v0.1
Post by: Kerazo on June 28, 2016, 10:27:06 AM
very true. to get good laps in you have to be on your game with this track. certainly not an easy one! excited to see the progress over time.
Title: Re: Grobnik v0.1
Post by: Vini on June 28, 2016, 03:12:54 PM
in my opinion you should always make every track as smooth as possible for GPB even when it's bumpy in reality.
if we would all be using direct-steer, it wouldn't really matter but the virtual rider forces you to keep the lean input at 90-95% which is utterly unpractical on most controllers.

a different way to solve the problem would be to the ability to 'calibrate' the virtual rider so that he is automatically more careful in certain, predefined parts of the track and only puts the bike at maximum lean angle in corners without bumps.
wouldn't count on piboso doing something like this, though :D
Title: Re: Grobnik v0.1
Post by: Hawk on June 28, 2016, 04:06:53 PM
Quote from: vin97 on June 28, 2016, 03:12:54 PM
in my opinion you should always make every track as smooth as possible for GPB even when it's bumpy in reality.
if we would all be using direct-steer, it wouldn't really matter but the virtual rider forces you to keep the lean input at 90-95% which is utterly unpractical on most controllers.

a different way to solve the problem would be to the ability to 'calibrate' the virtual rider so that he is automatically more careful in certain, predefined parts of the track and only puts the bike at maximum lean angle in corners without bumps.
wouldn't count on piboso doing something like this, though :D

I don't know whether I'd agree with that Vin..... I mean in reality a rider gets to know where the bumps and tricky parts are on track surfaces and rides accordingly.... Seems to me that a lot of GPB riders want to just be able to max lean on their controllers at every corner and expect to get away with it? Well you cannot do that in real life so why should people expect it in GPB?  :)

Hawk.
Title: Re: Grobnik v0.1
Post by: Vini on June 28, 2016, 05:25:56 PM
Quote from: Hawk on June 28, 2016, 04:06:53 PMSeems to me that a lot of GPB riders want to just be able to max lean on their controllers at every corner and expect to get away with it? Well you cannot do that in real life so why should people expect it in GPB?  :)
We expect that because that is the purpose of the virtual rider. We had that discussion a few weeks ago. If you want to be in charge of finding the max. lean angle, the answer is direct-steer.
The other reason is that keeping the lean input just a tiny bit below max input is simply extremely unpractical on gamepads or in general controllers with short movement ranges.
The fact that small lean angle corrections can lead to lowsides because the virtual riders counter-steers too strongly is making it even worse.
Title: Re: Grobnik v0.1
Post by: Warlock on June 28, 2016, 09:45:08 PM
Sorry if  i'm wrong but i can't beleive my eyes on what im reading.

Are you saying GPB should be played slamming the pad stick side to side and the VR should take care of the rest? 
Title: Re: Grobnik v0.1
Post by: Vini on June 28, 2016, 10:24:10 PM
when you are neither braking nor accelerating nor changing direction, yes.
so, no, I am not suggesting that it should be possible to play the game with only two lean angle inputs (max. left, max. right).
Title: Re: Grobnik v0.1
Post by: zuco1989 on June 30, 2016, 03:00:38 PM
Guys relax,, new version is uploading and I solved this problem with turn 1 and 2. 

Now I think when testing this is the real situation of track, you will see some parts are "easier" on new version for example 1 and 2 turn and some "harder".

Lots of updates and now I think this is the real deal.

For smoothing the track I can do that but then I will release two versions called amateur and pro if you like that 

For this NDS this is generate surface in TrackEd?? is that correct?
Title: Re: Grobnik - Automotodrom v0.2
Post by: doubledragoncc on June 30, 2016, 03:25:57 PM
I updated the servers so pls make sure you have the update to join.

