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GP Bikes => Mods => Tracks => Topic started by: pleclair on May 04, 2015, 09:26:35 PM

Title: Tips for crashing tracked
Post by: pleclair on May 04, 2015, 09:26:35 PM
I was eager to get started and see what I can do with WRS/etc, so I set out to convert silverstone-international from ac, since I also know that track very well, so I could use it to train gpbikes.

Trying to load the .trp, which is probably linked to the .map file for the textures, the editor was crashing since the .map file is 815mb.  This happened to me in the kseditor (ac editor) before, and I tried the same fix I did to make the kseditor work with large map files.

The problem is tracked is 32bit app, and by default, it can only access 2gb of system ram, even on 64bit.  This was likely not enough to load the track so tracked crashed.. so that means, even with the patch, I might not be able to load nord's full scene.. as the map file will likely be much bigger then.

Anyway.. so if you stumble upon this issue, go there: http://ntcore.com/4gb_patch.php

download the patch and copy the .exe to tracked.exe directory and run it.  Select tracked.exe (or any other 32bit executable that gives you memory issues) and patch it.  The app will now be able to use 4gb of ram instead. 

So then, I was able to load silverstone-international in tracked...

Hope it helps someone :)
Title: Re: Tips for crashing tracked
Post by: Hawk on May 04, 2015, 11:35:21 PM
Sounds like a very useful patch!  ;D 8)

Hopefully Piboso will take note and release a 64 bit version of TrackED... Why people are still programming for 32 bit staggers me these days!  ::)

Thanks pleclair. Appreciated mate!  ;)

Hawk.
Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 07:30:49 AM
Quote from: Hawk UK on May 04, 2015, 11:35:21 PM
Why people are still programming for 32 bit staggers me these days!  ::)
Easy, because you still have a lot of people on 32bit OSs ... we still have people on XP ...

GPB is 32bit too, I'm not sure it leverages 64bit when you're on it.

MaX.
Title: Re: Tips for crashing tracked
Post by: Hawk on May 05, 2015, 08:19:42 AM
Quote from: HornetMaX on May 05, 2015, 07:30:49 AM
Quote from: Hawk UK on May 04, 2015, 11:35:21 PM
Why people are still programming for 32 bit staggers me these days!  ::)
Easy, because you still have a lot of people on 32bit OSs ... we still have people on XP ...

GPB is 32bit too, I'm not sure it leverages 64bit when you're on it.

MaX.


About time they upgraded then, don't you think? :)

I mean it's been so long since 64 bit OS's and CPU's have been on the market now and, in my opinion, anyone who is really interested in simulation should be using true 64 bit systems to get the best out of them.

I installed my GPB install in my 64 bit  folder, though as you say Max, not sure whether it takes advantage of the extra power of the 64 bit architecture. Somehow I doubt it if it does cater for true 64bit systems. Personally I think there should be two versions available, true 64 bit and true 32 bit if you want to cater for them, as why bottle neck a simulations power by designing it around 32 bit architecture?? It just doesn't make sense to design a simulation that needs all the power and speed available to design it around a 32 bit system. Crazy in my opinion.  ::)

But sorry. I have no sympathy for 32 bit users these days..... Mac users too(but that's another story!)  :P

Hawk.
PS: Would be interesting to do a poll to find out how many GPB users are on 32 bit architecture systems.  ;)
Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 08:34:13 AM
Well, GPB has an already limited user base, if on top you oblige people to be on 64bit, you lose some more potential customers.
It's going to improve over time, there're not plenty of reasons to be on 32bit OSs right now, so people will go 64. But it will take time.

Best shot would be Microsoft not publishing any new 32bit OS, of course :)

MaX.
Title: Re: Tips for crashing tracked
Post by: pleclair on May 05, 2015, 10:51:22 AM
I don't recall a single game tho that was 64-bit only.  Usually, you add a x64 executable, not replace the 32bit one :)

Most recent simulators are using 64 bit, because its very easy to max out a 32 bit scene nowadays.  For most regular tracks, it is fine, but in some cases, there is just nothing you can do.

