PiBoSo Official Forum

GP Bikes => General Discussion => Topic started by: PiBoSo on February 18, 2016, 05:28:17 PM

Title: GP Bikes beta8
Post by: PiBoSo on February 18, 2016, 05:28:17 PM

GP Bikes beta8 released:
http://www.gp-bikes.com/?page=news
Title: Re: GP Bikes beta8
Post by: PiBoSo on February 18, 2016, 05:28:36 PM
Release notes:
- a clean installation is strong recommended
- replays and setups are not compatible with the previous versions
- the replay buffer size setting has been changed from bytes to megabytes: http://forum.piboso.com/index.php?topic=14

This beta includes the biggest change in physics data format ever, so no modded bike made for previous versions will work.
Hopefully modders will have the patience to convert all the bikes and learn how to create the new rear suspension geometry.

Please note that the swingarm - rocker and swingarm - rod linkages are not working correctly yet.
So for example the Murasama uses a simple pro-link ( chassis - rod ) instead of the unit pro-link ( swingarm - rod ).
Title: Re: GP Bikes beta8
Post by: JJS209 on February 18, 2016, 05:29:27 PM
nice, thank you!
Title: Re: GP Bikes beta8
Post by: Yohji on February 18, 2016, 05:30:30 PM
thanks and nice work piboso!
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 18, 2016, 05:33:12 PM
WOOHOO!!!

THANK YOU Piboso.

DD
Title: Re: GP Bikes beta8
Post by: JJS209 on February 18, 2016, 05:37:41 PM
got a connection timeout when i try to go to the online serverlist. what port for the masterserver pib?
€: done a 3/4 lap and it feels very good, nearly stock setup. well done pib!
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 18, 2016, 05:50:33 PM
Just installed and tested it.

OMFG what a difference!!! Brilliant job P. YOU are the man.

Thank you

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 18, 2016, 06:01:44 PM
Excited.com! Thx  :)
Title: Re: GP Bikes beta8
Post by: Alone on February 18, 2016, 06:02:30 PM
Thank you!
Title: Re: GP Bikes beta8
Post by: Ian on February 18, 2016, 06:07:24 PM
Thanks Piboso
Title: Re: GP Bikes beta8
Post by: matty0l215 on February 18, 2016, 06:11:57 PM
Thank you :D
Title: Re: GP Bikes beta8
Post by: Meyer#12 on February 18, 2016, 06:13:03 PM
Thank you!! FEELS GREAT so far! need to test the uphill downhill fixes soon too haha :D

Love the new ride height settings too, will be usefull and fun to play with :)
Title: Re: GP Bikes beta8
Post by: Davide74 on February 18, 2016, 06:23:56 PM
Thanks
Title: Re: GP Bikes beta8
Post by: Abigor on February 18, 2016, 07:20:33 PM
thanky you
Title: Re: GP Bikes beta8
Post by: Hawk on February 18, 2016, 07:31:21 PM
Just seen the release.... Will test as soon as I can(later this evening). Are you going to release an update(beta 8a) with the correctly working "swingarm - rocker and swingarm - rod linkages" soon(like in the next few weeks?)? Sounds like that would be the cherry on the cake for this release.  ;) 8)

Thanks again Piboso!  ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: Blackheart on February 18, 2016, 07:55:24 PM
Thx Piboso! I hope to have free time tonight for try it!  ;D I'm very curious
Title: Re: GP Bikes beta8
Post by: r1rossi on February 18, 2016, 07:55:59 PM
Thank you @piboso

Question,

Will the suits, helmets and paints etc for the rider be the same?

Title: Re: GP Bikes beta8
Post by: matty0l215 on February 18, 2016, 07:58:10 PM
Quote from: r1rossi on February 18, 2016, 07:55:59 PM
Thank you @piboso

Question,

Will the suits, helmets and paints etc for the rider be the same?

Rider suits and helmets (paints and models) work for me so far.
Title: Re: GP Bikes beta8
Post by: Boerenlater on February 18, 2016, 08:11:22 PM
Quote from: matty0l215 on February 18, 2016, 07:58:10 PM
Quote from: r1rossi on February 18, 2016, 07:55:59 PM
Thank you @piboso

Question,

Will the suits, helmets and paints etc for the rider be the same?

Rider suits and helmets (paints and models) work for me so far.
and tracks?
Title: Re: GP Bikes beta8
Post by: matty0l215 on February 18, 2016, 08:12:22 PM
Quote from: Boerenlater on February 18, 2016, 08:11:22 PM
Quote from: matty0l215 on February 18, 2016, 07:58:10 PM
Quote from: r1rossi on February 18, 2016, 07:55:59 PM
Thank you @piboso

Question,

Will the suits, helmets and paints etc for the rider be the same?

Rider suits and helmets (paints and models) work for me so far.
and tracks?

Yes i think (i've only tried a couple)

Bikes definitely don't work. The BikeMOD has been altered as appropriate
Title: Re: GP Bikes beta8
Post by: r1rossi on February 18, 2016, 08:18:48 PM
How do i add paints to the murasama?
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 18, 2016, 08:22:52 PM
I'm going to put NDS BRNO up for the ultimate up/down hill test and also because Victoria is Dynamic it takes ages to join and cores every 4 laps or so (I am assuming its not just me?). I will load up and get the GPBOC servers online probably tomorrow.

As for everything else I am avoiding any initial observations for a day or so until I 'get my eye back in'  ;)
Title: Re: GP Bikes beta8
Post by: Davide74 on February 18, 2016, 08:28:36 PM
Quote from: matty0l215 on February 18, 2016, 07:58:10 PM
Quote from: r1rossi on February 18, 2016, 07:55:59 PM
Thank you @piboso

Question,

Will the suits, helmets and paints etc for the rider be the same?

Rider suits and helmets (paints and models) work for me so far.

yes ;)
Title: Re: GP Bikes beta8
Post by: r1rossi on February 18, 2016, 08:31:03 PM
Thank you everyone.

I am justtrying to remember how to add paints to the 990 ;(
Title: Re: GP Bikes beta8
Post by: matty0l215 on February 18, 2016, 08:38:18 PM
Quote from: r1rossi on February 18, 2016, 08:31:03 PM
Thank you everyone.

I am justtrying to remember how to add paints to the 990 ;(

gp bikes/gpbikes/bikes/murasama_rc990_03/paints

or dowload the paint pack HERE (http://forum.piboso.com/index.php?topic=2625.0) ;)
Title: Re: GP Bikes beta8
Post by: Hawk on February 18, 2016, 08:43:08 PM
Quote from: Napalm Nick on February 18, 2016, 08:22:52 PM
I'm going to put NDS BRNO up for the ultimate up/down hill test and also because Victoria is Dynamic it takes ages to join and cores every 4 laps or so (I am assuming its not just me?). I will load up and get the GPBOC servers online probably tomorrow.

As for everything else I am avoiding any initial observations for a day or so until I 'get my eye back in'  ;)

Ah! That server is you is it.... I was initially looking for the GPBOC server. Lol. Anyway I'll certainly be online on your server a little later - BRNO is a great track; I'll be interested to know how the front end gets on around that right hander were it always used to wash-out. I'm sure it's a track surface issue, but will be interesting how beta 8 handles it now too.

Thanks Nick... Looking forward to having all the club events start up again asap.  ;D 8)

Hawk
PS: Just to say all the tracks should work fine in beta 8.  ;)
Title: Re: GP Bikes beta8
Post by: Manu on February 18, 2016, 08:52:46 PM
Great news! Thank you Piboso.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 18, 2016, 09:02:07 PM
Quote from: Hawk on February 18, 2016, 08:43:08 PM
later - BRNO is a great track; I'll be interested to know how the front end gets on around that right hander were it always used to wash-out. I'm sure it's a track surface issue, but will be interesting how beta 8 handles it now too.

Hawk


A lot better I think  :) (Although the 125 'washout' appears worse with a 7b default setup.   :-X  Mura is nice downhill now it holds a line better and the uphill twist is actually fun now! But I am reserving all judgements for now  ;)
Title: Re: GP Bikes beta8
Post by: davidboda46 on February 18, 2016, 09:03:18 PM
VERY EARLY initial impressions (All bike settings on default - except turning off TC and AW for 990 for a few laps, track: Victoria - dry):

* 125 still suffers from strange front-end losses. Get off the throttle at full lean and it's gone. 

* 500 much better overall. Headshakes manageable.   

* 990 also much better overall but too much grip at the back. Can't spin the rear out at full lean (3rd, 4th 5th gear) even with no TC or AW. Tried to pin the throttle around turn 3, should not be able to do that without the rear getting away from you with no electronic aids, but the rear stayed put.

Front still goes when on full lean in the slow right-hander at bottom of Lukey Heights.

Will get back with more opinions when I have done a lot more laps. 

Cheers,

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta8
Post by: r1rossi on February 18, 2016, 09:08:08 PM
Quote from: matty0l215 on February 18, 2016, 08:38:18 PM
Quote from: r1rossi on February 18, 2016, 08:31:03 PM
Thank you everyone.

I am justtrying to remember how to add paints to the 990 ;(

gp bikes/gpbikes/bikes/murasama_rc990_03/paints

or dowload the paint pack HERE (http://forum.piboso.com/index.php?topic=2625.0) ;)


Thanks bud
Title: Re: GP Bikes beta8
Post by: HornetMaX on February 18, 2016, 09:12:07 PM
Does the "Controller profile" thingy work for you ? For me it only says "--------".
Title: Re: GP Bikes beta8
Post by: Hawk on February 18, 2016, 09:21:22 PM
Quote from: HornetMaX on February 18, 2016, 09:12:07 PM
Does the "Controller profile" thingy work for you ? For me it only says "--------".

Same here.

Hawk.
Title: Re: GP Bikes beta8
Post by: Boerenlater on February 18, 2016, 09:21:36 PM
Core on my 2nd lap at Victoria lol.
Title: Re: GP Bikes beta8
Post by: davidboda46 on February 18, 2016, 09:22:12 PM
Quote from: HornetMaX on February 18, 2016, 09:12:07 PM
Does the "Controller profile" thingy work for you ? For me it only says "--------".

Same here...

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta8
Post by: alelosbrigia on February 18, 2016, 09:22:44 PM
... no comment .......unrideable  >:(
but can't release a beta without make proper fix at default bike  :-\
Title: Re: GP Bikes beta8
Post by: Boerenlater on February 18, 2016, 09:23:13 PM
Quote from: HornetMaX on February 18, 2016, 09:12:07 PM
Does the "Controller profile" thingy work for you ? For me it only says "--------".
Same here.

Boerenlater
Title: Re: GP Bikes beta8
Post by: ghostchild on February 18, 2016, 09:24:42 PM
Thank you! good feeling  :)
Title: Re: GP Bikes beta8
Post by: h106frp on February 18, 2016, 09:25:10 PM
Good news  :) Only took about 20mins to work out the MOD bike changes to get it working in game and it can all be done in the script files.
Title: Re: GP Bikes beta8
Post by: BOBR6 84 on February 18, 2016, 09:25:30 PM
Thank you piboso!!!  8)
Title: Re: GP Bikes beta8
Post by: davidboda46 on February 18, 2016, 09:25:56 PM
Quote from: alelosbrigia on February 18, 2016, 09:22:44 PM
... no comment .......unrideable  >:(
but can't release a beta without make proper fix at default bike  :-\

This is not really feedback, and also it is not really helping.... Which bike are you referring to? Why is it unrideable? And so on...

Cheers,

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta8
Post by: Hawk on February 18, 2016, 09:29:28 PM
Quote from: alelosbrigia on February 18, 2016, 09:22:44 PM
... no comment .......unrideable  >:(
but can't release a beta without make proper fix at default bike  :-\

How is Piboso supposed to know what problems need correcting if you don't explain what is happening when you use GPB? This is a forum right.... Tell it how it is mate, preferably constructively.  :)

No problems for me so far, but will test for a few days before I report on beta 8.  ;)

Hawk.
Title: Re: GP Bikes beta8
Post by: Vini on February 18, 2016, 09:31:22 PM
So, the front is even lighter now?
Title: Re: GP Bikes beta8
Post by: h106frp on February 18, 2016, 09:35:21 PM
Quote from: vin97 on February 18, 2016, 09:31:22 PM
So, the front is even lighter now?

ride height adjust?
Title: Re: GP Bikes beta8
Post by: BOBR6 84 on February 18, 2016, 09:39:26 PM
Quote from: vin97 on February 18, 2016, 09:31:22 PM
So, the front is even lighter now?

not sure? done a few laps with the 500 and noticed how nice the rear suspension was lol. the bike turns much better now from just playing around with the ride height. front popped up a few times but felt alot more controllable.. First time iv'e touched GPB since around christmas though.
Title: Re: GP Bikes beta8
Post by: alelosbrigia on February 18, 2016, 09:44:08 PM
Quote from: Hawk on February 18, 2016, 09:29:28 PM
Quote from: alelosbrigia on February 18, 2016, 09:22:44 PM
... no comment .......unrideable  >:(
but can't release a beta without make proper fix at default bike  :-\

How is Piboso supposed to know what problems need correcting if you don't explain what is happening when you use GPB? This is a forum right.... Tell it how it is mate, preferably constructively.  :)

No problems for me so far, but will test for a few days before I report on beta 8.  ;)

Hawk.

1st 125 is unridable he have a good base ( gpbita 125 ) just adapt ... but nò used same setting of a  beta 7
gpb need fix into core.exe maked? nop ( after 3° change of bike he crashed the same of  beta 7 and the other )
work on a  phisics fix and do not touch netcode or memory allocation from 4/5 beta  GG and the game contine crashing all time
Title: Re: GP Bikes beta8
Post by: Vini on February 18, 2016, 09:44:59 PM
the mura is doing a backflip at the end of victoria straight no matter how i set the ride height.

and i already use very front-heavy setups.
Title: Re: GP Bikes beta8
Post by: Vergio101 on February 18, 2016, 09:46:50 PM
I try tomorrow maybe...  But now Piboso work on netcode and core because Otherwise the project does not attract other players and I'm afraid that meets to a slow death...
Title: Re: GP Bikes beta8
Post by: Vini on February 18, 2016, 09:48:02 PM
Quote from: davidboda46 on February 18, 2016, 09:03:18 PM* 990 also much better overall but too much grip at the back. Can't spin the rear out at full lean (3rd, 4th 5th gear) even with no TC or AW. Tried to pin the throttle around turn 3, should not be able to do that without the rear getting away from you with no electronic aids, but the rear stayed put.

Front still goes when on full lean in the slow right-hander at bottom of Lukey Heights.
+1
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 18, 2016, 09:50:24 PM
Quote from: davidboda46 on February 18, 2016, 09:03:18 PM
VERY EARLY initial impressions (All bike settings on default - except turning off TC and AW for 990 for a few laps, track: Victoria - dry):

* 125 still suffers from strange front-end losses. Get off the throttle at full lean and it's gone. 

* 990 also much better overall but too much grip at the back. Can't spin the rear out at full lean (3rd, 4th 5th gear) even with no TC or AW. Tried to pin the throttle around turn 3, should not be able to do that without the rear getting away from you with no electronic aids, but the rear stayed put.

Front still goes when on full lean in the slow right-hander at bottom of Lukey Heights.

Will get back with more opinions when I have done a lot more laps. 

Cheers,

/David "Gonzo" Boda #46

agree.

I'm running a hard rear and a soft front to make things better and its nice.
Title: Re: GP Bikes beta8
Post by: Blackheart on February 18, 2016, 09:51:50 PM
Good job Piboso the feeling on the back is great  ;)

But yep the front without touching the default setup, get up too easily with the 1000  :P
Title: Re: GP Bikes beta8
Post by: matty0l215 on February 18, 2016, 09:52:42 PM
Quote from: vin97 on February 18, 2016, 09:44:59 PM
the mura is doing a backflip at the end of victoria straight no matter how i set the ride height.

and i already use very front-heavy setups.

Anti-wheelie?
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 18, 2016, 09:55:24 PM
Oh Vin I was hoping to hear how happy you were with tuck-in !  ;D
Title: Re: GP Bikes beta8
Post by: alelosbrigia on February 18, 2016, 09:56:30 PM
same problem of the beta 7 victoria  session in progress impossible enter  and in the rare case if you can enter crash after 10 second
good job really goss job
Title: Re: GP Bikes beta8
Post by: JamoZ on February 18, 2016, 10:00:17 PM
Beta 8 released -> Get slightly excited -> Install Beta 8 -> Get friends to play with -> Hear others get excited on teamspeak -> Fire up the game and click connect -> Core.exe -> Hear friends laugh -> friend gets Core.exe -> Want to laugh but cry instead -> uninstall Gp bikes -> Wait for another year.....

(https://media.giphy.com/media/xTiTnJ3BooiDs8dL7W/giphy.gif)
Title: Re: GP Bikes beta8
Post by: Vini on February 18, 2016, 10:09:44 PM
Quote from: matty0l215 on February 18, 2016, 09:52:42 PM
Quote from: vin97 on February 18, 2016, 09:44:59 PM
the mura is doing a backflip at the end of victoria straight no matter how i set the ride height.

and i already use very front-heavy setups.

Anti-wheelie?
Of course not.
Doesn't make sense testing new bike physics with riding aids enabled.
Title: Re: GP Bikes beta8
Post by: Vini on February 18, 2016, 10:11:31 PM
Quote from: Napalm Nick on February 18, 2016, 09:55:24 PM
Oh Vin I was hoping to hear how happy you were with tuck-in !  ;D
I am.

There are many things I am very happy about in this beta.



But first, I have to make sure that I am not doing something completely wrong with the bike setup.

I will post a proper feedback post when I have gotten used to the new beta.