Thanks zuco

DD
Title: Re: Grobnik - Automotodrom v0.2
Post by: zuco1989 on June 30, 2016, 03:35:21 PM
I am not sure to understand where to join?
Title: Re: Grobnik - Automotodrom v0.2
Post by: doubledragoncc on June 30, 2016, 03:44:43 PM
GPBOC4 MotoGP bikes on your track

Its in the list when you look in GPB or online

DD
Title: Re: Grobnik - Automotodrom v0.2
Post by: zuco1989 on June 30, 2016, 03:50:15 PM
Quote from: doubledragoncc on June 30, 2016, 03:44:43 PM
GPBOC4 MotoGP bikes on your track

Its in the list when you look in GPB or online

DD

A thats it, ok ok still not final version but I already uploaded on server, so I need guys to test this. I got core.exe on last turn once but after retrying 100 laps never happened again
Title: Re: Grobnik - Automotodrom v0.2
Post by: doubledragoncc on June 30, 2016, 03:52:23 PM
vin97 is on it right now btw

DD
Title: Re: Grobnik v0.1
Post by: Hawk on June 30, 2016, 07:57:34 PM
Quote from: zuco1989 on June 30, 2016, 03:00:38 PM
Guys relax,, new version is uploading and I solved this problem with turn 1 and 2. 

Now I think when testing this is the real situation of track, you will see some parts are "easier" on new version for example 1 and 2 turn and some "harder".

Lots of updates and now I think this is the real deal.

For smoothing the track I can do that but then I will release two versions called amateur and pro if you like that 

For this NDS this is generate surface in TrackEd?? is that correct?

No. If you generate a surface in TrackED you will give the track a dynamic surface.
NDS= "No Dynamic Surface"

If you could name your track with the same naming convention as the other tracks in the database then I'll put it in the track database for you as soon as you know that you are not going to be updating the track anytime soon.  ;)

Hope that helps mate.  ;)

Hawk.
Title: Re: Grobnik - Automotodrom v0.2
Post by: zuco1989 on July 01, 2016, 03:01:33 AM
Then it is NDS because I didnt generate
Title: Re: Grobnik - Automotodrom v0.2
Post by: doubledragoncc on July 01, 2016, 07:22:11 AM
Then best is to make sure the next time you release please add NDS at the END of the name for the track.

Thanks zuco

DD
Title: Re: Grobnik - Automotodrom v0.2 NDS
Post by: zuco1989 on July 01, 2016, 09:27:38 AM
Here it is changed,

Ok guys I would need some feedback because of work I dont have to much time to test the track and when I have time I dont have internet :D..

Title: Re: Grobnik - Automotodrom v0.2 NDS
Post by: CapeDoctor on July 01, 2016, 10:07:43 AM
hi zuco :D
it only took me two laps (well, an out lap and one fast lap) to see that this new version is much improved!
i believe this new version will be much liked by other riders as well .
although i now feel a little sad to say goodbye to v1, as i really enjoyed the challenges with almost every single corner - perhaps the masochist in me, lol  ;D
how would i go about having both versions in my game? is it possible?
i thought it might be as simple as renaming the folder, or the name inside the ini file, but it doesn't seem to be that easy, lol
awesome track, buddy! thanks again for making and sharing it!   8)  ;D  8)
Title: Re: Grobnik - Automotodrom v0.2 NDS
Post by: zuco1989 on July 01, 2016, 10:12:44 AM
Quote from: CapeDoctor on July 01, 2016, 10:07:43 AM
hi zuco :D
it only took me two laps (well, an out lap and one fast lap, to see that this new version is much improved!
i believe this new version will be much liked by other riders as well .
although i now feel a little sad to say goodbye to v1, as i really enjoyed the challenges with almost every single corner - perhaps the masochist in me, lol  ;D
how would i go about having both versions in my game? is it possible?
i thought it might be as simple as renaming the folder, or the name inside the ini file, but it doesn't seem to be that easy, lol
awesome track, buddy! thanks again for making and sharing it!   8)  ;D  8)

Yes u can changed the name of folder and every file that is called GROBNIK_GP name you like and also in *.ini file change to not have two tracks with same name.