Something is striking tho.  The mesh+texture .kn5 of silverstone-international is 350mb.  The mesh+texture .map of the same track in WRS/GPB is 819MB.  So right there, you have a huge increase of memory used.  I'm wondering why it becomes so big.. more than twice the size.





Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 11:20:26 AM
Quote from: pleclair on May 05, 2015, 10:51:22 AM
I don't recall a single game tho that was 64-bit only.
But I do :)

http://hardcore-games.azurewebsites.net/wp/game-64.php (http://hardcore-games.azurewebsites.net/wp/game-64.php)

MaX.
Title: Re: Tips for crashing tracked
Post by: pleclair on May 05, 2015, 11:36:18 AM
Oh that makes sense :)  I don't play AAA studios games :)  Most of my library consist of indie/early access games, I've ditched the big studios a few years ago.

There are few exceptions to the rule tho, as I lately got dirt:rally and I'm happy to see that codemasters finally listened to their fans for once, and done something right. 

But usually, I like to support small dev teams, that puts out original content.  Content that no AAA would ever attempt, because it would not net them enough cash.  But that's another topic :)

Most of the time tho, it does not go this way... a few days ago, after seeing a video of you on youtube with gpbikes, I noticed you were playing another bike game called RIDE.  I wasn't aware of it, and it looked fabulous.  Since its tax return time, I was able to get that game as the last one I will be getting now, and I'm realllllllllllly deceived.  Buggy as hell, no controller mappings, cannot play with wheel, and purely arcade.  Hitting a wall sometime just makes you bounce..  you can hit the rear brakes while leaning to max in a curve and nothing happens.. (all this on pro physic level btw)...

So yeah... I felt really bad purchasing that one.. Specially knowing its milestone.. they won't be fixing it up. they never fixed mxgp or any of their previous broken games...

When you have such problem with an indie title, you can rest assured that things will be taken in good hands.  When dealing with a AAA studio, if the money is flowing in, why spend money to fix things when it sells anyway.

For me, indie/early access gaming is the only way to go :P
Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 11:50:37 AM
Quote from: pleclair on May 05, 2015, 11:36:18 AM
Oh that makes sense :)  I don't play AAA studios games :)
But 64bit only vs 32bit only vs 32+64bit is not really tied to be an indie or an AAA. As the request to have GPB on 64bit proves :)

Quote from: pleclair on May 05, 2015, 11:36:18 AM
a few days ago, after seeing a video of you on youtube with gpbikes, I noticed you were playing another bike game called RIDE.
It may have been me playing GPB, but not a video of me playing RIDE: I only got as far as trying the demo version for 30min before concluding "No thanks, not for me". And I'm sure I didn't put that on video :)

Quote from: pleclair on May 05, 2015, 11:36:18 AM
I wasn't aware of it, and it looked fabulous.  Since its tax return time, I was able to get that game as the last one I will be getting now, and I'm realllllllllllly deceived.
You should have read the comments about RIDE on this forum: most likely you'd have avoided the purchase :)

Quote from: pleclair on May 05, 2015, 11:36:18 AM
When you have such problem with an indie title, you can rest assured that things will be taken in good hands.  When dealing with a AAA studio, if the money is flowing in, why spend money to fix things when it sells anyway.
Not to say AAA will give you always plenty of support (most of the time they don't, but in some cases they still do a pretty decent job), but I wouldn't bet too much on the "(with an indie title) you can rest assured that things will be taken in good hands". If GPB had had 1/10th of the requested support, the game would now be a marvel. But Indie are typically small teams and they still have to eat and pay bills: the support goes only as far as they can afford (not criticizing too much here, it's just the way it is).

MaX.
Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 11:51:48 AM
Quote from: pleclair on May 05, 2015, 10:51:22 AM
Something is striking tho.  The mesh+texture .kn5 of silverstone-international is 350mb.  The mesh+texture .map of the same track in WRS/GPB is 819MB.  So right there, you have a huge increase of memory used.  I'm wondering why it becomes so big.. more than twice the size.
Hmm .. maybe worth a post in the Bugs or Support section of the forum ?