Anyway, changed the gearing a bit. No more backflip but IMO the front is still lighter than in beta7.
Title: Re: GP Bikes beta8
Post by: matty0l215 on February 18, 2016, 10:16:44 PM
Quote from: JamoZ on February 18, 2016, 10:00:17 PM
Beta 8 released -> Get slightly excited -> Install Beta 8 -> Get friends to play with -> Hear others get excited on teamspeak -> Fire up the game and click connect -> Core.exe -> Hear friends laugh -> friend gets Core.exe -> Want to laugh but cry instead -> uninstall Gp bikes -> Wait for another year.....

(https://media.giphy.com/media/xTiTnJ3BooiDs8dL7W/giphy.gif)

Why haven't you gone yet... (you seriously got nothing better to do with your time)

or even better banned...
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 18, 2016, 10:18:18 PM
Quote from: vin97 on February 18, 2016, 10:11:31 PM
Quote from: Napalm Nick on February 18, 2016, 09:55:24 PM
Oh Vin I was hoping to hear how happy you were with tuck-in !  ;D
I am.
There are many things I am very happy about in this beta.
But first, I have to make sure that I am not doing something completely wrong with the bike setup.
I will post a proper feedback post when I have gotten used to the new beta.
Anyway, changed the gearing a bit. No more backflip but IMO the front is still lighter than in beta7.

  :)

I am also trying (very hard) to reserve judgements until I have a lot more practice.   Besides I have been playing MotoGP14 so I have lost my thumbs 'finesse'. Lol
Title: Re: GP Bikes beta8
Post by: BOBR6 84 on February 18, 2016, 10:24:57 PM
well onboard at imola on the 500 is pretty fooking fantastic  ;D 8)
Title: Re: GP Bikes beta8
Post by: Vini on February 18, 2016, 10:31:05 PM
ok, too much rear grip and a bit too much wheelie (although one might influence the other) are my problems with the mura.
overall the bike feels fantastic. almost cannot believe how you can throw the bike  into the aragon chicane now.
also, rider fall-off bug seems to be fixed. going to test that suzuka, though to be sure.

love the wobble and rider movement fix!!!

testing the 500 now.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 18, 2016, 10:36:04 PM
Oh Matty don't forget to tell PiB about the 1P magic speed readout  ;D
Title: Re: GP Bikes beta8
Post by: Blackheart on February 18, 2016, 10:44:19 PM
I've a problem in Imola with Varese, if i touch the grass i take core almost systematically  :P it only happens to me?

Perhaps I should also delete the old save folder?  ???
Title: Re: GP Bikes beta8
Post by: h106frp on February 18, 2016, 10:45:31 PM
Wow!, huge improvement in bike handling, much more fun, impressed so far.
Title: Re: GP Bikes beta8
Post by: matty0l215 on February 18, 2016, 10:48:09 PM
Quote from: Napalm Nick on February 18, 2016, 10:36:04 PM
Oh Matty don't forget to tell PiB about the 1P magic speed readout  ;D
Oh yeh

Theres an odd glitch with the speed readout on the 990.

This is only in first person on the onboard dash with the units set to MPH i havent tested kph

It always reads 3 digits. So when stationary its 000 which isnt the problem. But when you start to move it displays the numbers in an odd order.

If you where doing 10mph it reads 100, or if you where doing 57mph it would be 570.

When you get into triple digits its fine

Nothing major just somthing to note :D
Title: Re: GP Bikes beta8
Post by: h106frp on February 18, 2016, 10:50:29 PM
Need Nick to get the GPBOC server up now - thats the big test ;)
Title: Re: GP Bikes beta8
Post by: Hawk on February 18, 2016, 10:51:18 PM
Quote from: Blackheart on February 18, 2016, 10:44:19 PM
I've a problem in Imola with Varese, if i touch the grass i take core almost systematically  :P it only happens to me?

Perhaps I should also delete the old save folder?  ???
Really you should've deleted everything except the "tracks" and "Rider" folder(which you could have dragged out to keep them safe while deleting everything else. That also includes deleting the Piboso folder from your "My documents" folder.  ;)

Having said that, is it anywhere you go onto the grass that you get a core.exe crash? Or could it be a gap at the seam between the grass and the track?

Hawk.
Title: Re: GP Bikes beta8
Post by: Blackheart on February 18, 2016, 10:58:18 PM
Quote from: Hawk on February 18, 2016, 10:51:18 PM
Really you should've deleted everything except the "tracks" and "Rider" folder(which you could have dragged out to keep them safe while deleting everything else. That also includes deleting the Piboso folder from your "My documents" folder.  ;)

Having said that, is it anywhere you go onto the grass that you get a core.exe crash? Or could it be a gap at the seam between the grass and the track?

Hawk.

Sorry Hawk Shot with phone   ;D

Click on for bigger
(http://s21.postimg.org/w2nr9tabn/20160218_235003.jpg) (http://postimg.org/image/w2nr9tabn/)

Now i try to delete all Piboso folder, surely it is my mistake!  :)

EDIT: Now is perfect  ;D thx Hawk  ;)
Title: Re: GP Bikes beta8
Post by: JamoZ on February 18, 2016, 11:35:11 PM
Quote from: matty0l215 on February 18, 2016, 10:16:44 PM
Quote from: JamoZ on February 18, 2016, 10:00:17 PM
Beta 8 released -> Get slightly excited -> Install Beta 8 -> Get friends to play with -> Hear others get excited on teamspeak -> Fire up the game and click connect -> Core.exe -> Hear friends laugh -> friend gets Core.exe -> Want to laugh but cry instead -> uninstall Gp bikes -> Wait for another year.....

(https://media.giphy.com/media/xTiTnJ3BooiDs8dL7W/giphy.gif)

Why haven't you gone yet... (you seriously got nothing better to do with your time)

or even better banned...

Because i still have hope, somewhere...locked away, in a chest, on the bottom of the ocean, guarded by shark with laserbeams attached to their heads. Also, why so serious? Banned, are you for real? If this core.exe stuff is fixed, hell i`ll be here supporting PiBoSo and rooting for this game again. I have done alot for GP bikes, from skins, promotion, races, sounds  and even started your beloved bikemod . But even if this is a beta and it`s in development ( which is fine, so are all my EA steam games) , i am free to keep hammering on this one problem that has not been fixed since the time of the dinosaurs. It`s great that there is a new version out which might be amazing (don`t know, core.exe) but silencing people who are still concerned if this will ever be fixed, is not going to magically take the problem away. If you can`t handle that, you`re free to not read any of my posts.

* edit, tried beta 8 on my gf`s laptop and yes, it is great fun. Feels alot like beta 3/4 to be honest. I have alot more trust in the bike during braking, and can really ride it more agressively now.
Overall the 500 & the 990 feel alot more agile and willing to respond to small inputs. This Beta definitely feels like a step forward to being alot less frustrating, as the behaviour of the bike makes alot more sense.  Congratulations PiBoSo, for the first time in literally years i`m actually having fun again....

(https://media.giphy.com/media/aLdiZJmmx4OVW/giphy.gif)
Title: Re: GP Bikes beta8
Post by: -aGy- on February 19, 2016, 06:55:20 AM
i come back when online issues have been fixed. i just have bad feeling that it never get fixed but i hope i am wrong. wrong wrong wrong.
by the way why italian game makers cant make game with good ai or netcode..? instead of just hotlapping alone like assetto corsa..ac was good at first but then i realize that they never get ai to drive like they should..and collision with another players its f....d up.
Title: Re: GP Bikes beta8
Post by: Docfumi on February 19, 2016, 11:04:13 AM
Good work Piboso and crew  ;D, makes me look forward to the MotoGP Mod.
Title: Re: GP Bikes beta8
Post by: dareaper46 on February 19, 2016, 11:18:03 AM
Game feels good. Bikes feel good. Its just a shame that I get core.exe. I waited for quite some time for this beta with hopes of things like the core.exe being fixed but :(.

On the plus side it seems I have a 100% chance of getting into servers so far without being stuck on "connected".

Can I just ask... How are we going to host events and participate in them when core.exe's are still such a big problem? Not flaming, just asking.

I also understand a lot of the frustration in this forum with things as simple as just the game running without crashes(As I think that can be almost the most frustrating problem of an EA game for most people), as I am also very frustrated but I guess I have paid the money and moaning about it won't help anything. I just hope that Piboso reads and hears what we have to say about things that can make this game even better.

Other than the game not working majority of the time. It feels good :D
Title: Re: GP Bikes beta8
Post by: dareaper46 on February 19, 2016, 11:21:39 AM
Are core.exe crashes directly linked to DS Tracks? Or is core.exe origin still unknown to all living things?
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 19, 2016, 11:25:42 AM
I get core.exe crashes even on NDS tracks offline bro so it is not just online or DS tracks

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 19, 2016, 11:31:27 AM
Quote from: dareaper46 on February 19, 2016, 11:21:39 AM
Are core.exe crashes directly linked to DS Tracks? Or is core.exe origin still unknown to all living things?

90% of the Core errors seem to be caused by the Dynamic Data being shared out hence our events are restricted mainly to NDS (Non Dynamic Surface) events. Generally they are OK.

!!! In my lowly opinion PiBoSo really should go back to the Beta 6c NDS Victoria.  It is HURTING the game as far as new players and old whingers go  :D !!!!!!
Title: Re: GP Bikes beta8
Post by: dareaper46 on February 19, 2016, 11:32:33 AM
Sheeeeeet :/. I honestly don't understand it. Why won't Piboso listen to us? I applaud him for his hard work considering this game and what it is/has become, but really? How long has it been? How long has the community gone on and on and on about this issue. I am sure 99% of us would prefer that Piboso put everything aside(with GPBikes), and work on the core.exe?

Yet again, not flaming.

This is the best bike game :D .... When it works ;)
Title: Re: GP Bikes beta8
Post by: Stout Johnson on February 19, 2016, 12:05:12 PM
Quote from: Napalm Nick on February 19, 2016, 11:31:27 AM
!!! In my lowly opinion PiBoSo really should go back to the Beta 6c NDS Victoria.  It is HURTING the game as far as new players and old whingers go  :D !!!!!!

Exactly my thoughts. Physics-wise beta8 is obviously a great step. And I understand that Piboso wants to showcase his dynamic track feature. But with core-issues going through the roof in DS tracks, it is just a point where he should pull the emergency brake and use NDS version. Otherwise it is a big turn-off, especially to new players. Imo, this will scare off at least as many as the new physics might attract. And new players probably won't get to the point where they realize that they can use NDS versions. Most servers still use default Victoria and new players are most likely to spend their time on default Victoria circuit. With current netcode problems, especially on DS tracks, it will scare off a lot of new players. Bad strategy imo.
Title: Re: GP Bikes beta8
Post by: Hawk on February 19, 2016, 12:07:55 PM
+1 for Nick and Stouts posts above.... I totally agree on what your saying there guys.  ;)

The core.exe crash seems to hit some riders badly, yet other riders(I include myself in this) luckily don't suffer core.exe crashes too often although I still do get core.exe crashes occasionally, usually when using a DS category circuit or there are riders who keep disconnecting and re-connecting on different bikes and the server isn't subsequently reset before the race due to this behaviour. But as I say, other than those circumstances I tend to get away without any core.exe for race events(touch wood! Hehe  ;D ).

But the obvious on-going core.exe crashing issue is obviously a major instability problem that does need sorting as a matter of the highest priority I feel.

Hawk.
PS: I'm yet to realise whether I'm still as fortunate with beta 8..... I hope so.  :-\
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 19, 2016, 12:13:40 PM
6 core crashes in different places, Spa NDS track offline with the 990. Is not an original track and no crashes on Victoria so far with any bike. 125 washes out badly still. Vast improvement on 500 and 990 stability and leaning. Front end on all bikes still wobbles FAR too much for a real life bike.

I am impressed and bummed at same time, but it has been an improvement. Core.exe is the big one though.

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 19, 2016, 12:37:14 PM
Anyone (particularly server providers but it may affect everyone) put the replay length code back into gpbikes.ini?

When I do it on the server it will cause a crash whenever someone joins. I am using 999Mb as a safe option but it is crashing. This never happened in B7.

I remember PiB said something about changing the replay length for B8 but that thread is gone.
Any ideas ??? In the mean time I will experiment with other figures

Edit: for some reason the max replay I can now set is 500Mb which will have to do. But I wonder why it has halved with this release???
Title: Re: GP Bikes beta8
Post by: Hawk on February 19, 2016, 01:06:33 PM
Quote from: Napalm Nick on February 19, 2016, 12:37:14 PM
Anyone (particularly server providers but it may affect everyone) put the replay length code back into gpbikes.ini?

When I do it on the server it will cause a crash whenever someone joins. I am using 999Mb as a safe option but it is crashing. This never happened in B7.

I remember PiB said something about changing the replay length for B8 but that thread is gone.
Any ideas ??? In the mean time I will experiment with other figures

Edit: for some reason the max replay I can now set is 500Mb which will have to do. But I wonder why it has halved with this release???

Just wondering if Piboso has found it more stable at that level, as one of the suspected issues with the core.exe crashing is memory leakage.  ;)

I've noticed that the bike wheels are still lifting off the track surface into the air when watching replays live or not.  :(

Hopefully we'll get a hotfix update for these issues.  ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 19, 2016, 01:09:15 PM
who knows but I am glad it is time to take the wife shopping lol  ;)
Title: Re: GP Bikes beta8
Post by: r1rossi on February 19, 2016, 01:20:06 PM
I cannot thank you enough Pib

I have tried about 40 laps and i love the feeling.

I have not had a single CORE issues as i removed everything from my computer and did fresh EVERYTHING.

Keep it up!
Title: Re: GP Bikes beta8
Post by: davidboda46 on February 19, 2016, 02:11:00 PM
After trying beta 8 some more, and running on other track than just Victoria, this is my early conclusion.

(No TC and AW for 990. EB:2, Tyres configurations Soft/Soft, Soft/Hard, Hard/Hard, tracks: Victoria, Brno, Laguna Seca, Misano, Imola, Mugello, Brands - all in dry):

* 125 still suffers from strange front-end losses. Get off the throttle at full lean and it's gone. According to me it has not improved and is pretty much unrideble with default settings.     

* 990 also much better overall but has too much grip at the back. Can't spin the rear out at full lean (3rd, 4th 5th gear) even with no TC or AW. Tried to pin the throttle around turn 3, should not be able to do that without the rear getting away from you with no electronic aids, but the rear stayed put. 

The front is better but still has plenty issues. The wobble when the bike is slightly lent over is still a huge problem. Leads to wild headshakes. The same problem also occurs when you shift into higher gears. The gearshift seems to upset the bike. The unexplainable front end losses are now mostly occurring in slow corner that have elevation changes. Although, it also happens off throttle in faster corners when the tarmac is not absolutely flat and smooth.

It is now easier to save front end folds, managed to drag the front sideways for a good 2 seconds and still save the crash, but, it is still not as it should be. More warning is good but it still folds in strange and unexpected ways.

I would like to know who is testing the bike on track before release of a new beta and how hard they are pushing. Also if the bikes are tested on more tracks than just Victoria. The reason for me asking is that the trouble with the front and other issues are quite manageable when you're riding around at 70 – 85%. It's only when you really start pushing the bike for a hot lap that the problems become more apparent, especially when the track is not as smooth and flat as a babies butt. I'm not saying I would be ideal for testing, I probably just bring the bike up to around 95% but there are other GP-bike riders that are fast and maybe could give better feedback on the bikes behavior when you're on the limit.

I think Beta 8 is a step in the right direction, but the underlying problems are still there. It was a very long time ago, so I might just be nostalgic here, but if my memory serves me correctly I still think that one of the Beta 4:s (can't remember which one) had the best front end feeling to date (speaking about the 990).

And about the core.exe... I have spoken my mind before... and others are frequently doing the same so I'll leave that discussion for now. 

My 2 cents so far...

Cheers,

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta8
Post by: h106frp on February 19, 2016, 03:43:33 PM
I am just enjoying the fact that the MOD tracks are ride-able again  ;D  Nordscleife is next to test,  hoping all will be good....

Wondering if with the better suspension some of the previously used physics 'fixes' will need reviewing i.e. tyre grip levels
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 19, 2016, 04:07:15 PM
@davidboda, I think you might have hit the nail on the head..............When Piboso tests his work is it only on Victoria and if so why? It is known MOD tracks are used most and therefore should be tested by the boss. I am very impressed that many handling problems have been lowered in the way they are, but they are STILL there. I still dont understand why, in alpha7 there was not this terrible shake of the front end and then by reworking the physics it was allowed to appear. Surely when improving the physics, you do it bit by bit and test and then when a new edit makes a problem, you go a step back? I do fully understand that since alpha7, many more new physics have been made correct in their own aspect, but is it not possible that  in trying to make the sim by the book physics, something is getting missed about it is on a computer and not in real life. I apologise if you take this wrong P, it is just that I have found that as there are so many factors involved with getting the physics right as if in real life, you have over simulated certain physics. What I mean is, there must actually be a limit to a input being real. Without actually really riding a bike in the real world, a realistic simulation needs to have certain inputs and behaviors dulled down.  As a simply example, when the front end lifts and becomes light, the tire has less contact with the surface and therefore has a tendency to start to make a tank-slapper, is it not a simple fact as to decrease the values of the variables that control the amount of wobble? For me personally, its the biggest problem as it is to do with the precise directional control of the bike. The slightest of wobble in the front end means you have to fight to keep the correct line, on a real bike this does not happen so easily as in GPB.

With computer simulation, be it hardware or software, you have to look outside of the text book. What is right on paper is not always true for the correct action in a computer. Look outside of the box!

Well I am off to ride in beta8.................love it................most certainly can not hate.........................................not perfect, but far better.