But this is more like real life situation of the track in v0.2 so what ever you prefer :DDD

Thank you for playing, I thought I would be the only one :D
Title: Re: Grobnik - Automotodrom v0.2 NDS
Post by: CapeDoctor on July 01, 2016, 10:41:23 AM
maybe one more suggestion, if you don't mind.
the first turn is now much better, but it still happens to me quite often when i try to push it here and crash - often the bike rolls over the end of the pit lane, and then when you restart, you start in pit lane.
is it not easier to make the end of the pit a little closer to the pit lights, so that when guys crash on this corner, they don't always respawn in the pit?
would be great if this could be done, i think :D
other than that - simply an awesome track, just suits my riding rhythm so comfortably, somehow  :D
Title: Re: Grobnik - Automotodrom v0.2 NDS
Post by: zuco1989 on July 01, 2016, 11:00:27 AM
I will see but pit exit line is already at lights so I will try to do something  :)
Title: Re: Grobnik - Automotodrom v0.2 NDS
Post by: Hawk on July 01, 2016, 12:13:29 PM
Hi Zuco.

I'm uploading the track to the Track Database now mate.  ;)

I've just tested and checked the track over in TrackED and made some adjustments, but just to overview changes for you:

Adjusted position of pit-boards as they were positioned inside pit-lane.
Adjusted timing sector markers to positions correct for length of track.
Adjusted the S/F marker to extend into pit lane.
Added the trackside min/max bike respawn lines.
Added the "_NDS" suffix to the track name for the Track database and server naming conventions.

Hope you don't mind the changes I've made but they needed doing if the track is to be used for race events and inclusion to the GPB Track Downloads Database.   ;)

If you could use this track folder as the foundation with it's alterations to the relevant file/folder names for any future updates it would be appreciated.  ;D

Thank you Zuco... Nice work mate!  ;D 8)

Hawk
PS: I'll contact you via PM when I've completed the post for publishing the track to the database via the Track Downloads forum thread.
Title: Re: Grobnik - Automotodrom v0.2 NDS
Post by: zuco1989 on July 01, 2016, 12:20:00 PM
No problem,, I will download and use that race data in future if some changes applied :)

Thanks for helping
Title: Re: Grobnik - Automotodrom v0.2 NDS
Post by: Hawk on July 01, 2016, 12:23:57 PM
Quote from: zuco1989 on July 01, 2016, 12:20:00 PM
No problem,, I will download and use that race data in future if some changes applied :)

Thanks for helping

No problem.... and thank you for bringing this track to us all... Very nice! ;D

Hawk.
Title: Re: Grobnik - Automotodrom v0.2 NDS
Post by: zuco1989 on July 01, 2016, 12:32:32 PM
Now just waiting for CAWS Modding Team to release their bikes... 600 <3
Title: Re: Grobnik - Automotodrom v0.4 NDS
Post by: zuco1989 on October 19, 2016, 12:11:11 AM
v0.4 released
Title: Re: Grobnik - Automotodrom v0.4 NDS
Post by: zuco1989 on October 22, 2016, 01:02:59 AM
Thanks to doubledragoncc and steven, problem is with replay buffer.

Mine was not set in gpbikes.ini but immediately when I set to 700 it keeps crashing. On Brno track and one other this is not the case.

I still dont know how to fix this.

In the meantime if anybody have idea you can reply here or track problems thread
Title: Re: Grobnik - Automotodrom v0.4 NDS
Post by: doubledragoncc on October 22, 2016, 08:27:07 AM
I have found (on my PC) 400 for replay is best for all tracks so far. 700 sounds far too high

DD
Title: Re: Grobnik - Automotodrom v0.4.1 NDS
Post by: zuco1989 on October 26, 2016, 10:56:13 PM
Issue due to replay buffer fixed but now new problem with ode normalization,

Anybody can confirm the problem and test the track, please reply here,

thank you
Title: Re: Grobnik - Automotodrom v0.4.1 NDS
Post by: Urban Chaos 2.0 on October 27, 2016, 07:30:34 AM
Great track man. Thanks a lot.