MaX.
Title: Re: Tips for crashing tracked
Post by: pleclair on May 05, 2015, 01:00:57 PM
Quote from: HornetMaX on May 05, 2015, 11:50:37 AM
Quote from: pleclair on May 05, 2015, 11:36:18 AM
Oh that makes sense :)  I don't play AAA studios games :)
But 64bit only vs 32bit only vs 32+64bit is not really tied to be an indie or an AAA. As the request to have GPB on 64bit proves :)

Quote from: pleclair on May 05, 2015, 11:36:18 AM
a few days ago, after seeing a video of you on youtube with gpbikes, I noticed you were playing another bike game called RIDE.
It may have been me playing GPB, but not a video of me playing RIDE: I only got as far as trying the demo version for 30min before concluding "No thanks, not for me". And I'm sure I didn't put that on video :)

Quote from: pleclair on May 05, 2015, 11:36:18 AM
I wasn't aware of it, and it looked fabulous.  Since its tax return time, I was able to get that game as the last one I will be getting now, and I'm realllllllllllly deceived.
You should have read the comments about RIDE on this forum: most likely you'd have avoided the purchase :)

Quote from: pleclair on May 05, 2015, 11:36:18 AM
When you have such problem with an indie title, you can rest assured that things will be taken in good hands.  When dealing with a AAA studio, if the money is flowing in, why spend money to fix things when it sells anyway.
Not to say AAA will give you always plenty of support (most of the time they don't, but in some cases they still do a pretty decent job), but I wouldn't bet too much on the "(with an indie title) you can rest assured that things will be taken in good hands". If GPB had had 1/10th of the requested support, the game would now be a marvel. But Indie are typically small teams and they still have to eat and pay bills: the support goes only as far as they can afford (not criticizing too much here, it's just the way it is).

MaX.


Well, I dunno if it was you, but I believe it was, someone sent me a video on youtube (I mean linked a video here, in PM, I believe), and the name was girlracerstacey I think or something.  And that person also had many RIDE videos.  So I thought, if that person is so into gpbikes, then RIDE must be good too.  And after seeing the videos, I was sold out. 

I had my doubts when I saw Milestone, but as Codemasters redeemed themselves lately, I figured that milestone might have, and they seemed to be asking about what people wanted and about bugs in their forums, but after trying to get my wheel working, I noticed that many of the bugs people were reporting, were simply ignored.

As for 32bit vs 64bit, indie vs AAA... you're right, it has nothing to do... but I haven't seen a 64bit only indie game yet.  Usually they are supporting both.  That's what I meant when I said that makes sense for me, as all the titles that was in the list you shown me was all AAA stuff.

And as for support... well, it depends on the indie dev team size too.  GPB/WRS might not be the best example since it is made by one guy, and one guy can only do so much anyway.  But usually, they do try to please everybody.  At least, until ungrateful people start showing in and bash the game for no good reason, without giving any constructive comments.

But I can give you many many examples which what I said stand true.  Space Engineer, Medieval Engineer, rF2, AC, Next Car Game, BeamNG, The Forest, Project Zomboid, SNOW, 7 Days to Die, Interstellar Marines, Divinity, The Long Dark, and the list could go on...

These are all titles which have been listening to their community and building on their feedback a lot.  Development speed of Space Engineer, Medieval Engineer, The Forest, Project Zomboid is very good. 

On the other hand, I have sent a few requests for help to EA, Capcom and Blizzard in the past, and of those three, only blizzard listened.  EA and Capcom don't give a crap about you.  I bought SFIV when it came out.  I wanted to have a go at it last year, and I didn't had it no more on my computer.  It wasn't on steam back then, so I looked my emails, looking for the download link, since I bought it right from capcom, and it turns out the link had a 2 years life.  I couldn't access what I bought no more.  I emailed them about it, and there was nothing to be done about it.  They could not send me what I paid for, give me a steam key or anything...  I will never buy a capcom game again..  and tbh, only the SF series interest me...

Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 01:40:51 PM
Quote from: pleclair on May 05, 2015, 01:00:57 PM
Well, I dunno if it was you, but I believe it was, someone sent me a video on youtube (I mean linked a video here, in PM, I believe), and the name was girlracerstacey I think or something.
Damn now you exposed to anybody here that girlracerstacey is in fact me. Not.

Different person, different taste for bike sims, different gender (as far as I know) and, for god's sake, she's british and loves curry !

Quote from: pleclair on May 05, 2015, 01:00:57 PM
But I can give you many many examples which what I said stand true.  Space Engineer, Medieval Engineer, rF2, AC, Next Car Game, BeamNG, The Forest, Project Zomboid, SNOW, 7 Days to Die, Interstellar Marines, Divinity, The Long Dark, and the list could go on...

These are all titles which have been listening to their community and building on their feedback a lot.  Development speed of Space Engineer, Medieval Engineer, The Forest, Project Zomboid is very good. 
No problem in believing you, but putting rF2 and AC in the Indie category is at least debatable. To me they are both AAA, even if they may (or may not) be independent from the big guns in the game arena.

MaX.
Title: Re: Tips for crashing tracked
Post by: pleclair on May 05, 2015, 02:10:07 PM
 :-[

Sorry I didn't meant to :)  Lol, I dunno who then, I would have to look at my pms, but anyway, I thought it was you who sent me that video.   

Lol, curry :)  This stinks!

Well, ISI and Kunos are both indie in technical terms.  Not that long ago, ISI had rFactor 1, and had very little licensed tracks and cars, and made their own fictive things.  They relied on modding to get the brand name cars and tracks. 

Kunos was about the same a few years ago with netkar pro.  The fact that sim racing picked up popularity, and the huge success of rf1 and simbin games have helped a lot.  They were able to build some wealth and for their next respective product, they were able to license stuff. 

They are by no mean a AAA studio in term of size, wealth, and customer support :)  But compared to beamng, wrs, gpb, xmotor racing, one could consider them to be.  They are not tied to a publisher either and they do as they please and are not restricted in any way, except by money and time.

You also have to remember that both of these studios are closely tied with some real life racing teams, working with them.  ISI have rfactor pro, which I heard, many f1 drivers use to train when off track, and also heard that kunos have some pro grade sim for race teams as well.  So this helps making money outside selling to individual user.

SimBin have the raceroom cafe at the nordschleife track. 

But all these were rather small a few years ago. 

And reiza is coming up fast too... their sims are pretty darn awesome.  And both simbin and reiza started as rfactor mod teams. 

:)  AAA don't make simulators.  Still too niche for them, but I wouldnt be surprised to see them try in the near future.  It's certainly nice to see codemasters go back to their roots with dirt: rally.  I highly suggest you check it out if you haven't already.  It is highly promising.  They went early access with this one, to gather feedback as they build it.  So far, people are mostly very very happy.  With a few kids saying this is too hard, but its good :P  This is not a full blown simulator, as the visuals are still a bit too high to leave that much room to simulate everything, but still, its a lot more closer to simulation than arcade.. and far from the simcade dirt 3.  As a matter of fact tho, the visuals are a bit step down from dirt 3.  They also look a lot more realistic, with good saturation level (not too saturated)..

We are so off topic :P

But a good discussion nevertheless :)



Title: Re: Tips for crashing tracked
Post by: pleclair on May 05, 2015, 02:28:27 PM
At this point tho, it might be worth pointing this out.

As you can see, all these successful simulators from ISI, Kunos, SimBin and Reiza have one thing in common.  Well for one, ISI, SimBin and Reiza all use the gmotor engine.  And kunos have their own.  But what is common to all of them, is how open the platform is.  You can mod everything easily, and you have everything you need to know right from the start.  The tools works good and don't crash very often too.  You can even mod the whole UI for all these games.