Thank you Piboso

DD
Title: Re: GP Bikes beta8
Post by: alelosbrigia on February 19, 2016, 04:08:07 PM
and the core.exe continue like a hell ...
(http://i65.tinypic.com/inao14.jpg)
Title: Re: GP Bikes beta8
Post by: matty0l215 on February 19, 2016, 06:43:08 PM
Quote from: JamoZ on February 18, 2016, 11:35:11 PM
Because i still have hope, somewhere...locked away, in a chest, on the bottom of the ocean, guarded by shark with laserbeams attached to their heads. Also, why so serious? Banned, are you for real? If this core.exe stuff is fixed, hell i`ll be here supporting PiBoSo and rooting for this game again. I have done alot for GP bikes, from skins, promotion, races, sounds  and even started your beloved bikemod . But even if this is a beta and it`s in development ( which is fine, so are all my EA steam games) , i am free to keep hammering on this one problem that has not been fixed since the time of the dinosaurs. It`s great that there is a new version out which might be amazing (don`t know, core.exe) but silencing people who are still concerned if this will ever be fixed, is not going to magically take the problem away. If you can`t handle that, you`re free to not read any of my posts.

So you can talk in full sentences without sarcasm, Was that so hard  ;) :P

Yes you have done a lot for the community and so have others and a lot more than you ever did. But that doesn't mean you can be a knob. Yes it's frustrating but ffs we're not children and unless you want this to turn into the KRP forum, be sensible.

Get back on the track like the rest of us and enjoy what we've got :P
Title: Re: GP Bikes beta8
Post by: JamoZ on February 19, 2016, 07:16:51 PM
Quote from: matty0l215 on February 19, 2016, 06:43:08 PM
Quote from: JamoZ on February 18, 2016, 11:35:11 PM
Because i still have hope, somewhere...locked away, in a chest, on the bottom of the ocean, guarded by shark with laserbeams attached to their heads. Also, why so serious? Banned, are you for real? If this core.exe stuff is fixed, hell i`ll be here supporting PiBoSo and rooting for this game again. I have done alot for GP bikes, from skins, promotion, races, sounds  and even started your beloved bikemod . But even if this is a beta and it`s in development ( which is fine, so are all my EA steam games) , i am free to keep hammering on this one problem that has not been fixed since the time of the dinosaurs. It`s great that there is a new version out which might be amazing (don`t know, core.exe) but silencing people who are still concerned if this will ever be fixed, is not going to magically take the problem away. If you can`t handle that, you`re free to not read any of my posts.

So you can talk in full sentences without sarcasm, Was that so hard  ;) :P

Yes you have done a lot for the community and so have others and a lot more than you ever did. But that doesn't mean you can be a knob. Yes it's frustrating but ffs we're not children and unless you want this to turn into the KRP forum, be sensible.

Get back on the track like the rest of us and enjoy what we've got :P

In the end i am a paying investor/customer. I am inclined to get a working product. I fully understand the beta/development idea, but having to go for literally years without any improvement or news about the subject, will turn people into unhappy customers. See the posts above, if you call my sarcastic way of outing my frustration being a knob, then i wonder what you call those outbursts.

I`d love to get back on the track, if only the game would let me :')

Title: Re: GP Bikes beta8
Post by: matty0l215 on February 19, 2016, 08:03:28 PM
Quote from: JamoZ on February 19, 2016, 07:16:51 PM
In the end i am a paying investor/customer. I am inclined to get a working product. I fully understand the beta/development idea, but having to go for literally years without any improvement or news about the subject, will turn people into unhappy customers

Yes and no, beta is beta. I'm not saying that as an excuses for a problem, but it does mean not a finished product, Even if that means a terminal issue isn't fixed (thats just bad development and seeming nothing we (the community) have been able to change)

QuoteSee the posts above, if you call my sarcastic way of outing my frustration being a knob, then i wonder what you call those outbursts.

Quote from: JamoZ on February 18, 2016, 10:00:17 PM
Beta 8 released -> Get slightly excited -> Install Beta 8 -> Get friends to play with -> Hear others get excited on teamspeak -> Fire up the game and click connect -> Core.exe -> Hear friends laugh -> friend gets Core.exe -> Want to laugh but cry instead -> uninstall Gp bikes -> Wait for another year.....

(https://media.giphy.com/media/xTiTnJ3BooiDs8dL7W/giphy.gif)

Is being a knob and doesn't really help.  :P

Whining isn't making a difference (for any/everyone) this is very clear :(

We cool? 8) ;D
Title: Re: GP Bikes beta8
Post by: Vini on February 19, 2016, 08:19:15 PM
yes, the new seamless shifter is brilliant.
just as the rear suspension and the rider movement.
it finally does something when the bike wheelies, at least thats how the difference feels to me.
picking the bike up from full lean angle with the front wheel in the air is possible now without wobbles.


sadly, i got a bit too excited.
on tracks with a lot of strongly(?) banked corners, you get more lowsides than in beta7. especially cadwell park is very problematic now.
at most other track, it is much better than in previous betas, though
the decreased front stability at low speeds is not that bad but the blind trust in the front in those corners is gone again (after beta7b fixed it perfectly), I am always scared to completely let off the throttle in those corners.

biggest problem though:
the rider-fall-off bug is not fixed and I am sure we will get a lot of trouble when Manu updates his MotoGP mod.
https://www.youtube.com/v/j5Knkkqu0sY


also, PiBoSo, would you mind answering my question regarding the RotationAxis parameter (value for 500cc V4s like Varese)?
Title: Re: GP Bikes beta8
Post by: Toomes1 on February 19, 2016, 08:54:31 PM
I don't suppose vin97 using the grass bank with your knee helps does it mate?
Title: Re: GP Bikes beta8
Post by: Vini on February 19, 2016, 08:57:40 PM
no, it doesn't but this means that if the bike gets sufficiently close to the tarmac or curbs, the same thing will happen.

also, lorenzo would have a different opinion (https://www.youtube.com/watch?v=LZEbQg1e_Bs) :D
Title: Re: GP Bikes beta8
Post by: Blackheart on February 19, 2016, 08:58:29 PM
Quote from: Toomes1 on February 19, 2016, 08:54:31 PM
I don't suppose vin97 using the grass bank with your knee helps does it mate?

Exactly, and I add that Cadwell park is the circuit with more problems ... so not useful for new beta test.
Title: Re: GP Bikes beta8
Post by: Demitsuri on February 19, 2016, 09:05:14 PM
Didnt download yet, but! THANK YOU SO LOT! ;)
Title: Re: GP Bikes beta8
Post by: Demitsuri on February 19, 2016, 10:20:15 PM
Core exe when going a bit from the curb to grass

But suspension is feels better.
Title: Re: GP Bikes beta8
Post by: PiBoSo on February 19, 2016, 10:27:03 PM
Quote from: vin97 on February 19, 2016, 08:19:15 PM
sadly, i got a bit too excited.
on tracks with a lot of strongly(?) banked corners, you get more lowsides than in beta7. especially cadwell park is very problematic now.
at most other track, it is much better than in previous betas, though
the decreased front stability at low speeds is not that bad but the blind trust in the front in those corners is gone again (after beta7b fixed it perfectly), I am always scared to completely let off the throttle in those corners.

The bikes in Beta8 lean more than in Beta7. This in generally better, but comes at a price: the front tyre is more on the limit, so turns with elevation / banking changes or not smooth enough can give problems.

Title: Re: GP Bikes beta8
Post by: Blackheart on February 19, 2016, 10:31:26 PM
Quote from: Demitsuri on February 19, 2016, 10:20:15 PM
Core exe when going a bit from the curb to grass

But suspension is feels better.

Delete your Piboso folder in documents (remember a key backup before) and reinstall the beta 8, in this way I fixed  ;)
Title: Re: GP Bikes beta8
Post by: Vini on February 19, 2016, 10:36:50 PM
Makes sense regarding banked corners but just to be clear, the low speed instability (as opposed to the sudden lowsides at higher speeds) is there even when the track is perfectly flat.
It cannot be the increased lean alone because Manu managed to make his bikes lean more without sacrificing low speed stability in beta7b.


Also, thanks for your answer PiBoSo but I seem to be missing the reason why you are ignoring the simple question on the RotationAxis parameter.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 19, 2016, 10:37:39 PM
I did all that and cleaned my reg but still get cores even in offline on NDS tracks. Victoria however had none at all.

Still cant get online so dont know how it is

DD
Title: Re: GP Bikes beta8
Post by: PiBoSo on February 19, 2016, 10:40:22 PM
Quote from: vin97 on February 19, 2016, 08:19:15 PM
biggest problem though:
the rider-fall-off bug is not fixed and I am sure we will get a lot of trouble when Manu updates his MotoGP mod.

Is this really a bug?
There was no more space for the rider. After the rider gives up, the bike doesn't even fall, the handlebar was already almost sliding on the terrain.
Title: Re: GP Bikes beta8
Post by: Vini on February 20, 2016, 12:06:52 AM
Quote from: PiBoSo on February 19, 2016, 10:40:22 PMIs this really a bug?
There was no more space for the rider. After the rider gives up, the bike doesn't even fall, the handlebar was already almost sliding on the terrain.
PiBoSo, yes, of course it is a bug or do you see MotoGP riders ejecting off the bike when the space between the bike and curbs gets very small?
No, they simply make themselves (even) smaller and move closer to the bike! (http://img.speedweek.com/i/8/81d284e6526f410ab529ce9f9ee9fc16.jpg?preset=i750)
The transition in the video is smooth. It's not like the rider is suddenly hitting a brick wall, so (just like in reality) he should stay on the bike.

After all, GP Bikes is a sim and I really don't think it should need a more detailed explaination of why the behaviour shown in the video does not belong in this game.
Title: Re: GP Bikes beta8
Post by: Meyer#12 on February 20, 2016, 12:17:30 AM
Quote from: vin97 on February 20, 2016, 12:06:52 AM
Quote from: PiBoSo on February 19, 2016, 10:40:22 PMIs this really a bug?
There was no more space for the rider. After the rider gives up, the bike doesn't even fall, the handlebar was already almost sliding on the terrain.
PiBoSo, yes, of course it is a bug or do you see MotoGP riders ejecting off the bike when the space between the bike and curbs gets very small?
No, they simply make themselves (even) smaller and move closer to the bike! (http://img.speedweek.com/i/8/81d284e6526f410ab529ce9f9ee9fc16.jpg?preset=i750)
The transition in the video is smooth. It's not like the rider is suddenly hitting a brick wall, so (just like in reality) he should stay on the bike.

After all, GP Bikes is a sim and I really don't think it should need a more detailed explaination of why the behaviour shown in the video does not belong in this game.

But do you see riders hit the grass with the handebars? No because if they did they would fall off, maybe no like that, but you would for sure crash, no doubt about it! And it might not look right, but for sure it is right you crash when you lean too much. You can't just keep leaning a bike
Title: Re: GP Bikes beta8
Post by: Blackheart on February 20, 2016, 12:26:08 AM
I agree with Meyer, however look very bad. I hope in some new animations after the net code/cores fixes!
Title: Re: GP Bikes beta8
Post by: Vini on February 20, 2016, 12:35:29 AM
Quote from: Meyer#12 on February 20, 2016, 12:17:30 AMBut do you see riders hit the grass with the handebars?
No, just like I don't see it in the video or any other demonstration of the bug I ever uploaded.

Oh and btw, sliding the handlebars or other unusual parts of the bike, will in fact not necessarily make the bike crash in GP Bikes but again this has absolutely nothing to do with the rider-fall-off bug and is a completely different topic altogether.
Title: Re: GP Bikes beta8
Post by: Meyer#12 on February 20, 2016, 12:42:35 AM
Quote from: vin97 on February 20, 2016, 12:35:29 AM
Quote from: Meyer#12 on February 20, 2016, 12:17:30 AMBut do you see riders hit the grass with the handebars?
No, just like I don't see it in the video or any other demonstration of the bug I ever uploaded.

Oh and btw, sliding the handlebars or other unusual parts of the bike, will in fact not make the bike crash in GP Bikes but again this has absolutely nothing to do with the rider-fall-off bug and is a completely different topic altogether.

I just don't see the big problem, there have to be a limit of lean, i agree, the animation is maybe not 100% correct the rider jump off, but at least we have a limit so we can just lay the bike flat down. At the lean angle where you complain he falls off, you would have crashed in real life too.

But as i said, i agree the animation might not be totally correct, but the fact you crash is right in my opinion.
Title: Re: GP Bikes beta8
Post by: Vini on February 20, 2016, 12:49:29 AM
Quote from: Meyer#12 on February 20, 2016, 12:42:35 AMI just don't see the big problem, there have to be a limit of lean
Yes, of course and putting the bike to that upper limit of lean angle is the task of the virtual rider.
If you move the stick completely to one side, the bike should be at (or below) the limit - not over the limit like it happens in the video.

This bug creates an artificial (and illogical) limit which is not taking into account by the virtual rider, causing you to crash randomly.


So you either solve this problem by simply disabling the bike->rider collision (if we analyzed it correctly) and letting the rider noclip a bit (more) into the bike or you somehow make the virtual rider predict that he is going to have space problems and therefore is required to reduce lean which would probably be a lot more difficult if not impossible to code.

To be clear, I don't care how it gets solved and I don't care about the maximum lean angle, the bike can do, which has nothing to do with our current discussion on the fall-off bug.
Title: Re: GP Bikes beta8
Post by: Meyer#12 on February 20, 2016, 12:58:19 AM
I don't see the thing as such a big problem anymore, havent had that problem in B8.

I am a bit splitted here, on one side i follow you and agree with you, on the other hand, this is a sim-game. In real life you can also lean bike too much and just have to make sure you don't, so for a sim-game it might be a nice tweak that you have to at least take little care of the lean, shouldn't be too much, would be too difficult for a PC-game, but just that little lift in some corners give it a nice twist in my opinion :)
Title: Re: GP Bikes beta8
Post by: Vini on February 20, 2016, 01:06:19 AM
Quote from: Meyer#12 on February 20, 2016, 12:58:19 AM
I don't see the thing as such a big problem anymore, havent had that problem in B8.
Can't remember where I already posted this but when you are using auto rider lean (or not using the full potential of manual rider lean), this bug is much less prone to happen because the rider will lean forward (longitudinal leaning) as soon as you are on the throttle, causing an automatic reduction in lateral leaning, which means that there is more space for him.
The bug actually made me stop playing beta7b because Manu's bikes were unridable at my favourite tracks and I don't want the same thing to happen to beta8.

Quote from: Meyer#12 on February 20, 2016, 12:58:19 AMI am a bit splitted here, on one side i follow you and agree with you, on the other hand, this is a sim-game. In real life you can also lean bike too much and just have to make sure you don't, so for a sim-game it might be a nice tweak that you have to at least take little care of the lean, shouldn't be too much, would be too difficult for a PC-game, but just that little lift in some corners give it a nice twist in my opinion :)
For that GP Bikes has Direct Steer.
And as I said, you still have to be careful at banked corners in beta8 so it's not like you can ride with maximum stick input all the time.

Title: Re: GP Bikes beta8
Post by: Meyer#12 on February 20, 2016, 01:09:43 AM
I agree, it was not to be against you or anything, was just giving my opinion and telling what i think.

But all in all, so far i am very happy with the B8, feels great! Had few core.exe in the beginning, but they seem to be gone now, no problems on the GPBOC server today and been on there quite a few hours haha
Title: Re: GP Bikes beta8
Post by: Vini on February 20, 2016, 01:24:02 AM
Quote from: Meyer#12 on February 20, 2016, 01:09:43 AM
I agree, it was not to be against you or anything, was just giving my opinion and telling what i think.
;D ;D
I have no problem with critical thinking, so everything is good  ;)


Quote from: Meyer#12 on February 20, 2016, 01:09:43 AMBut all in all, so far i am very happy with the B8, feels great! Had few core.exe in the beginning, but they seem to be gone now, no problems on the GPBOC server today and been on there quite a few hours haha
Yep, I agree, can't wait to do a race in beta8.
Title: Re: GP Bikes beta8
Post by: davidboda46 on February 20, 2016, 07:06:35 AM
Quote from: Blackheart on February 19, 2016, 10:31:26 PM
Quote from: Demitsuri on February 19, 2016, 10:20:15 PM
Core exe when going a bit from the curb to grass

But suspension is feels better.

Delete your Piboso folder in documents (remember a key backup before) and reinstall the beta 8, in this way I fixed  ;)

I always do clean install, still get the "white line"-core.exe (as I call it) from time to time.

Cheers,

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta8
Post by: BOBR6 84 on February 20, 2016, 03:10:15 PM
sticking with the 500 for a while  :) going to be strict with myself and use only onboard view.. as it all feels nice and smooth now. very good!

with the extra garage settings the bike responds well to setup changes.. nice! will take some time to learn it all but looking forward to getting online for a proper race event with nice long practice sessions etc  8)

Quality work piboso nice one  :)
Title: Re: GP Bikes beta8
Post by: Yohji on February 20, 2016, 07:05:33 PM
hi, Piboso, I have some question about rear suspension. in GEOM

・how many linkage type working in beta8 ? and what thats name (using in .GEOM file)

・How do I setting "Traditional style (Like in beta7)" Suspension? (no linkage mono shock or twin shock suspension)(in GEOM)
Title: Re: GP Bikes beta8
Post by: nico916 on February 20, 2016, 07:18:06 PM
Bikes of mod 7 don't work on beta 8??
Kxf etc......
Can we download beta 7 again??
Thanks
Title: Re: GP Bikes beta8
Post by: Hawk on February 20, 2016, 07:27:40 PM
Quote from: nico916 on February 20, 2016, 07:18:06 PM
Bikes of mod 7 don't work on beta 8??
Kxf etc......
Can we download beta 7 again??
Thanks

The bikeMODS I'm sure will be updated soon..... Patience my friend.  ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: nico916 on February 20, 2016, 08:01:44 PM
 :) ok!
Title: Re: GP Bikes beta8
Post by: JJS209 on February 20, 2016, 08:24:38 PM
on philip island i cant do 2 laps without a core.exe.
on the a1 ring of nicks event i have had no core and i have a ~20 laps so far.
Title: Re: GP Bikes beta8
Post by: Demitsuri on February 20, 2016, 08:40:56 PM
Quote from: Blackheart on February 19, 2016, 10:31:26 PM
Quote from: Demitsuri on February 19, 2016, 10:20:15 PM
Core exe when going a bit from the curb to grass

But suspension is feels better.

Delete your Piboso folder in documents (remember a key backup before) and reinstall the beta 8, in this way I fixed  ;)

Thank you! Will try today
Title: Re: GP Bikes beta8
Post by: nuovaic on February 20, 2016, 08:50:54 PM
I really like this Beta. The big bikes feel so much more real, more controllable, more fun to ride. I just can't get enough.  I'm not sure how realistic it is to be wheelspinning sideways through all the gears (Victoria, 500, at a moderate lean) in the wet, but hey it certainly puts a big smile on your face!
It's been a long time and many Betas since I got the feeling my interest will never wain.
As already mentioned, the 125 is still a disappointment on the front and the 990 is still too light at the front, (500 perfect for me) but otherwise big thumbs up.

I won't mention the core / netcode problems...
Title: Re: GP Bikes beta8
Post by: Urban Chaos 2.0 on February 20, 2016, 09:43:14 PM
Quote from: JamoZ on February 18, 2016, 10:00:17 PM
Beta 8 released -> Get slightly excited -> Install Beta 8 -> Get friends to play with -> Hear others get excited on teamspeak -> Fire up the game and click connect -> Core.exe -> Hear friends laugh -> friend gets Core.exe -> Want to laugh but cry instead -> uninstall Gp bikes -> Wait for another year.....

(https://media.giphy.com/media/xTiTnJ3BooiDs8dL7W/giphy.gif)

If you're not playing GP Bikes for a whole year, can I borrow your license? ;D I don't yet have the means to purchase a GP Bikes license.
Title: Re: GP Bikes beta8
Post by: Vini on February 21, 2016, 04:02:37 AM
The downshifting on the Mura is giving me some trouble here and there.

The gears often don't engage, probably because the rear tyre has too much traction, causing the gearbox simulation to stop the downshift to prevent a seized engine.
Title: Re: GP Bikes beta8
Post by: PeterV on February 21, 2016, 09:25:14 AM
I Anyone else having skin problems?

Selected my skin for bike and selected my helmet, they show fine in menu and in a test session.

Online however it just shows plain default white?

*** Solved *** (brain is awake now)
Title: Re: GP Bikes beta8
Post by: doNico on February 21, 2016, 09:26:41 AM
Yes, it only works on low Rev for me aswell. It sounds like a lock up of the gearbox... I think there's something like a down shift limitation to not over Rev the engine...

~doN
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 21, 2016, 09:27:41 AM
Or is it because you are using the rear brake? I have lots of problems on different bikes getting a gear when maximizing braking with rear application.  Many a crash attributed to missing a gear.  >:( lol
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 21, 2016, 09:31:07 AM
Quote from: PeterV on February 21, 2016, 09:25:14 AM
I Anyone else having skin problems?

Selected my skin for bike and selected my helmet, they show fine in menu and in a test session.

Online however it just shows plain default white?

Is that on all servers Peter or just my Race one? If mine then that would be normal because it will only remember the first one you entered server with until it is reset. If its the same on your server and you reset it between paint tests then there is an issue!
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 21, 2016, 09:36:30 AM
I find that it is also possible with a digital button to have the upshift go 2 gears up if a switch is "bounces" which can happen so it needs thinking about.

Otherwise P has done a marvelous job on beta 8.

Peter are you sure nobody ate your helmet skin, there has been a lot of helmet eating on the forums lately? Try deleting the pnt file and re adding it. Has worked for me a few times before.

DD
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 21, 2016, 09:39:00 AM
Quote from: Napalm Nick on February 21, 2016, 09:27:41 AM
Or is it because you are using the rear brake? I have lots of problems on different bikes getting a gear when maximizing braking with rear application.  Many a crash attributed to missing a gear.  >:( lol

I get it when not using the rear brake Nick it is not related.

DD
Title: Re: GP Bikes beta8
Post by: PeterV on February 21, 2016, 09:49:14 AM
Quote from: Napalm Nick on February 21, 2016, 09:31:07 AM
Quote from: PeterV on February 21, 2016, 09:25:14 AM
I Anyone else having skin problems?

Selected my skin for bike and selected my helmet, they show fine in menu and in a test session.

Online however it just shows plain default white?

Is that on all servers Peter or just my Race one? If mine then that would be normal because it will only remember the first one you entered server with until it is reset. If its the same on your server and you reset it between paint tests then there is an issue!

Oeps it was on youre server so that will explain it, thx Nick
Title: Re: GP Bikes beta8
Post by: matty0l215 on February 21, 2016, 09:50:16 AM
Quote from: Napalm Nick on February 21, 2016, 09:31:07 AM
Quote from: PeterV on February 21, 2016, 09:25:14 AM
I Anyone else having skin problems?

Selected my skin for bike and selected my helmet, they show fine in menu and in a test session.

Online however it just shows plain default white?

Is that on all servers Peter or just my Race one? If mine then that would be normal because it will only remember the first one you entered server with until it is reset. If its the same on your server and you reset it between paint tests then there is an issue!

I can Second this,

Once you have a skin selected and join a server, ever time you rejoin the server you will always have that skin (regardless of weather you change it)
Title: Re: GP Bikes beta8
Post by: grimm on February 21, 2016, 10:42:04 AM
Quote from: Urban Chaos 2.0 on February 20, 2016, 09:43:14 PM
Quote from: JamoZ on February 18, 2016, 10:00:17 PM
Beta 8 released -> Get slightly excited -> Install Beta 8 -> Get friends to play with -> Hear others get excited on teamspeak -> Fire up the game and click connect -> Core.exe -> Hear friends laugh -> friend gets Core.exe -> Want to laugh but cry instead -> uninstall Gp bikes -> Wait for another year.....

(https://media.giphy.com/media/xTiTnJ3BooiDs8dL7W/giphy.gif)

If you're not playing GP Bikes for a whole year, can I borrow your license? ;D I don't yet have the means to purchase a GP Bikes license.



I've seen you around the forum a bit... been thinking about sending a key or two out just to help get a good amount of racers around and online to offset the fact I'm a single player hot lapper and stunt rider (although maybe someday I'll show up on a server and show off the rear wheel mode a little bit if the net code gets sorted.  8)). If nobody else takes care of sending a serial key I'll buy a few and do it. We need more licensed members on the forum that can contribute to the full effect of the sim. ;)





On Beta8, I gave it a go on the 500, totally default, and it feels really good, not as hairy and mean as it used to be, but I suppose a few more laps pushing hard and I'll be right back to head shake city where the 500 belongs. A few laps with the 990 and I still don't like it. I don't like MotoGP, and just overall don't get along with it. Totally a personal thing, so my insight into that is nill at best. Never been into the ragged edge of technology with motorcycles. I think they were fine when the frames were made of steel, shocks came in pairs, and engines were cooled by atmosphere and fuel/plug ratio's. Kinda why I never get into the online thing, I would rather ride a 50hp bike flat out than a 220hp bike that I am constantly struggling to control due to my lack of skill.  :-[

As soon as I can, I'm going to record all the replays from B7, put together another compilation, and start all over again from scratch with B8. By the end of it I'll have a comprehensive list of the best versions to do wheelies in.  ;D
Title: Re: GP Bikes beta8
Post by: Hawk on February 21, 2016, 02:57:57 PM
I've definitely had the impression in beta 8 that the stability and controllability while in a wheelie is substantially improved on both the 500 and MotoGP 1000 bikes.  ;D 8)

Hawk.
Title: Re: GP Bikes beta8
Post by: Urban Chaos 2.0 on February 21, 2016, 03:34:26 PM
Quote from: grimm on February 21, 2016, 10:42:04 AM
Quote from: Urban Chaos 2.0 on February 20, 2016, 09:43:14 PM
Quote from: JamoZ on February 18, 2016, 10:00:17 PM
Beta 8 released -> Get slightly excited -> Install Beta 8 -> Get friends to play with -> Hear others get excited on teamspeak -> Fire up the game and click connect -> Core.exe -> Hear friends laugh -> friend gets Core.exe -> Want to laugh but cry instead -> uninstall Gp bikes -> Wait for another year.....

(https://media.giphy.com/media/xTiTnJ3BooiDs8dL7W/giphy.gif)

If you're not playing GP Bikes for a whole year, can I borrow your license? ;D I don't yet have the means to purchase a GP Bikes license.



I've seen you around the forum a bit... been thinking about sending a key or two out just to help get a good amount of racers around and online to offset the fact I'm a single player hot lapper and stunt rider (although maybe someday I'll show up on a server and show off the rear wheel mode a little bit if the net code gets sorted.  8)). If nobody else takes care of sending a serial key I'll buy a few and do it. We need more licensed members on the forum that can contribute to the full effect of the sim. ;)

Man, are you serious? That would be awesome to be honest.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 21, 2016, 03:37:54 PM
@PiBoSo

Is there a limit to the amount of data the chat window can hold? Or a bug?

In our 3 day event the chat has stopped working  (server driven chat still works).

Thanks.
Title: Re: GP Bikes beta8
Post by: Urban Chaos 2.0 on February 21, 2016, 06:20:10 PM
Indeed, there is a very big improvement between beta 7, and beta 8. Without changing the tyres, I was able to lap continuously. Despite using most of the laps to test certain lines and grip levels, I went onto the grass 4 times (without crashing), and only crashed on track 3 times. Laps 9 and 14 were spent on setup (no tyres changed). See attached image below

Edit: Soft front, and hard rear
Title: Re: GP Bikes beta8
Post by: Warlock on February 21, 2016, 08:52:44 PM
Quote from: Napalm Nick on February 21, 2016, 03:37:54 PM
@PiBoSo

Is there a limit to the amount of data the chat window can hold? Or a bug?

In our 3 day event the chat has stopped working  (server driven chat still works).

Thanks.

its and old known problem Nick....
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 21, 2016, 09:09:49 PM
Ah OK thanks Warlock much appreciated is it a buffer size problem do you know?
Title: Re: GP Bikes beta8
Post by: Warlock on February 21, 2016, 09:42:41 PM
Quote from: Napalm Nick on February 21, 2016, 09:09:49 PM
Ah OK thanks Warlock much appreciated is it a buffer size problem do you know?

No clue m8, only thing i know is we've seen this problem many times. A server restart solves it.
Title: Re: GP Bikes beta8
Post by: h106frp on February 22, 2016, 12:45:48 AM
Is it just me, or does the rider movement seem very limited in first person in B8? The rider view seems very static and i do not really get the feeling of the virtual rider moving around on the bike much.
Title: Re: GP Bikes beta8
Post by: Oriol on February 24, 2016, 11:34:42 AM
Hola, no se donde se pueden descargar las nuevas motos para la Beta 8 :-[
Title: Re: GP Bikes beta8
Post by: LAWSON40 on February 24, 2016, 12:35:23 PM
Beta 8 is by far the best experience I've ever had with GP bikes, the bike is so much more stable and precise. No more of this tucking the front while on the gas business
that was in B7.
In fact I seriously played beta 7 about 4 times and honestly said to myself "RIP GPB" but this is a mega improvement and has completely got me back into the game.
So enjoy this screenshot because I know I did.

(http://i65.tinypic.com/2q1ghle.png)

Cheers,
lawso.
Title: Re: GP Bikes beta8
Post by: teeds on February 24, 2016, 01:26:38 PM
Quote from: Oriol on February 24, 2016, 11:34:42 AM
Hola, no se donde se pueden descargar las nuevas motos para la Beta 8 :-[

http://forum.piboso.com/index.php?topic=3121.0  only 1 so far in B8.
Title: Re: GP Bikes beta8
Post by: r1rossi on February 24, 2016, 06:13:49 PM
Amazing Piboso.

I cannot say it enough.

I am managing very fast times for me lol ( 1:23.95 ) at a1ring with the ducati .. Amazing feel and everything !!!!!!!!!!

Im excited
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 25, 2016, 09:07:03 AM
Good as Beta 8 is, a birdy tells me that MXB B4 will have 2 strokes with kickstart and associated animations.  So as soon as that is released it is likely I am defecting. 8)
Title: Re: GP Bikes beta8
Post by: TFC on February 25, 2016, 10:25:49 AM
Quote from: Napalm Nick on February 25, 2016, 09:07:03 AM
Good as Beta 8 is, a birdy tells me that MXB B4 will have 2 strokes with kickstart and associated animations.  So as soon as that is released it is likely I am defecting. 8)

I'm not sure the animation is planned for b4 but pib said it's definitely on the list. Can't wait for 2 strokes myself!
Title: Re: GP Bikes beta8
Post by: Grooveski on February 25, 2016, 07:15:18 PM
Liking this one too.  Liking it a lot.   ;)
Title: Re: GP Bikes beta8
Post by: Urban Chaos 2.0 on February 26, 2016, 10:10:25 PM
After ****ing around with some wheelies (which still do not quite work properly) I decided to go fast. Just easily set a 1'38.957 with the 125rr. Pretty much full tank of fuel, a soft front, and a hard rear. Indeed, beta 8 is the best I've seen of GP Bikes. Not that I've seen much, but this is a big improvement from the 2 betas I've played before.

Title: Re: GP Bikes beta8
Post by: JJS209 on February 28, 2016, 08:00:09 PM
hey pib,
is something like a livestream, when other do a race, possible in beta8?
Title: Re: GP Bikes beta8
Post by: HornetMaX on February 28, 2016, 08:37:59 PM
Quote from: JJS209 on February 28, 2016, 08:00:09 PM
hey pib,
is something like a livestream, when other do a race, possible in beta8?
One extra player must join the race and watch the "live replay" while broadcasting.
Title: Re: GP Bikes beta8
Post by: Hawk on February 28, 2016, 09:29:17 PM
Quote from: JJS209 on February 28, 2016, 08:00:09 PM
hey pib,
is something like a livestream, when other do a race, possible in beta8?
"Furious" used to hold a live streaming session for some of the GPB Italia events..... It was BRILLIANT! ;D ;D 8) 8)

Just that GPB really needs some live stream features building into the live replay to really polish that capability off nicely. Hopefully those features will come in time, but they are not a high priority right now.  But yeah it would be so FANTASTIC!! ;)

But it can be done now via "Twitch" and the like..... so look into it and give it a try mate!  ;D 8)

Hawk.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 29, 2016, 12:59:00 PM
Anyone else think the off-track grip has been reduced too much?

I know it was too grippy before but now the bikes just flop onto their side whether on grass, gravel / sand or even the kerbs sometimes (which is baaaad).

Maybe its me but I donta like eet.
Title: Re: GP Bikes beta8
Post by: HornetMaX on February 29, 2016, 01:13:47 PM
Quote from: Napalm Nick on February 29, 2016, 12:59:00 PM
Anyone else think the off-track grip has been reduced too much?
Far from having tested it enough myself, but that's my impression too.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 01:20:32 PM
At the moment it is totally unrealistic. Your tire only needs to sniff grass etc and it dumps the bike. I have ridden a frickin Goldwing across a muddy field and not dropped it lol. But seriously, watch videos of Rossi and co going off track and how often at speed they DONT go down. I admit it depends on the circumstance, but, that it happens so easily is wrong. A lot of the time you come in too hard, realize and adjust for it, you would normally save the bike even if you roll onto grass etc., but right now you dont stand much chance.

I think there needs to be point in between the old and the new amount of grip, surely its cant be that hard to figure out? Old data figures, New data figures, NOW use the ones in between?

DD

EDIT: Ive tested it a lot Max lol
Title: Re: GP Bikes beta8
Post by: Boerenlater on February 29, 2016, 01:26:55 PM
Quote from: Napalm Nick on February 29, 2016, 12:59:00 PM
Anyone else think the off-track grip has been reduced too much?

I know it was too grippy before but now the bikes just flop onto their side whether on grass, gravel / sand or even the kerbs sometimes (which is baaaad).

Maybe its me but I donta like eet.
Same. The kerbstones are like ice while irl they use it at big lean angles.
Title: Re: GP Bikes beta8
Post by: dareaper46 on February 29, 2016, 02:19:01 PM
Quote from: Napalm Nick on February 29, 2016, 12:59:00 PM
Anyone else think the off-track grip has been reduced too much?

I know it was too grippy before but now the bikes just flop onto their side whether on grass, gravel / sand or even the kerbs sometimes (which is baaaad).

Maybe its me but I donta like eet.

Agree 100%.

https://www.youtube.com/watch?v=sfPM77TsGaA  @ 00:47. Thats downhill, on an angle, on kerb/sand.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 02:30:13 PM
I remember that race lol. Thats a great example and there are so many more.

It ruins the whole sim when such important points are seemingly classed as not important due to the fact it is said your supposed to stay on the track, but IRL it always happens.

DD
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 02:50:41 PM
One big problem I have and I am sure many feel the same is with the sound. When a bike is around you it just drowns the sound of your own bike out and for me it really buggers me up. I depend on hearing my motor as I cant feel any vibration I would in real life. It is also like having some kid stick a bloody to football racket in your ear and annoying you. It is of no help what so ever as it is apart from saying another bike or bikes are somewhere around you.

I seriously suffer when other bikes are about due to the confusion of sounds mixed together, you cant hear if your about to blow your dang motor. I do NOT look at my instruments when I am going through a fast sweeping bend as I will end up on my ass so I NEED to hear MY motor.

PLEASE can we have some kind of adjuster as in most games to  adjust other bikes volume to suit ourselves. It might be 100% realistic, but this is a sim, not real life and certain compromises are required to make it a usable sim.