BeamNG also follows in the same footsteps.  They are coming off very nicely, and I expect them to be amongst the top in a few years from now.  Their platform is the most open of them all.  You can do just about anything with it.  Simulate a copter?  No problem.  A boat?  No problem..  A caterpillar, no problem :)  You can do just about anything, and again, the modding community is very strong.

When I visited x motor racing forums and this one here, both games are running for quite some years already, and the modding support is not what it should be.  One reason... the platform is too closed.  As it is, I cannot work on anything for this game, since I don't even know how to setup the shaders, beside doing some simple bump/spec mapping, which really, is no good for terrain and track surface.  I need to know how to do diffuse+detail to make it look good.  This shouldn't require me searching for days on end on the matter.  It should be either selectable in an editor, or in a max plugin, or at least, the wiki should contain every possible definition a shader can have.  Cause if the wiki list everything possibility, which is bump, spec, reflections... I cannot think that Piboso built his track using only this.  And this is the reason why only piboso is able to make really good looking tracks so far.

I'm still new here, and this game seems to have quite a few years already of existence.. this shouldn't be this way.  Since piboso can't put out the much needed content by himself for now, since he haves so much to do in other fields, by letting full access to shaders, his models, his textures, physics (you can reuse anything from ISI and Kunos's sim when working on tracks for their own respective sims.. so if you want the grass of limerock park for your track, you are free to take it, as long as the track is for rfactor, and that makes sense)... modding won't ever be able to do some proper content for the game.  I know a few mod tracks looks better than some others, but I dont think I can say I have seen anything that looks anywhere near the default piboso's tracks, or anything from the other sims.

The mugello track for gpb is probably the best, since it comes from AC... but it still looks far from what it looks in AC and could look in here if we knew how to work properly.

As it is now, I have a lot of free time.  Since I joined the forum, I could have pumped out probably two WRS conversions, if not more, from AC... but I can't... 

I'm gonna have a lot of time for maybe another month or two.. after I might not... so... that's sad...

Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 02:42:01 PM
Content and visuals are far from being the #1 problem of GPB. I wish they were, because it would mean the other issues are behind us. But that's not the case.

Quote from: pleclair on May 05, 2015, 02:28:27 PM
I know a few mod tracks looks better than some others, but I dont think I can say I have seen anything that looks anywhere near the default piboso's tracks
Are you sure ? Because Victoria (default for GPB and WRS) is not that nice to look at. IMO there're plenty of mod tracks which look better, way better.

MaX.
Title: Re: Tips for crashing tracked
Post by: pleclair on May 05, 2015, 02:49:20 PM
Well, you are right, GPB suffers less than WRS... but WRS suffers highly in term of content.  There is nothing for it.

But can you point me at the best looking track there is for gpb at the moment, if its not mugello?

I haven't tried many, cause most of the tracks I see in the gpbikes track folder, are tracks I don't know about.  So I don't want to learn to control an entirely new vehicle, physics, on a new track as well.  So I tried those I knew a bit. 

And those are:  Nordschleife, Silverstone, Laguna Seca, Mugello. 

The rests of the track, I either know by name, or might have raced on them in other games, where I didn't had the chances to choose my tracks (like in games like shift) to progress.  But I'm rather picky with the tracks I like. 

As you can see from those 4 I mentioned, I like one that flows well, and you aren't forced into 1st and 2nd gear every 2 corners.  So most recent modern f1 circuit, I don't really like.  Silverstone being an exception, I dig the triple S corner a lot, and the fast right hander.

Title: Re: Tips for crashing tracked
Post by: pleclair on May 05, 2015, 02:51:47 PM
Well, I'm not saying that victoria is a touristic attraction, but it certainly looks pretty good for what it is.  There is no mountains or anything fancy around, but what is there is good.  The texturing is pretty good, and the grass that changes colors near track is a nice touch too.  There isn't much to say about it really.

Althought, it's not my type of track, I don't like the layout, so I don't really race it.