Thanks for the best beta yet. It ROCKS, but its got some roll too lol

DD
Title: Re: GP Bikes beta8
Post by: h106frp on February 29, 2016, 02:55:22 PM
If the 'spatial' sound worked better the other bike noise would be more useful, at the moment it just seems an indication that a bike (or bikes) is nearby.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 02:58:18 PM
It does not so much indicate it as shove it up my bottom and bounce it around my skull and chuck it out my ears!!! lol

DD
Title: Re: GP Bikes beta8
Post by: Hawk on February 29, 2016, 02:59:31 PM
Quote from: doubledragoncc on February 29, 2016, 02:50:41 PM
One big problem I have and I am sure many feel the same is with the sound. When a bike is around you it just drowns the sound of your own bike out and for me it really buggers me up. I depend on hearing my motor as I cant feel any vibration I would in real life. It is also like having some kid stick a bloody to football racket in your ear and annoying you. It is of no help what so ever as it is apart from saying another bike or bikes are somewhere around you.

I seriously suffer when other bikes are about due to the confusion of sounds mixed together, you cant hear if your about to blow your dang motor. I do NOT look at my instruments when I am going through a fast sweeping bend as I will end up on my ass so I NEED to hear MY motor.

PLEASE can we have some kind of adjuster as in most games to  adjust other bikes volume to suit ourselves. It might be 100% realistic, but this is a sim, not real life and certain compromises are required to make it a usable sim.

Thanks for the best beta yet. It ROCKS, but its got some roll too lol

DD

+10000 agree with you on that DD.  ;)

We've tried to convince Piboso of this need for a long time(we called it "Engine sound drown") but had no feedback from Piboso on this issue. But yeah a simple ambient engine noise volume slider feature in the settings would be a great addition.

However, I might be dreaming, but I actually thought it was slightly better(only slightly better mind) in beta 8 than it has been in previous betas? But I'm probably just wishful thinking. Lol.


Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 03:13:44 PM
You bunch of wizards should be able to do something maybe. Is there something like a bikes sound file that is concerning other users and not just the bikes actual sound. Or part of the sound files that says how loud it will be around other users?

Just throwing stuff at you, not physically lol

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on February 29, 2016, 03:48:14 PM
I'm not 100% sure but it may be that using OpenAL-Soft (http://openal-soft.org/ (http://openal-soft.org/)) instead of GPB's default OpenAL may improve the situation for people with poor audio hardware (mostly, no sound-card, integrated audio). OpenAL-Soft supports HRTF that should give better 3d spatialisation of sound (unless you already have a soundcard capable of doing that, in which case the improvement could be zero or marginal).

If I get bored one of these nights i'll try to write down how to test this yourself (you can just drop OpenAL-Soft into GPB, plus a few other steps to get an HRTF to work).
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 03:54:16 PM
Thats interesting as I have an Asus ROG G75 with dedicated graphics card but I think the audio is onboard. I will look into it.

A very good suggestion Max Thanx

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on February 29, 2016, 04:03:12 PM
Basic steps are here: https://www.reddit.com/r/oculus/comments/1fzonq/ (https://www.reddit.com/r/oculus/comments/1fzonq/)
Essentially, you replace GPB's OpenAL dll with the one provided by OpenAL-Soft. Check everything works fine (PGB writes a log file in its directory, something like sllog.txt).
For HRTF, OpenAL-Soft has a default one (MIT KEMAR), but you canplug in others (plenty here: http://recherche.ircam.fr/equipes/salles/listen/index.html (http://recherche.ircam.fr/equipes/salles/listen/index.html)) and install as described in the 1st reply post (HathNoro) in the 1st link above.

In the 2nd link, under demo sound, there are sound samples as they will appear if processed with the associated HRTF (source circling around your head): you can listen to them (they are plain .wav files), find the one that seems to give you the best 3d positioning, and then plug that HRTF into OpenAL-soft (and hence GPB).
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 04:13:56 PM
Cool, thanks bro. I will give it a try and test it. It might take me a year as it sounds outta my league lol and the first links links dont work lol

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 29, 2016, 05:07:53 PM
Has the smoke been left out of Beta 8 ? I see nowt  ???
Title: Re: GP Bikes beta8
Post by: Warlock on February 29, 2016, 05:10:10 PM
Quote from: Napalm Nick on February 29, 2016, 05:07:53 PM
Has the smoke been left out of Beta 8 ? I see nowt  ???

Indeed, no smoke at all  ???
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 05:17:28 PM
There is smoke, I saw it in a replay of me offline but VERY weak amount. I think we need more, even a little exaggerated to bring atmosphere to GPB.

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on February 29, 2016, 05:58:31 PM
Quote from: doubledragoncc on February 29, 2016, 04:13:56 PM
the first links links dont work lol
Works for me.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 29, 2016, 06:05:35 PM
Quote from: doubledragoncc on February 29, 2016, 05:17:28 PM
There is smoke, I saw it in a replay of me offline but VERY weak amount. I think we need more, even a little exaggerated to bring atmosphere to GPB.

DD

Saw a TINY amount (but might of imagined it) with the Varese, but have been out with the 125's and cant see any.

Usually I run my high-smoke mod but certainly without it there isn't any I can see (exhaust smoke that is, the tyre smoke works ok).  :(

Whats happened to the zorst smoke whaaaaaa  :'(
Title: Re: GP Bikes beta8
Post by: HornetMaX on February 29, 2016, 06:10:40 PM
Quote from: Napalm Nick on February 29, 2016, 06:05:35 PM
Whats happened to the zorst smoke whaaaaaa  :'(
I'm sure Hawk is convinced that Honda has something to do with the smoke being gone in GPB  ;D

OK, joking. I'm not against more smoke.
Or even exaggerated smoke, don't care if realistic or not: at least if will keep the old "I  :-* 2 stroke" chaps here quiet.

MaX.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 29, 2016, 06:25:24 PM
LoL! Awaiting replies.......
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 07:24:33 PM
Well I dont LOVE 2strokes, the more the better I think, oh okay bikes, well if you think about Ye Olde Dayz then a bit more smoke will bring a little bit more atmosphere and if someone makes an old Bonny or Triumph maybe oil leaks too........bwaaaaaaaaaaaah

Actually some Old Time racing would be cool with old tires to see who has "Buns of Steel"

DD
Title: Re: GP Bikes beta8
Post by: Hawk on February 29, 2016, 09:00:19 PM
Quote from: HornetMaX on February 29, 2016, 06:10:40 PM
Quote from: Napalm Nick on February 29, 2016, 06:05:35 PM
Whats happened to the zorst smoke whaaaaaa  :'(
I'm sure Hawk is convinced that Honda has something to do with the smoke being gone in GPB  ;D

OK, joking. I'm not against more smoke.
Or even exaggerated smoke, don't care if realistic or not: at least if will keep the old "I  :-* 2 stroke" chaps here quiet.

MaX.

Haha! Indeed! That must be Honda's Mr "Smokymoto" we are talking about there Max. That little 4 stroke junky has been reading my posts! Lol

"The Truth is Out There" Maxey!  ;D

But seriously.... I'm sure the smoke emissions can be increased inside the physics files for the MOD bikes.... The 2 strokes will rise again!!. Hehe.  ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: Hawk on February 29, 2016, 09:03:05 PM
Not sure how the smoke is generated, but would be good if it was generated according to the throttle setting and RPM levels.... I think that would give a genuine exhaust smoke experience.

Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 09:16:07 PM
My 500 was smoking a bit in a replay lastnight but I tried everything to make it smoke just now and she refused point plank? I saw a video with someone riding one and they blew the motor and it smoked real bad like it should any ideas who?

DD
Title: Re: GP Bikes beta8
Post by: Hawk on February 29, 2016, 09:19:54 PM
Quote from: doubledragoncc on February 29, 2016, 09:16:07 PM
My 500 was smoking a bit in a replay lastnight but I tried everything to make it smoke just now and she refused point plank? I saw a video with someone riding one and they blew the motor and it smoked real bad like it should any ideas who?

DD

That would be Nicks Video! Hehe!  ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 09:29:18 PM
Oh okay found this one by Yohjinon36 but it is a bit much I think. About half as much would be great on the start line lol. Add smellavision castrol lol

https://www.youtube.com/v/OsExM9EOR34

DD
Title: Re: GP Bikes beta8
Post by: Hawk on February 29, 2016, 09:34:36 PM
Haha.... A little too much smoke, yes indeed..... Would be great on a spare button for blinding the competition! Hehe.  ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: Warlock on February 29, 2016, 09:35:14 PM
Can you imagine a full grid with all that smoke going on?  lol ;D
Title: Re: GP Bikes beta8
Post by: Hawk on February 29, 2016, 09:41:56 PM
Quote from: Warlock on February 29, 2016, 09:35:14 PM
Can you imagine a full grid with all that smoke going on?  lol ;D

Haha! That would be SO funny, especially when the lights turned green and you get that big pile-up with bits of bikes and riders flying in all directions out of the smoke!  ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 29, 2016, 09:45:28 PM
Its kinda easy to increase the smoke but the stock bikes aren't showing any so that's an issue for @PiBoSo I would think.

I made my 'Smoke Mod' for the very reason of seeing a lot on the grid at the start of the 125 ITA champ races but the replays don't show more than a guff at most. Very disappointing lol.

Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 09:45:32 PM
Cant find that one from Nick? Nick can we get the mod still though matey? Wheres your video?

DOH DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on February 29, 2016, 09:45:51 PM
Quote from: Warlock on February 29, 2016, 09:35:14 PM
Can you imagine a full grid with all that smoke going on?  lol ;D
Insta-cancer for all :)
Title: Re: GP Bikes beta8
Post by: Napalm Nick on February 29, 2016, 10:02:15 PM
Quote from: doubledragoncc on February 29, 2016, 09:45:32 PM
Cant find that one from Nick? Nick can we get the mod still though matey? Wheres your video?

DOH DD

http://forum.piboso.com/index.php?topic=1075.msg46813#msg46813

There mate. It can be modded again for sure but it may not work if PiBoSo has not enabled the smoke again for Beta 8???
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 10:24:13 PM
Okay thanks mate.

BTW I found the 990 BAD paint VTR Gui Cramer rc990.pnt I posted it in MODS section

DD
Title: Re: GP Bikes beta8
Post by: Blackheart on February 29, 2016, 10:29:02 PM
Quote from: doubledragoncc on February 29, 2016, 10:24:13 PM
Okay thanks mate.

BTW I found the 990 BAD paint VTR Gui Cramer rc990.pnt I posted it in MODS section

DD

Sorry but ...no, this paint works well  ;D
Title: Re: GP Bikes beta8
Post by: doubledragoncc on February 29, 2016, 10:31:45 PM
OKAY then it proves that certain paints on certain systems cause a problem as it is BAD on mine everytime, 10 tests run with and without it.
It could however be that 2 paints conflict with each other which is another matter


I can only give test results for my PC then and everyone must do it for themselves lol

DD
Title: Re: GP Bikes beta8
Post by: Warlock on February 29, 2016, 11:17:49 PM
Quote from: HornetMaX on February 29, 2016, 09:45:51 PM
Insta-cancer for all :)

Hahaha ;D


Quote from: Hawk on February 29, 2016, 09:41:56 PM
Haha! That would be SO funny, especially when the lights turned green and you get that big pile-up with bits of bikes and riders flying in all directions out of the smoke!  ;D
Hawk.

lol so true, thats a 'must see', i would pay for a screenshot  ;D
Title: Re: GP Bikes beta8
Post by: Stout Johnson on March 01, 2016, 06:25:03 AM
Quote from: HornetMaX on February 29, 2016, 06:10:40 PM
Quote from: Napalm Nick on February 29, 2016, 06:05:35 PM
Whats happened to the zorst smoke whaaaaaa  :'(
I'm sure Hawk is convinced that Honda has something to do with the smoke being gone in GPB  ;D
LOL  ;D

Concerning the difference in smoke visible between 3rd person and replay: Could it maybe be due to the graphics engine blending out more or less irrelevant graphical entities in replay mode in order to keep performance high? Sort of like depth of view ... just guessing ... is the smoke possibly more visible if one would be zooming in on one bike in replay?
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 08:18:35 AM
I'm sure you are right about the replay getting rid of as much unnecessary data as possible to keep it smooth but again, I don't like it.

If I remember from the time I eagerly went to watch the race replay I did just about everything to find the smoke but only an almost invisible puff was the best I could find. Funny though cos actually on the grid in real time I was making a good old fog  (but no-one else seemed to be). ? Odd.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 01, 2016, 08:32:33 AM
Quote from: Stout Johnson on March 01, 2016, 06:25:03 AM
Concerning the difference in smoke visible between 3rd person and replay: Could it maybe be due to the graphics engine blending out more or less irrelevant graphical entities in replay mode in order to keep performance high? Sort of like depth of view ... just guessing ... is the smoke possibly more visible if one would be zooming in on one bike in replay?
Quote from: Napalm Nick on March 01, 2016, 08:18:35 AM
If I remember from the time I eagerly went to watch the race replay I did just about everything to find the smoke but only an almost invisible puff was the best I could find. Funny though cos actually on the grid in real time I was making a good old fog  (but no-one else seemed to be). ? Odd.
If in the replay we see absolutely no smoke then yes, it may be that the smoke info is not saved in replays.

But Nick seems to say that he sees a tiny bit of smoke in the replay: this indicates the info is saved in the replay file. If that's true, it should show exactly the same amount of smoke as when watching live.

Would be nice to have a video with two parts (one captured live, the one captured from the replay of the *same* live part). It could be an easy bug.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 08:43:52 AM
I will try to sort this out soon. I'm reasonably sure I saw a puff in the race replay but I do remember having to check it two or 3 times before resigning to disappointment lol.

Will do a B7 and a B8  Realtime/replay comparisons if there is a difference (if there is ANY smoke in B8?).

I know, its not an important issue, but I suppose if we are discussing this stuff now the game is going in the right direction generally  :)
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 01, 2016, 08:54:44 AM
No need for complex stuff: go on the bike (3rd person view), start video capture, whip the throttle a few times, stop recording, save replay, go to replay, orbit camera (more or less same pos a 3rd person view), start video capture, watch it, done.
Not sure there's a need to do it with B7.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 09:01:48 AM
I wont, unless there is No smoke in B8 lol
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 01, 2016, 11:45:54 AM
I HAD smoke in beta8 as I did a test lap when the new version of A1 was released for the race and I turned around at turn 1 to have another go at getting it right and in the replay there was smoke, not much but deffinately there. That was the first and last I saw of it lol.

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 12:12:25 PM
I am exporting a movie now showing the differences and some conclusions. 15 minutes you can see it.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 12:27:10 PM
Conclusions:

1. Beta 7 and Beta 8 - there IS smoke but it is not enough to be able to see it easily!
2. Stock bikes seem to be a lot worse at producing smoke than the Mod bikes (old 125ITA and RSW were great at it of course the RSW has 2 pipes). This is strange because the exhaust gfx settings for stock and mod 125s are the same  ???
3. Even though the Smoke Mod in this example is highly exaggerated it is hardly a 'smog-out' though that could be improved in the MOD.
4. I think in Testing offline mode there is more smoke than in World online mode (interesting).
5. Replays do capture the smoke but without the Mod you cant really see it.

I have only put a subtle smoke-mod on so don't expect clouds of it in the video. But it could be increased/decreased etc

for ease of viewing I would watch FULLSCREEN  on Youtube in glorious 1080p (https://www.youtube.com/watch?v=Qdo_jAXfCLw&feature=youtu.be)

https://www.youtube.com/v/Qdo_jAXfCLw&feature=youtu.be

Suggestion - can we up the smoke as STANDARD (B9) for the 2 strokes please PiBoSo?  At the moment it is practically invisible.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 01, 2016, 12:36:11 PM
You just beat me to it Nick lol Thanks for the video bro, but I thought a comparison with the 500 might help. This is the most smoke I could get from it, I forgot to do a replay so shoot me!!!

Same as Nicks, in order to see the massive amount of smoke watch it on PooTube 1080pee

https://www.youtube.com/v/wBAbidzivWU

It smokes most under load at the top of the pitlane.

We need Nicks MOD, pretty please

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 12:58:46 PM
nice one DD!  So I thought you would enjoy seeing the same vid with the smoke-mod

Oh and Barry Sheene Yamaha and Mike Hailwood leathers. Try not to orgasm.

https://www.youtube.com/v/cDy43uUOLfw&feature=youtu.be

man I need to get some work done lol.
Title: Re: GP Bikes beta8
Post by: h106frp on March 01, 2016, 01:02:06 PM
If you really want to make a smoke mode you might want to unpack 'effects' and look here;
....\GP Bikes\gpbikes\effects\effects\particles\exhaustsmoke.cfg   ;)

lots to play with...


max_life = 6

gravity = 0.18
friction = 0.05

start_size = 0.01
end_size = 1

num_color_keys = 1
color_key0
{
time = 0
red = 1
green = 1
blue = 1
}

num_alpha_keys = 2
alpha_key0
{
time = 0
alpha = 0.1
}
alpha_key1
{
time = 1
alpha = 0
}

texture = exhaustsmoke.tga
texture_slots = 2

exit_speed_scale = 0.02
exit_variance = 5
frequency = 8

;D

Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 01:03:17 PM
where else do you think I did it?  ::) :P
Title: Re: GP Bikes beta8
Post by: h106frp on March 01, 2016, 01:11:13 PM
ooops,

I though you had just changed


      smoke
      {
         top_rpm = 2500
         max_rpm = 4000
      }


in gfx.cfg.