The kart tracks are pretty good too, and those I tried, I quite liked too :)
Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 03:14:05 PM
Quote from: pleclair on May 05, 2015, 02:49:20 PM
Well, you are right, GPB suffers less than WRS... but WRS suffers highly in term of content.  There is nothing for it.
I'm gonna shatter hearts here, but WRS IMO is dead. If not dead, it's at least under intensive care, just because Piboso personally cares about it (and maybe rightly so).
French would call this "acharnement therapeutique" :)

Given the fierce competition it faces (AC, rF, iRacing, Pcars) it's hard to justify the effort to be put in to bring it remotely on par ...

Quote from: pleclair on May 05, 2015, 02:49:20 PM
But can you point me at the best looking track there is for gpb at the moment, if its not mugello?
NC - Suzuka, visually is probably one of the best,  Paul Ricard too.

MaX.
Title: Re: Tips for crashing tracked
Post by: pleclair on May 05, 2015, 04:23:10 PM
Yes you do :)  Heartbreaker!   :'(

You are right, the competition in the cars market is certainly fierce.  But when you know where you stand, it's easier to make yourself a position. 

AC and pCars are in a league of their own.  They traded a bit of simulation for more eye candy.  And that's what the Gran Turismo fans are after.  And they get better physics at the same time.  In some regards, rF2 and AC are not really competing with each others, as they are targeting largely different audience. 

By the look of things, WRS is aiming to follow in the footsteps of rFactor and all gmotor engine based game.  More simulation, less eye-candy.  So knowing this, and the fact that many sim addict accept the fact that the graphics needs to be step down a notch, then it's not that far off what it should be competing with. 

Also, the reason why it lags behind is because all the different titles uses a different version of the base engine.  If that was put as one, it would help development of all titles, since there would be only 1 engine to deal with. 

But its main problem atm, hurting sales, is the content.  Not the game itself.  The FFB/physics might not be what they should be, and kart pro certainly looks to have an edge, but it could certainly be enjoyable, given there was a lot more content for it.  At the moment, its barely worth playing it, since the tracks are non-existent, and cars will behave like the default one.  So that will likely put off many potential buyers.

Having the game as one, would also help increase sales as well.

Sure it would certainly need an AI, but seeing what Piboso can do, I'm sure this won't be a mystery to him.

But given the fact that dirt simulation and terrain deformation is coming in WRS.. this is a huge plus... and WRS is far from dead imo... this will likely spark some new interests when it happens :)  If we can make rally tracks.. it would be awesome.. but for this, we need no segment limit, and some more optimization to have such a track...cause i doubt the current engine could support 15-20km of tricky roads with plenty of trees, houses, etc...

I'm sure WRS could find a place among the hearts of those who play gmotor based games.. 

I would certainly play it if I could have more cars and the nordschleife :)  All I ask :) 

Also, having one base game, would mean that those who haves more than 1 content package, would be able to race cars/bikes/karts/mxbikes together.  Then, I'm sure that will generate a lot of spotlight on every sim racing website... and sales would skyrocket on steam.


EDIT:  I'm gonna try those two tracks today, and I'll let you know!  Thanks for the heads up, it might have taken some time before I would have downloaded these by myself, cause I only raced the suzuka circuit in games like shift, and I don't know paul ricard at all.  Never heard the name either.


Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 06:35:48 PM
If I recall correctly, next WRS beta should open up modding, just like in GPB. But even with that, I doubt WRS will take off. GPB has tons of content and, despite much less competion than WRS, it hasn't yet really taken off (if anything, number of online players is going slowly down compared to the past). Content can be built quickly once modding is open, thanks to people like you. But the game needs to have the basis cleaned up: some of the current issues are just show-stoppers for many many players.

BTW, we already have the nord for both GPB and WRS I think. You can find it (with essentially all the tracks made for GPB/WRS) here: https://mega.co.nz/#F!eNVSADpZ!a6u3dBMlFT8zw5x7K68eVg
(dedicated post: http://forum.piboso.com/index.php?topic=45.0 (http://forum.piboso.com/index.php?topic=45.0)). Not sure about the quality of that track, I don't particularly enjoy that kind of tracks (and I'm not much into cars neither).