I see the problem now though, all bikes share the same base smoke model, only the above is configurable for individual bikes at the moment.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 01:21:06 PM
Yeh cut offs for the effect. It works quite realistically though because it simulates the 'low rev under-load' smokey phenomenon like IRL. Good job!  8)
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 01, 2016, 02:15:01 PM
Quote from: h106frp on March 01, 2016, 01:02:06 PM
If you really want to make a smoke mode you might want to unpack 'effects' and look here;
....\GP Bikes\gpbikes\effects\effects\particles\exhaustsmoke.cfg   ;)

lots to play with...


max_life = 6

gravity = 0.18
friction = 0.05

start_size = 0.01
end_size = 1

num_color_keys = 1
color_key0
{
time = 0
red = 1
green = 1
blue = 1
}

num_alpha_keys = 2
alpha_key0
{
time = 0
alpha = 0.1
}
alpha_key1
{
time = 1
alpha = 0
}

texture = exhaustsmoke.tga
texture_slots = 2

exit_speed_scale = 0.02
exit_variance = 5
frequency = 8

;D
[/quote

Okay so that is the standard file, can you show the ONE you have so I can see what is edited. I dont know this kinda stuff dude lol................I'm old and lazy!!!

Or can we just have your MOD? or is that it lol

DD
Title: Re: GP Bikes beta8
Post by: Hawk on March 01, 2016, 03:01:04 PM
Quote from: Napalm Nick on March 01, 2016, 12:58:46 PM
nice one DD!  So I thought you would enjoy seeing the same vid with the smoke-mod

Oh and Barry Sheene Yamaha and Mike Hailwood leathers. Try not to orgasm.

man I need to get some work done lol.

Nice to see my "Barry Sheene JPS Yamaha 500cc 0W60" bike paint being put to good use...... It's one of those "GO FASTER" paints! Hehe!  ;D 8)

Hawk.
PS: I created the Barry Sheene JPS leathers to go with it too but they were created for the old beta 3 rider template and unfortunately don't work now.  :'(
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 03:20:58 PM
Yes Hawk its awesome. 8)

Sorry have been out dealing scrap metal lol (tries everything once.... except Morris Dancing).

DD - Drop this into your effects/particles folder.

I am a bit reserved about putting it here for two reasons;
1. PiB might not like it (it is only a mod) but I'm sure he will delete it if that is the case.
2. People who are not comfortable with editing the .pkz folder should avoid it as it may cause more long term hassle than you need.

Anyway attached.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 01, 2016, 03:26:10 PM
Thanks Nick. I looked at the file but was not sure of what was what lol. I love modding and it enhances the sim.

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 01, 2016, 03:33:34 PM
Quote from: Napalm Nick on March 01, 2016, 03:20:58 PM
2. People who are not comfortable with editing the .pkz folder should avoid it as it may cause more long term hassle than you need.
They should simply:
No other action needed I think. To revert back to standard, either delete your file or just rename it to (for example) exhaustsmoke.cfg.off (or .modded or .cheesburger).
Title: Re: GP Bikes beta8
Post by: Hawk on March 01, 2016, 04:32:17 PM
Quote from: Napalm Nick on March 01, 2016, 03:20:58 PM
Yes Hawk its awesome. 8)

Sorry have been out dealing scrap metal lol (tries everything once.... except Morris Dancing).

DD - Drop this into your effects/particles folder.

I am a bit reserved about putting it here for two reasons;
1. PiB might not like it (it is only a mod) but I'm sure he will delete it if that is the case.
2. People who are not comfortable with editing the .pkz folder should avoid it as it may cause more long term hassle than you need.

Anyway attached.

Quote from: HornetMaX on March 01, 2016, 03:33:34 PM
Quote from: Napalm Nick on March 01, 2016, 03:20:58 PM
2. People who are not comfortable with editing the .pkz folder should avoid it as it may cause more long term hassle than you need.
They should simply:

  • Create the direcotory structure "\GP Bikes\gpbikes\effects\effects\particles\"
  • Drop your file in it.
No other action needed I think. To revert back to standard, either delete your file or just rename it to (for example) exhaustsmoke.cfg.off (or .modded or .cheesburger).

Nice one Nick! Thank you! Now we can get some 2 stroke smoke blowing! ;D

Nice tip Max.... Done that.  ;)

Hawk.
PS: Will this cause an online server connection issue with changing or adding this?

Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 04:55:18 PM
No hawk its fine no performance change issues so online is OK with it  :)
Title: Re: GP Bikes beta8
Post by: Hawk on March 01, 2016, 06:23:22 PM
Quote from: Napalm Nick on March 01, 2016, 04:55:18 PM
No hawk its fine no performance change issues so online is OK with it  :)

Thnx Nick, that's great to know.  8)

Hawk
Title: Re: GP Bikes beta8
Post by: Stout Johnson on March 01, 2016, 06:30:37 PM
So in conclusion: exhaust smoke is visible in replay (and to the same extent) as in real-time play, correct?
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 01, 2016, 06:37:05 PM
Just making a video with real time and replay in it with modded smoke files. Being as quick as I can lol.

Slow on and off the track hehe

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 08:18:25 PM
Quote from: Stout Johnson on March 01, 2016, 06:30:37 PM
So in conclusion: exhaust smoke is visible in replay (and to the same extent) as in real-time play, correct?

Yes Stout I believe it is now - which is different to what I thought before.

However, there may be some difference in amount between online and offline play.  It is possible online reduces its visibility (and possibly more and more with more players).

To that end it will be interesting to see the next Club race (Varese) replay - viewed on a machine with the smoke-mod! Roll on tomorrow!  :)
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 01, 2016, 10:11:23 PM
I ride 1st person and always do live recording so hope to get a good one tomorrow. I usually make them in the same format as the smoke mod video here. I thought it was better to have a bit more smoke but no overly done. I was thinking as if there were 20 plus bikes too much smoke would be silly so kept it semi real.

Best watched full screen 1080p on YouTube for all cam views to be seen properly:

https://www.youtube.com/v/qhrGBlNC_wc

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 01, 2016, 10:30:42 PM
I think that level is about right, I mean a warm stroker rarely puts out much smoke anyhow but those revving-on-the-grid and slow-acceleration times are made really great with the atmosphere (geddit?) the effect brings. In the end it will be the little things that will really make this game stand out once the physics is sorted.

You could also play with the individual bike gfx cfg to change the rev range the effect is active on, say to give a slightly longer puff coming out of that 2nd hairpin.

I love that face-facing view with the sun behind the helmet. I could watch that all day!  8)
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 01, 2016, 10:51:36 PM
I did play with the bike gfx and raised the rpm from 2500 to 9500 will play about a bit more. I actually reduced the amount to 1.5!!! to get more of each individual pipe and not just one big cloud.

Thanks for starting me on this. I am hooked.Gonna play with more files too hehe

Looking forward to the race and will record it so hope no core crashes and Raptor BEHAVE lol

DD
Title: Re: GP Bikes beta8
Post by: doNico on March 01, 2016, 11:31:32 PM
wow... thats looking sweet.
Weird glitch on my side ... i know, someone pointed that out allready but ive had the fall off glitch in the last corner at Victoria today quite often. One time, my bike was going up again  and went down the whole s/f straight without falling and of course without rider on it and i wasnt able to respawn ... that actually happened to me alot. Got it on video i think ...

~doN
Title: Re: GP Bikes beta8
Post by: Warlock on March 02, 2016, 02:39:17 AM
Quote from: HornetMaX on March 01, 2016, 03:33:34 PM
Create the direcotory structure "\GP Bikes\gpbikes\effects\effects\particles\"

You have a duplicated 'effects' directory here, should be :

\GP Bikes\gpbikes\effects\particles\

Right?  :)
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 07:32:52 AM
Quote from: Warlock on March 02, 2016, 02:39:17 AM
Quote from: HornetMaX on March 01, 2016, 03:33:34 PM
Create the direcotory structure "\GP Bikes\gpbikes\effects\effects\particles\"

You have a duplicated 'effects' directory here, should be :

\GP Bikes\gpbikes\effects\particles\

Right?  :)
Ach, don't know, I took it from h106frp post. But you can unpack effects.pkz somewhere (e.g. Desktop) and see what's inside to check this (if it's effects/ or effects/effects/).
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 02, 2016, 08:30:23 AM
only the one \GP Bikes\gpbikes\effects\particles\
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 09:12:26 AM
Quote from: woodbury on March 02, 2016, 08:51:55 AM
Does the "Controller profile" thingy work for you ? For me it only says "--------".
Same. Even in MXB beta4.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 02, 2016, 09:47:14 AM
IN GPB all original files function if in effects\effects\particles\ .......................BUT if you want a MOD to work it should be in effects\particles\............

All files should be in this way structured but some extractors like Winrar etc automatically double up on the original folder giving you effects\effects

If you have double structured GPB manually move all files to the first folder in the structure and delete the double that should now be empty as you moved the files from it into the first folder.

Bugger I am bad at this sort of stuff. Sorry

DD
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 09:52:58 AM
Quote from: woodbury on March 02, 2016, 08:51:55 AM
Does the "Controller profile" thingy work for you ? For me it only says "--------".

I'm having to calibrate my controllers each time too because it's not remembering the settings from the previous calibration.

Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 02, 2016, 09:55:21 AM
Ive been having only a few of the control buttons change on me but analogs have stayed as programmed?

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 09:56:36 AM
Quote from: Hawk on March 02, 2016, 09:52:58 AM
I'm having to calibrate my controllers each time too because it's not remembering the settings from the previous calibration.
What do you mean exactly ?
It doesn't remember the calibration settings or the associations (what to use for lean, throttle etc) ?
If the former, how do you verify it doesn't remember them ?
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 10:00:39 AM
Quote from: doubledragoncc on March 02, 2016, 09:47:14 AM
IN GPB all original files function if in effects\effects\particles\ .......................BUT if you want a MOD to work it should be in effects\particles\............

All files should be in this way structured but some extractors like Winrar etc automatically double up on the original folder giving you effects\effects

If you have double structured GPB manually move all files to the first folder in the structure and delete the double that should now be empty as you moved the files from it into the first folder.

Bugger I am bad at this sort of stuff. Sorry

DD

This all depends on how the original file was packed: If packed in a folder then when unpacking you select "Extract here" from WinRAR extraction menu, if not packed in a folder then you select "Extract to [filename]\".
The only way to know if it's been packed inside a folder or not is to actually open up the WinRAR programme and take a look at the archive structure, but I know we all like speed and convenience so we tend to just use the quick right click function menu instead. I do too. Lol ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 10:06:22 AM
You can have "Extract to [XXXXXX]" and "Extract here" both in the context menu (right click). I'm 100% sure for peazip (free), should be the same for WinRAR.
For GPB .pzk archives you should always use "Extract here", as they all contain their "root" folder.
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 10:08:33 AM
Quote from: HornetMaX on March 02, 2016, 09:56:36 AM
Quote from: Hawk on March 02, 2016, 09:52:58 AM
I'm having to calibrate my controllers each time too because it's not remembering the settings from the previous calibration.
What do you mean exactly ?
It doesn't remember the calibration settings or the associations (what to use for lean, throttle etc) ?
If the former, how do you verify it doesn't remember them ?

It's the actual movement controller calibration it's not remembering for me. I know because when I first go online and go on track I open up the throttle and the clutch slips badly, so I go and calibrate my controller movements by clicking the  "Calibration" button - recalibrate all controller and control movements(I use foot pedals as well as my joystick(bring on the jokes. Hehe)) and my clutch is biting okay after that. But I have to do this every time I start GPB now. This didn't used to happen in GPB Beta 6.

Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 02, 2016, 10:16:13 AM
If you watch my last video here I say about how all of a sudden my brakes are sharper. I had just booted the PC and started GPB recording and my controls were all the same but the input was the best I ever had!!!! If only it would stay that way. I am trying to replicate it but not done it yet.

SO, this means there is something wrong with the whole input system, why is it most of the time OK but then all of a sudden it is frickin brilliant, so precise???

PLEASE Piboso, what could cause this?

DD
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 10:32:22 AM
Quote from: doubledragoncc on March 02, 2016, 10:16:13 AM
If you watch my last video here I say about how all of a sudden my brakes are sharper. I had just booted the PC and started GPB recording and my controls were all the same but the input was the best I ever had!!!! If only it would stay that way. I am trying to replicate it but not done it yet.

SO, this means there is something wrong with the whole input system, why is it most of the time OK but then all of a sudden it is frickin brilliant, so precise???

PLEASE Piboso, what could cause this?

DD

I did note in Pibs Dev diary pre-beta 8 release that he was tuning the controller calibration, so maybe it's not quite perfect yet?

Hawk.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 10:35:33 AM
Quote from: Hawk on March 02, 2016, 10:08:33 AM
It's the actual movement controller calibration it's not remembering for me. I know because when I first go online and go on track I open up the throttle and the clutch slips badly, so I go and calibrate my controller movements by clicking the  "Calibration" button - recalibrate all controller and control movements(I use foot pedals as well as my joystick(bring on the jokes. Hehe)) and my clutch is biting okay after that. But I have to do this every time I start GPB now. This didn't used to happen in GPB Beta 6.
Bug report then: video showing you starting GPB, main menu, settings, input1, move the joystick/pedals to show it's uncalibrated. Then calibrate and move again to show it's ok. Then exist, restart, main menu, settings, input1, move. If it is uncalilbrated, it should be very visible.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 02, 2016, 10:54:18 AM
Quote from: woodbury on March 02, 2016, 08:51:55 AMimes these relaase
Does the "Controller profile" thingy work for you ? For me it only says "--------".

Probably related to the calibration not being 'saved' to a profile.

I am very guilty of installing Beta 8, seeing this option, fiddling with it for 5 seconds and thinking "that doesn't do anything I will look at it later" then never re-visiting it. Lol.

Sometimes it would be nice to have an explanation of what new things do/try to do/fail to do.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 10:56:45 AM
Quote from: Napalm Nick on March 02, 2016, 10:54:18 AM
Quote from: woodbury on March 02, 2016, 08:51:55 AMimes these relaase
Does the "Controller profile" thingy work for you ? For me it only says "--------".

Probably related to the calibration not being 'saved' to a profile.
Not sure. Calibration works fine for me (not lost) and I do see the "---------".
That said, I use the xinput.dli (which is supposed to make calibration unnecessary).

Hmm ...
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 11:00:18 AM
Quote from: HornetMaX on March 02, 2016, 10:56:45 AM
Quote from: Napalm Nick on March 02, 2016, 10:54:18 AM
Quote from: woodbury on March 02, 2016, 08:51:55 AMimes these relaase
Does the "Controller profile" thingy work for you ? For me it only says "--------".

Probably related to the calibration not being 'saved' to a profile.
Not sure. Calibration works fine for me (not lost) and I do see the "---------".
That said, I use the xinput.dli (which is supposed to make calibration unnecessary).

Hmm ...
xinput.dll? Hmmm.... I don't have that installed, but I know I had it installed on previous betas, so maybe that is the problem why it's not remembering the calibration settings for me because seems to remember the settings for other users?  :-\

Hawk.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 11:01:46 AM
Quote from: Hawk on March 02, 2016, 11:00:18 AM
xinput.dll? Hmmm.... I don't have that installed, but I know I had it installed on previous betas, so maybe that is the problem why it's not remembering the calibration settings for me because seems to remember the settings for other users?  :-\
Typically it should be useful only for people with Joypads (to avoid the "combined trigger" crap).
Are your devices xinput ? If yes you can give it a try.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 02, 2016, 11:02:42 AM
Could be. Unlike Beta 7 ( ::))  this time I remembered to install all that stuff again before playing lol.
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 11:16:01 AM
Quote from: HornetMaX on March 02, 2016, 11:01:46 AM
Quote from: Hawk on March 02, 2016, 11:00:18 AM
xinput.dll? Hmmm.... I don't have that installed, but I know I had it installed on previous betas, so maybe that is the problem why it's not remembering the calibration settings for me because seems to remember the settings for other users?  :-\
Typically it should be useful only for people with Joypads (to avoid the "combined trigger" crap).
Are your devices xinput ? If yes you can give it a try.

Xinput is the direct X controller input interpreter isn't it(for want of a better word)? Then the answer is yes.
I'll have to install the xinput.dll and see if that solves the problem..... I'll report back here with the result as it maybe help someone else with the same issue.  :)

Hawk.
PS: Anyone have the latest version xinput.dll link, or will any link I find on the forum be the latest version?
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 02, 2016, 11:34:06 AM
Here are the latest xinput dll and dli for GPB

https://www.dropbox.com/s/2o19bta4fp7jcjb/GPB%20xinput.rar?dl=0 (https://www.dropbox.com/s/2o19bta4fp7jcjb/GPB%20xinput.rar?dl=0)

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 11:41:18 AM
Normally you only need the .dli (to be put in gpb plugins folder).
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 11:55:36 AM
Quote from: doubledragoncc on March 02, 2016, 11:34:06 AM
Here are the latest xinput dll and dli for GPB

https://www.dropbox.com/s/2o19bta4fp7jcjb/GPB%20xinput.rar?dl=0 (https://www.dropbox.com/s/2o19bta4fp7jcjb/GPB%20xinput.rar?dl=0)

DD

Quote from: HornetMaX on March 02, 2016, 11:41:18 AM
Normally you only need the .dli (to be put in gpb plugins folder).

Thanks guys... Appreciate that.  ;) 8)

Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 02, 2016, 12:00:15 PM
I found no difference with the dll. I only used the dli. I will test it the other way round?

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 12:03:56 PM
Quote from: doubledragoncc on March 02, 2016, 12:00:15 PM
I found no difference with the dll. I only used the dli. I will test it the other way round?
No, you don't need the .dll at all (you already have it somewhere within windows). You only need the .dli provided by Piboso.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 02, 2016, 01:10:05 PM
Is it me or is everyone suffering from double up-shifting where you press to up shift and it scrips a gear?

DD
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 01:28:13 PM
Just tested the xinput.dli and .dll and it crashed my system and then when I rebooted it had scrubbed my profile even though all my profile was still there in the Piboso folder!  :o :o :( >:(

I managed to get my profile sorted again, but now my controller inputs are very sluggish even though I've gone through all calibrations and controller settings so they are what I had previously.... Also the screen rendering is staggering and lagging. I wish I'd left it alone now with the A1 Ring club race tonight. Lol  ::)

I've tried the install over current install method, it didn't sort this problem out.... I'm going to have to do a total clean GPB re-install. It's the only way to start afresh again I think.... Oh well!  :'(

Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 02, 2016, 01:33:39 PM
DANG!!! Never heard or had that before. If you used the ones from me, I tested since Ive had beta8 so they were working before I uploaded them!!!

If it was my fault I will eat my helmet. I cant see how an input dll or dli would cause a crash that then scrubbed your profile!!!

I will download it and virus check it and whateva to make sure its good.

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 01:36:29 PM
@Hawk: weird. But as said, you didn't need the .dll and it can cause troubles.
There are a few version of xinput dll around (depending on which windows you have), it's a mess. But again, you only need the .dli, nothing else.
If your device does not support input, it won't have any effect.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 02, 2016, 01:44:42 PM
I found no virus and ran both files at same time and had no issues at all?

DD
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 01:55:24 PM
I'm on Windows 7 x64 Ultimate.

I think what may have caused havoc was me putting both .dll and .dli files into the plugins folder at the same time? I thought GPB would just use the relevant plugin and not be confused with both being there. Silly me for thinking GPB would check the files to make sure they were relevant before using them.  ::)

Anyway.... I'll just keep recalibrating each time I go online, it's a hassle but hopefully Pib will look into it and sort it out.  ;)

Hawk.

Title: Re: GP Bikes beta8
Post by: HornetMaX on March 02, 2016, 01:58:53 PM
The xinput plugin *is* the .dli only.

The .dll is the standard windows dll for xinput, it's something different (even if related).

In any case, it's not 100% sure that the crash is due to that.
Definitely it shouldn't crash if you use the xinput.dli *only*. it doesn't for me (and many others), Win 7 64 too.

Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 02, 2016, 02:03:22 PM
Quote from: Hawk on March 02, 2016, 01:55:24 PM
I'm on Windows 7 x64 Ultimate.

I think what may have caused havoc was me putting both .dll and .dli files into the plugins folder at the same time? I thought GPB would just use the relevant plugin and not be confused with both being there. Silly me for thinking GPB would check the files to make sure they were relevant before using them.  ::)

Anyway.... I'll just keep recalibrating each time I go online, it's a hassle but hopefully Pib will look into it and sort it out.  ;)

Hawk.

I have had both inn my plugins folder foreva and never had a problem because of it.

Now I know I dont need the dll for sure I will remove it but it should not be that both are in the same folder at the same time.

DD........oh yeah was same in WIN 7 Ultimate 64bit and now WIN10 Pro 64bit
Title: Re: GP Bikes beta8
Post by: Hawk on March 02, 2016, 02:15:32 PM
Quote from: HornetMaX on March 02, 2016, 01:58:53 PM
The xinput plugin *is* the .dli only.

The .dll is the standard windows dll for xinput, it's something different (even if related).

In any case, it's not 100% sure that the crash is due to that.
Definitely it shouldn't crash if you use the xinput.dli *only*. it doesn't for me (and many others), Win 7 64 too.

Very true that it's not 100% sure that caused the crash, but it was sure a fatal system crash and not the usual Core.exe crash; it totally blocked me out of my system and I had to switch it off at the power-point to get it to restart.
But it was the sluggishness in the control inputs that surprised me after I got it all sorted and working again... It felt like the difference between 100% direct lean and 5% direct lean settings, so something had obviously been screwed up somewhere.

Hawk.
Title: Re: GP Bikes beta8
Post by: Grooveski on March 02, 2016, 06:24:21 PM
I've been having to calibrate every time as well.    Same as above - -------- in the Calibration Profile field.
Title: Re: GP Bikes beta8
Post by: Ian on March 02, 2016, 09:56:14 PM
I had this problem i sorted it by making a new profile and deleting the old one.
I also deleted unnamed profile.
For some reason If I changed the profile and saved it, then played the game it would not save.
But when I changed the profile and saved it then left the game and restarted it, the profile worked fine.
Bug maybe.
Title: Re: GP Bikes beta8
Post by: Vini on March 02, 2016, 10:10:05 PM
Just wanted to say that the 500cc physics is unacceptable.

I'd go as far and say it's worse then ever.


Brakes and lean angle might be better but the wobbles make the bike completely unridable.

I don't accept not going full throttle on straights in 6th gear as a solution.

edit: that said, given what piboso told us, I think that modders should be able to come up with a very nice 500 but it will require a lot of fine tuning.
Title: Re: GP Bikes beta8
Post by: dareaper46 on March 03, 2016, 06:43:48 AM
Quote from: vin97 on March 02, 2016, 10:10:05 PM
Just wanted to say that the 500cc physics is unacceptable.

I'd go as far and say it's worse then ever.


Brakes and lean angle might be better but the wobbles make the bike completely unridable.

I don't accept not going full throttle on straights in 6th gear as a solution.

edit: that said, given what piboso told us, I think that modders should be able to come up with a very nice 500 but it will require a lot of fine tuning.

Vin... While doing the first 500cc race before the re-run I played around with settings alot and found a setting which is MUCH more stable in terms of wobbling. If you want I can give it to you sometime and you can try it? It might be just me but yea.
Title: Re: GP Bikes beta8
Post by: Blackheart on March 03, 2016, 07:11:58 AM
Quote from: vin97 on March 02, 2016, 10:10:05 PM
Just wanted to say that the 500cc physics is unacceptable.

I'd go as far and say it's worse then ever.


Brakes and lean angle might be better but the wobbles make the bike completely unridable.

I don't accept not going full throttle on straights in 6th gear as a solution.

edit: that said, given what piboso told us, I think that modders should be able to come up with a very nice 500 but it will require a lot of fine tuning.

Sorry but no, no and no, the 500 is a beautiful bike, for the wobbles its easy play with the setup setting ...  ::)
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 08:59:39 AM
Personally the wobble3zero is a physics problem affects all bikes.  I admit it can be tuned out somewhat in settings but these are often extreme settings. The problem is fundamental IMO not individual bike related or setup related.

Not much point modders making bikes that cure it (other  than to save our sanity) if the core physics is broken somewhere?
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 10:27:41 AM
I asked before but nobody answered, Do you guys have a problem with double up shifts as it is killing me? I found the upshift time in the bikes cfg is only 0.02 and downshift 0.06, when I set upshift to 0.08 it cures the double shifts but give bike mismatch online as it is a modded bike file!!! This is so fricking stupid that because the shift timing is wrong, I cant fix it and use it, or rather nobody can except for off line practice.

If others are having this problem and it is with all bikes I find, then all we have to do is update the bike cfg for everyone and the bike on the server to fix it............right?

So please guys, if you have this problem report it so we can fix it.

Next is replays. Last race Nick recorded 1 hour 15 mins and it was 399MB, my recording was only 9mins 4secs and 477MB??? Whats that all about. If graphic setting effect it, are they not thought about? Why only 500MB max replay? I cant record a whole race and make any videos now, it sucks.

Nicks smoke mod looked cool on the start line but I think I need to enrich the bikes a bit lol.

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 03, 2016, 10:31:51 AM
I don't recall having the problem regularly. However notice that having a upshift time different from downshift time in the bik .cfg file is totally normal, it's not a bug.
Also, it's normal that if you change them, you get a mismatch.

Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 10:34:47 AM
Re DD:

Server stuff answered in the race thread mate. To re-iterate 500 is not the max setting tho.

I don't have any double shift problems sorry. On an old controller I did because the button had gone supersensitive (didn't release fully) but I doubt that is your problem, just sayin.

Will do a smoke fiddle but cautious of making it too crazy!   :)

Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 10:40:03 AM
I know that Max that is because the bike file on the server must match. This is why I ask if others would want to fix this to as it is ruining my riding and should be allowed to correct for online riding too. It is an error and should be fixed, its that simple. The timing NEEDS to be changed as it is effected by what kind of digital button is being used and how sensitive it is. My switches are light touch to make for quicker action and GPB seems to count ONE press as TWO as the timing is to low. It is not fair to anyone if this is happening but cant be fixed as it is not written by P that way. I have a cure but I cant use it unless others do thats all.

DD
Title: Re: GP Bikes beta8
Post by: dareaper46 on March 03, 2016, 10:49:45 AM
Quote from: Napalm Nick on March 03, 2016, 08:59:39 AM
Personally the wobble3zero is a physics problem affects all bikes.  I admit it can be tuned out somewhat in settings but these are often extreme settings. The problem is fundamental IMO not individual bike related or setup related.

Not much point modders making bikes that cure it (other  than to save our sanity) if the core physics is broken somewhere?

I agree Nick. Even though its semi-curable with setups, I also believe its a bug on the physics part. Any bike has wobbles and jerks etc etc. But like ive said before. Its excessive. Not realistic.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 03, 2016, 10:51:14 AM
Quote from: doubledragoncc on March 03, 2016, 10:40:03 AM
I know that Max that is because the bike file on the server must match. This is why I ask if others would want to fix this to as it is ruining my riding and should be allowed to correct for online riding too. It is an error and should be fixed, its that simple. The timing NEEDS to be changed as it is effected by what kind of digital button is being used and how sensitive it is. My switches are light touch to make for quicker action and GPB seems to count ONE press as TWO as the timing is to low. It is not fair to anyone if this is happening but cant be fixed as it is not written by P that way. I have a cure but I cant use it unless others do thats all.

I disagree man, strongly. The timing is fine, it reflects what a real bike can do. The problem is in your button: if GPB sees two press, it's because the button has sent two press. Buttons that need to operate quickly need to have "anti-bounce" protection to avoid that. http://www.allaboutcircuits.com/textbook/digital/chpt-4/contact-bounce/ (http://www.allaboutcircuits.com/textbook/digital/chpt-4/contact-bounce/)
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 11:01:48 AM
Whilst I feel your pain of course, I agree with MaX, and there are other issues to consider also:

1. Modding the default bikes will make PiBoSo unhappy.
2. We will be excluding anyone who doesn't want to change (because they want to use all servers).
3. We will be excluding anyone who has bought the game recently/doesn't know about such stuff.
4. Real settings rule (if they work properly)

Of course if feedback to your question suggests there IS a physics problem then PiBoSo must agree and fix it. But at least modders will know for ModBikes.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 11:14:52 AM
I fully understand all those points Nick. It is just so wrong that when there is an error and it is by the lord himself, that we have to suffer it even if we could fix it!!!

So basically, anyone with old gamepads where buttons stick or someone with sensitive new switches has to suffer this bug because the lord says so.................great, really a good way of thinking....................NOT lol

So if I host an online race and my cfg is edited nobody can ride with me either!!! So I am stuck with frickin double shifts if I want to race. Or I can actually have the bike work correctly but have to ride alone!!! Thats a crock of shit.

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 11:31:57 AM
Did you try your more sensitive thumb?  ;D - that's a joke- don't think I am not on the same page as you here.

I may be talking a crock too, but I would experiment with my button press technique (stop it - I can see the flames from your eyes and smoke from your ears from here  :o). Sounds really a sh~t thing to suggest but I know on my old controller my finger kinda learnt a new way to cope with the sensitivity and it eased the woes (until I threw it in the skip, the controller not the finger).

Feel free to ignore this whole post if it enrages you, but don't hold it against me  :-X
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 11:43:44 AM
I hear you Nick, I tried all techniques, I have 12 NEW buttons and foot shift switches, ALL do the same. It was not so bad in beta7 but I also noticed that with different gear ratios it would get WORSE and even do 3 upshifts!!! The timing is wrong bro its that simple. It is to close and unrealistic. To change it from 0.02 to 0.08 is all it takes and it will NOT effect upshifts to ANYONE in any other way than to stop miss shifts. Oh and by the way, it is so bad when using the clutch it is worse than riding in a Milestone game!!!

I am just angry that we are not allowed to fix shit like this. We pay our money but can not do a thing to fix a problem and an error. I thought the point of GPB was to be realistic???

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 11:51:18 AM
Post up (attach)your modded cfg file for me/us to try bud.

If you get a server going I can then also join it.

I suppose the crux is "is 0.2 or 0.8 a realistic quickshifter time"? I know not.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 12:02:44 PM
It is easier to just edit and try the bikes cfg (varese_v594.cfg or whatever bike)  with the bold figure

NumGears = 6
   Gear0 = 0
   Gear1 = 2
   Gear2 = 4
   Gear3 = 6
   Gear4 = 8
   Gear5 = 10

   UpshiftTime = 0.08
   DownshiftTime = 0.06

   DisengageTime = 0.02
   DisengageMaxTorque = 80
   
   EngageTime = 0.02
   EngageMaxSpeedDiff = 250

And it is just as quick to upshift but WONT miss shift unless you actually do something wrong!!! Thats the point.

DD
   
Title: Re: GP Bikes beta8
Post by: Hawk on March 03, 2016, 12:04:22 PM
Personally for our sanity, I'm of the opinion that if Piboso's core physics tuning is not spot-on and is causing us issues, and those issues can be sorted(if only as a temp fix while Pib gets things sorted) then I'm all for adjusting the bikeMOD physics settings accordingly(Obviously we cannot release any modded default/stock bikes because Pib would have a fit).

As far as the wobbles are concerned, they can for sure be tuned out in MODBikes with the bike physics settings.... That's not to say the core programme physics are spot-on, it would just be a temp fix while Pib gets things sorted, then we'd have to adjust the mod bikes physics again accordingly when Pib does get things sorted.

So I still advocate we really wait for the BikeMOD beta 8 updates to be released before doing a JamoZ - Crash bang wallop, protest and in the bin it goes! Hehe!  ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 12:07:26 PM

Re:DD

Roger dodger.

I will test it and see if I agree! Hehe A bit later though. Busy ish atm.

Hawk - yep agree.             Maybe the Oxford dictionary will enter the new verb "to JamoZ" in the future
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 12:26:00 PM
I am 100% behind how P would feel if we alter his product and fully understand. BUT we should be allowed to try and help, if we find something report it and if it works then P can implement it in an update. I thought thats how it works and we were at least allowed to help and if it works, and has been publicly made known, what is wrong with that?

I am only trying to help, I know we "try to help" folks might not always be right, but its better than just bitching about things and NOT trying to help everyone.

DD
Title: Re: GP Bikes beta8
Post by: JamoZ on March 03, 2016, 12:29:10 PM
Quote from: Hawk on March 03, 2016, 12:04:22 PM
Personally for our sanity, I'm of the opinion that if Piboso's core physics tuning is not spot-on and is causing us issues, and those issues can be sorted(if only as a temp fix while Pib gets things sorted) then I'm all for adjusting the bikeMOD physics settings accordingly(Obviously we cannot release any modded default/stock bikes because Pib would have a fit).

As far as the wobbles are concerned, they can for sure be tuned out in MODBikes with the bike physics settings.... That's not to say the core programme physics are spot-on, it would just be a temp fix while Pib gets things sorted, then we'd have to adjust the mod bikes physics again accordingly when Pib does get things sorted.

So I still advocate we really wait for the BikeMOD beta 8 updates to be released before doing a JamoZ - Crash bang wallop, protest and in the bin it goes! Hehe!  ;D

Hawk.

So no you guys are relying on mods to have the underlying problems fixed? . Sounds like a form of Stockholm syndrome if you ask me  ;D

I actually have reinstalled beta8 again and am riding on and off...but to no surprise there is hardly anyone online...there used to be 2/3 filled servers with random people just riding after every new beta release..i wonder what happened?  ::)
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 12:41:34 PM
What else can we do? I am long resigned to knowing we have both no control or influence on development (actually I feel that we do a bit tbh). I decided to keep plodding on with hope in my eyes. People who moan about stuff but come up with no solutions/suggestions get the same short shrift as they do at my business meetings.  Oxygen thieves.  ;D



 
Title: Re: GP Bikes beta8
Post by: Hawk on March 03, 2016, 12:52:54 PM
Quote from: JamoZ on March 03, 2016, 12:29:10 PM
Quote from: Hawk on March 03, 2016, 12:04:22 PM
Personally for our sanity, I'm of the opinion that if Piboso's core physics tuning is not spot-on and is causing us issues, and those issues can be sorted(if only as a temp fix while Pib gets things sorted) then I'm all for adjusting the bikeMOD physics settings accordingly(Obviously we cannot release any modded default/stock bikes because Pib would have a fit).

As far as the wobbles are concerned, they can for sure be tuned out in MODBikes with the bike physics settings.... That's not to say the core programme physics are spot-on, it would just be a temp fix while Pib gets things sorted, then we'd have to adjust the mod bikes physics again accordingly when Pib does get things sorted.

So I still advocate we really wait for the BikeMOD beta 8 updates to be released before doing a JamoZ - Crash bang wallop, protest and in the bin it goes! Hehe!  ;D

Hawk.

So no you guys are relying on mods to have the underlying problems fixed? . Sounds like a form of Stockholm syndrome if you ask me  ;D

I actually have reinstalled beta8 again and am riding on and off...but to no surprise there is hardly anyone online...there used to be 2/3 filled servers with random people just riding after every new beta release..i wonder what happened?  ::)

I remember JamoZ, you used to be a regular participant in most racing events.... What happened?
Your too good a rider to be sitting on the sidelines waiting for the final version of GPB to arrive before you come back..... Get your ass back here and into competitions!  ;D ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: JamoZ on March 03, 2016, 01:03:49 PM
Don`t know Hawk. Other games happened, games with less cores  ;D I`m heavily into Assetto Corsa at the moment.
I still like the racing, and i`m still online sometimes..but after 2 or 3 cores i just can`t bring myself to put in any more effort, why bother? I`m still not racing in competitions for the same reason i stopped doing so. Being in 1st place for 15 laps only to have a core in the last lap isn`t really fun you know  ???... I`m still on the forums to keep up to date a bit, but the best part is to see all the discussions go round in circles, it`s like groundhog day  ;D

I wouldn`t mind some casual driving, just name a time and date :P
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 03, 2016, 01:30:18 PM
ddcc, did you read my post above ? There's no error to fix. At least not in GPB. Your button needs debouncing, that's all.
It could be implemented in GPB I guess (surely not modifying the up/down shift times), but the root cause is still your button missing proper debouncing.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 01:36:54 PM
Quote from: JamoZ on March 03, 2016, 01:03:49 PM
I`m still on the forums to keep up to date a bit, but the best part is to see all the discussions go round in circles, it`s like groundhog day  ;D


A reason I have asked for the bugs list to be re-incarnated, to stop the constant posting of the same stuff. Shame it wasn't continued I guess everyone gave up years ago (much like the wishlist).    I bet you had a right laugh at my post there then.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 01:37:59 PM
So the WHOLE batch of button are useless in GPB then!!!  I used 12 buttons to see if it was one button!!! Only happens in beta8?