MaX.
Title: Re: Tips for crashing tracked
Post by: pleclair on May 05, 2015, 07:58:04 PM
Yeah I know, it was the very first track (except victoria) I tried.. and it made my eyes bleed :P  I never seen this version before.. but the com8 version for rfactor 1 already is much much better.

That's actually the worse I've seen so far.

Yeah it does seems that the engine needs some cleanup, etc.. but if these issues can get sorted, and what we have now, works without glitches... as it is, if the game was made with 1 engine, and with dlcs for the categories, and released on steam, I'm sure it would be among the top seller for a few days after release... that would bring some real money in the game.  Steam is a must for small developers.. and should be an eventual target.  Otherwise, it might never take off as you say.  People are becoming more paranoid by the minute, and a lot of people, like to buy their game thru steam for the security, among other reasons.  The devs that sells only on their website will sell less, even if the same traffic was to visit this site, than those who would see it on steam.

But by all means, a steam release must never be rushed, cause the community can be unforgiving over there.

That's sad tho... cause the fact that dirt: rally and RIDE have both been recently released on steam, if wrs/gpb was there, it might get quite some spotlight from the deceived ride buyers, and/or dirt.  Plus, a lot of people likes to see what else is available.  And will buy both to compare themselves.

Title: Re: Tips for crashing tracked
Post by: PiBoSo on May 05, 2015, 08:39:46 PM

The plan is to make WRS the best simulator on the market.
Even if this goal is reached, will it "take off"? Of course not. Unfortunately, even among self-proclaimed "simmers", what really count are fancy supercars, post-processing effects and AI, not physics and simulation.
It's worth doing anyway, just for the fun of the journey.
Peace out.
Title: Re: Tips for crashing tracked
Post by: HornetMaX on May 05, 2015, 08:49:17 PM
Well, everything contributes to the global appreciation, even for people that put physics first.

It seems to me that WRS will have hard time competing with hardcore sim titles (iRacing, rFactor) and hard time competing with less sim-oriented titles (AC, Pcars).

But I agree for the "fun of the journey" part: sometimes one wants to do something just for the sake of it. If it also appen he/she has the luxury of actually doing it, then why not ...

MaX.
Title: Re: Tips for crashing tracked
Post by: dibu on May 06, 2015, 05:32:49 PM
It doesn't really matter but I'll be back when WRS beta6 is out. I only paused because someone detected the handbrake cheat and it doesn't make sense for me to drive hotlaps if cheating is possible.

To be honest I also bought PCars some days ago and I'm just downloading the preload. :o I don't have any illusions about the sim character of this game but I want the laser-scanned Nordschleife, Hockenheim GP, the 250cc karts and the GT3 Porsche.

Yes, WRS will have a hard stand against the other car sims because its lack of contents but I still believe in it and I'm happy that PiBoSo didn't stop development. Hopefully one of the professional racing teams will detect it some day.
Title: Re: Tips for crashing tracked
Post by: WALKEN on May 06, 2015, 07:45:29 PM
Quote from: PiBoSo on May 05, 2015, 08:39:46 PM

The plan is to make WRS the best simulator on the market.
Even if this goal is reached, will it "take off"? Of course not. Unfortunately, even among self-proclaimed "simmers", what really count are fancy supercars, post-processing effects and AI, not physics and simulation.
It's worth doing anyway, just for the fun of the journey.
Peace out.


A person of integrity!  Love it! 
Title: Re: Tips for crashing tracked
Post by: CapeDoctor on May 30, 2017, 06:54:11 AM
hi folks, i know this is an old thread, but i was looking for a recent thread where there was discussion of a possible 64 bit executable version of GPB for the future?
i could only find this thread in a search, so just went for it.
i just wanted to state for the record, for PiBoSo.
if you make a 64-bit version of GPB, i will gladly pay for another license. gladly.
if more people make this pledge, maybe it can motivate you a little more (not that you need motivation, but a little extra cash always helps, no?)

                        ;D