I guess I must ask manufactures if their buttons have been tested in GPB before I buy them!!!

DD
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 01:39:37 PM
DOnt worry about it then I am only me lol. Will just do my own thing lol

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 03, 2016, 01:58:15 PM
Quote from: doubledragoncc on March 03, 2016, 01:37:59 PM
So the WHOLE batch of button are useless in GPB then!!!  I used 12 buttons to see if it was one button!!! Only happens in beta8?
It happens in beta8 because beta8 has introduced quicker upshifts for the 990.
With slower upshifts probably you didn't have the problem. Does it happen in beta8 with other bikes than the 990 ?

Quote from: doubledragoncc on March 03, 2016, 01:37:59 PM
I guess I must ask manufactures if their buttons have been tested in GPB before I buy them!!!
No, you just have to buy buttons with debouncing or add it yourself, shouldn't be too difficult.

But you can always ask Piboso to do something internally for that, maybe he'll give it a go.
I'm just stating that it's not a GPB beta8 bug and that raising upshift timing (as you proposed) is not a valid solution: it would make thew shifter slower just because some buttons do not have proper debouncing.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 02:22:27 PM
And thats the point Max. You can ONLY use a certain type of button in GPB!!! The change in the timing does NOT actually effect the upshift speed for quick up shifting it just stops then NEED to buy a new controller just for GPB because yours is older or the controller you are using does not have debounced buttons........really? That is simply wrong. It has no negative effect to increse that value, ingame the up shifting is just as quick, it just stops the chance of non debouncing  switches and older being useless in GPB. Its like saying you can only drive in PCars if you have a certain wheel. I have read on here, cant find it now, but someone else also has this problem.

My point is it could be fixed for us with this problem as the fix wont effect those without it. But because YOU dont have it and think it is better that I have to debounce all my buttons just for GPB because YOU dont have the problem. I wonder how many who dont come in the forum who have an old controller that works perfectly in any other game, just not in GPB there are who just think its them not being able to shift properly.

I am just going to forget it as its obvious that those who dont have a problem and  think it is just my buttons that are fault and cant get the point that it is more than just MY buttons that this effects. It is ANYONE with non debounced buttons or old controllers!!!

I guess I'll stick to just practicing alone where I can at least shift properly and enjoy riding even if its alone without having to rebuild my system just for GPB.

Bye
Title: Re: GP Bikes beta8
Post by: Hawk on March 03, 2016, 02:51:35 PM
I was having gear shift problems in yesterdays race with the Varase 500. It wasn't selecting as many downshifts as I was making on my footpedal if that's any reflection on what your experiencing DD?  :-\
Often found myself in the wrong gear in yesterdays race, it was a royal pain in the ass and caused at least the second bike crash for me in the race.

Hawk.
Title: Re: GP Bikes beta8
Post by: teeds on March 03, 2016, 02:57:58 PM
I was getting double shifts, mostly down (gravity assisted i'm sure), in GPB and MXB. Asked in MXB for a minimum delay setting for gear changes but didn't hear anything. So I've now re-designed my foot controls to stop the switch bounce, works a treat. So I don't think it's the games fault but other driving sims have a option to introduce and adjust shift delay minimums to combat switch bounce.
Title: Re: GP Bikes beta8
Post by: Vini on March 03, 2016, 03:17:53 PM
feel free to send me your setups but everything i have tried has not worked or only worked when there is enough fuel in the tank.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 03:42:07 PM
Quote from: doubledragoncc on March 03, 2016, 02:22:27 PM

...  think it is just my buttons that are fault and cant get the point that it is more than just MY buttons that this effects. It is ANYONE with non debounced buttons or old controllers!!!


Fair point DD and now other reports are surfacing so let us hope PiBoSo looks into it and if he agrees, uses your solution (it will need a slight blip throttle change too I think after testing your settings myself). Sounds like the increase in gear change speed has introduced this problem where as before it would not have reared its ugly swede. Hopefully Bike Modders are also taking this into consideration. The new Beta 8 setting may well be more realistic but it as unlocked a problem?
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 03, 2016, 03:49:18 PM
Quote from: teeds on March 03, 2016, 02:57:58 PM
I was getting double shifts, mostly down (gravity assisted i'm sure), in GPB and MXB. Asked in MXB for a minimum delay setting for gear changes but didn't hear anything. So I've now re-designed my foot controls to stop the switch bounce, works a treat. So I don't think it's the games fault but other driving sims have a option to introduce and adjust shift delay minimums to combat switch bounce.

That's what I meant.

@ddcc: can you try with the shift up/down on a keyboard button ? I'm ready to bet there's no problem there.
Keyboards and even cheapo joypads all have debounce, that's why most software doesn't have to take care of this. It's not because I personally don't have the problem (which is in fact irrelevant).

The fact some sims have software options to fight this is most likely because hardcore simmers tend to use DIY/specialized hardware that .... that lacks debounce :)

But I'm all OK if Piboso adds this options to help you , teeds and others with the problem: just don't ask to increase the shift time (in the bike .cfg), as this is a very bad solution.

Note that a basic debounce is just a lowpass filter (i.e. one resistor, one capacitor): it shouldn't be too difficult to add it to your buttons. That way you will be sure that your hardware works fine with *any* game, no matter if the game has/hasn't a dedicated "anti-bounce" option.

Quote from: Napalm Nick on March 03, 2016, 03:42:07 PM
Quote from: doubledragoncc on March 03, 2016, 02:22:27 PM
...  think it is just my buttons that are fault and cant get the point that it is more than just MY buttons that this effects. It is ANYONE with non debounced buttons or old controllers!!!
Fair point DD and now other reports are surfacing
Which other reports ? I've only read about Hawk and teeds. Hawk had issues with downshift miss, so it's not the same problem as ddcc. Teeds had the same problem as ddcc, because likely his buttons lacked de-bounce too. He solved it changing/improving the button.

De-bounce in game controller is something as old as me: it has always been in keyboard, since the very early times, for example.
I doubt you can even find a joypad with no debounce on buttons.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 04:04:17 PM
Quote from: Napalm Nick on March 01, 2016, 08:18:25 PM
Quote from: Stout Johnson on March 01, 2016, 06:30:37 PM
So in conclusion: exhaust smoke is visible in replay (and to the same extent) as in real-time play, correct?
Yes Stout I believe it is now - which is different to what I thought before.
However, there may be some difference in amount between online and offline play.  It is possible online reduces its visibility (and possibly more and more with more players).
To that end it will be interesting to see the next Club race (Varese) replay - viewed on a machine with the smoke-mod! Roll on tomorrow!  :)
Sorry to bring this up again I'm sure everyone is sick of smoke talk but this is the follow up video and its all bad news.  Seems I was right to deliberate that online racing reduces visibility - in fact Online negates it all completely as far as I can tell. Very bad, PiboSo.

https://www.youtube.com/v/T8nX624UTA4&feature=youtu.be

Quote from: HornetMaX on March 03, 2016, 03:49:18 PM

Quote from: Napalm Nick on March 03, 2016, 03:42:07 PM

Which other reports ? I've only read about Hawk and teeds.

Yeh OK but to be fair my point is... his point is also right - beta 8 has 'found' a problem for any controllers not using anti-bouncy buttons or whatever you call them. We can't hide behind the game settings being the correct ones and everyone else must mod their controllers, no? Or maybe you find that more acceptable ? Obviously it makes no difference what we think and maybe there is even a more simple solution PiB could implement so as not to make simmers outcasts of his own game? Dunno but all I'm saying is he has a point the developer might want to consider.
Title: Re: GP Bikes beta8
Post by: h106frp on March 03, 2016, 04:22:33 PM
Quote from: doubledragoncc on March 03, 2016, 02:22:27 PM
And thats the point Max. You can ONLY use a certain type of button in GPB!!! The change in the timing does NOT actually effect the upshift speed for quick up shifting it just stops then NEED to buy a new controller just for GPB because yours is older or the controller you are using does not have debounced buttons........really? That is simply wrong. It has no negative effect to increse that value, ingame the up shifting is just as quick, it just stops the chance of non debouncing  switches and older being useless in GPB. Its like saying you can only drive in PCars if you have a certain wheel. I have read on here, cant find it now, but someone else also has this problem.

My point is it could be fixed for us with this problem as the fix wont effect those without it. But because YOU dont have it and think it is better that I have to debounce all my buttons just for GPB because YOU dont have the problem. I wonder how many who dont come in the forum who have an old controller that works perfectly in any other game, just not in GPB there are who just think its them not being able to shift properly.

I am just going to forget it as its obvious that those who dont have a problem and  think it is just my buttons that are fault and cant get the point that it is more than just MY buttons that this effects. It is ANYONE with non debounced buttons or old controllers!!!

I guess I'll stick to just practicing alone where I can at least shift properly and enjoy riding even if its alone without having to rebuild my system just for GPB.

Bye

You could just add some simple de-bounce circuitry, either very simple capacitor or a more complex Schmitt trigger

http://www.nuvation.com/blog/electronic-design-services/switch-debouncing-electronic-product-designs (http://www.nuvation.com/blog/electronic-design-services/switch-debouncing-electronic-product-designs)
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 04:37:05 PM
  Thanks for the help h BUT
I'll have all the people with my systems all over the world that I will have to pay shipping to fix them JUST for GPB or they will have to do it when they all work 100% with every other game!!!

Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 04:45:14 PM
Back to smokin.......................

It does work online but is lessened a bit. Watch whoever was in front of me and dude to the right

https://www.youtube.com/v/Eb5twL_FHH8

I think the 2stroke pump needs a tad enriching and smoke dispersal played with.

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 05:11:48 PM
But your video is not a Replay it was filmed Live in the race. I had the smoke mod on for that race and in Live I also saw a nice lot of puff (although reduced from normal) so that's good news, but the actual Replays are dull  :(
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 05:39:53 PM
OH my bad Nick, I thought you meant ingame smoke, not replay. But saying that I had smoke in replays too.................I think...........will check lol

BRB

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 03, 2016, 06:26:32 PM
Quote from: Napalm Nick on March 03, 2016, 04:04:17 PM
Sorry to bring this up again I'm sure everyone is sick of smoke talk but this is the follow up video and its all bad news.  Seems I was right to deliberate that online racing reduces visibility - in fact Online negates it all completely as far as I can tell. Very bad, PiboSo.
OK, so it finally seems that there's no smoke in replays, meaning the "smoke status" info is not saved in the replay file.
It could probably be done, as it would just be 1 bit per replay frame per bike (at least in principle).

Quote from: Napalm Nick on March 03, 2016, 04:04:17 PM
Yeh OK but to be fair my point is... his point is also right - beta 8 has 'found' a problem for any controllers not using anti-bouncy buttons or whatever you call them. We can't hide behind the game settings being the correct ones and everyone else must mod their controllers, no? Or maybe you find that more acceptable ? Obviously it makes no difference what we think and maybe there is even a more simple solution PiB could implement so as not to make simmers outcasts of his own game? Dunno but all I'm saying is he has a point the developer might want to consider.
Sure sure. I'm just saying that calling it a bug and screaming is a bit unfair and, most important, that the solution ddcc proposed (increasing upshift time) is bad as hell. For plenty of reasons: first, it's like putting a wrong value in the physics because some controller have an issue. Second, it won't solve the totality of the problem: if you have a button for the pitlane speed limiter, and the button bounces, what do you do then ?

If Pib wants to put in place a solution, the good way is what teeds said: a minimum time between button press events (not only gear shit events), as seen in other sims. Easy, clean, problem solved.
Title: Re: GP Bikes beta8
Post by: Hawk on March 03, 2016, 06:42:37 PM
Quote from: Napalm Nick on March 03, 2016, 04:04:17 PM

https://www.youtube.com/v/T8nX624UTA4&feature=youtu.be

@Nick: Do you have my helmet model installed? Just that my eagles eyes spotted in your video above that my helmet is textured in reverse to what it should be.  :o ;D

My helmet model is: Shark Race-R Pro

Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 06:57:58 PM
The replays do capture the smoke bro. I get it offline, online and in replays all the same amount.

https://www.youtube.com/v/P83pEST_H4Y

Sorry could not figure out how to cut the dang 2 videos in one screen side by side properly.

DD
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 03, 2016, 07:26:43 PM
Oh guys, which of the two old chaps should I believe then ? :)
Title: Re: GP Bikes beta8
Post by: Vini on March 03, 2016, 07:27:53 PM
....still waiting for the wobble-free 500 setup :D
Title: Re: GP Bikes beta8
Post by: Hawk on March 03, 2016, 07:50:56 PM
Quote from: vin97 on March 03, 2016, 07:27:53 PM
....still waiting for the wobble-free 500 setup :D

I think we'll have to wait for the 500cc BikeMODS for that Vin. Unless of course Piboso does a beta 8a release very soon?   ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 08:07:44 PM
Quote from: HornetMaX on March 03, 2016, 06:26:32 PM
: if you have a button for the pitlane speed limiter, and the button bounces, what do you do then ?

If Pib wants to put in place a solution, the good way is what teeds said: a minimum time between button press events (not only gear shit events), as seen in other sims. Easy, clean, problem solved.

Good point - bouncy button mayhem!
Gear shiFt? Lol  :) Button press event limiter = ideal.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 08:18:13 PM
Quote from: doubledragoncc on March 03, 2016, 06:57:58 PM
The replays do capture the smoke bro. I get it offline, online and in replays all the same amount.

DD

Quote from: HornetMaX on March 03, 2016, 07:26:43 PM
Oh guys, which of the two old chaps should I believe then ? :)

Lol!

Well hang on a minute this is shaping up to be an extremely interesting phenomenon....

First DD - could you possibly use the race replay I posted to replicate the replay video I did showing no smoke?  If yours shows smoke there is a difference in our Beta 8 files somewhere. If not, it might indicate a server replay save omits some data or some other reason we might figure out.

Remember how your replay maxed out at a short timescale but at a whopping 477mB? Yet mine was a super long replay at only 300 odd mB?  Well could that be that your replay has recorded the effect data and mine has not? What changes to the virgin Beta 8 files have you made? I remember you had made graphics texture changes?? Would be interesting to know what is different (if there is a difference in videos).

:o intrigued!

Hawk - I think I have your helmet but couldn't be 100% sure the next event hopefully we can organise a complete skinpack.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 08:35:27 PM
Nick stop playing with Hawks helmet!!!
Title: Re: GP Bikes beta8
Post by: Allen on March 03, 2016, 08:42:12 PM
Quote from: doubledragoncc on March 03, 2016, 02:22:27 PM
And thats the point Max. You can ONLY use a certain type of button in GPB!!! The change in the timing does NOT actually effect the upshift speed for quick up shifting it just stops then NEED to buy a new controller just for GPB because yours is older or the controller you are using does not have debounced buttons........really? That is simply wrong. It has no negative effect to increse that value, ingame the up shifting is just as quick, it just stops the chance of non debouncing  switches and older being useless in GPB. Its like saying you can only drive in PCars if you have a certain wheel. I have read on here, cant find it now, but someone else also has this problem.

My point is it could be fixed for us with this problem as the fix wont effect those without it. But because YOU dont have it and think it is better that I have to debounce all my buttons just for GPB because YOU dont have the problem. I wonder how many who dont come in the forum who have an old controller that works perfectly in any other game, just not in GPB there are who just think its them not being able to shift properly.

I am just going to forget it as its obvious that those who dont have a problem and  think it is just my buttons that are fault and cant get the point that it is more than just MY buttons that this effects. It is ANYONE with non debounced buttons or old controllers!!!

I guess I'll stick to just practicing alone where I can at least shift properly and enjoy riding even if its alone without having to rebuild my system just for GPB.

Bye


Debounce can be done in code, either in the driver or the game code... no need for any hardware mods (it's a simple timer that ignores any subsequent pulse for a set period)

Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 08:44:14 PM
Allen, Allen, Allen......................(I'm Allan) Dude you are the man.....................well if you can tell us more that is?

Please go on bro?

DD
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 08:59:13 PM
Okay, so I have a bog standard install of beta8, only thing I changed was making the replay buffer 500. I get EXTRA smoke using Nicks smoke mod to the cfg file nothing more. I get smoke offline, online and in my replays for offline and online. However, Nick gets 1hour15min replay for 399MB and I get 9min4sec for 477MB.

So smoke works in ALL aspects for viewing.

Only problem I found just now and I dont think is a smoke issue is that if I watch Nicks replay, stop it and then try to load my replay I get a core crash. When I start GPB again my video loads no problem. I think is maybe a memory issue for GPB, not sure but more seem to be appearing like with the 990 paint files amount.

So why the difference in replay data usage for different amounts, normally my 9mins4secs should be less than Nicks 1hour15mins. That means I would need 3959MB (3.9GB) to record the same amount of time. I used exactly the same video settings in beta7 btw. I do live onboard recording of whole race and with additional cams and is 15GB for HD which is an additional program that is not fed the direct data like GPB replay recorder does. So WTF is going on with my system lol???

DD

Title: Re: GP Bikes beta8
Post by: Allen on March 03, 2016, 09:10:23 PM
Quote from: doubledragoncc on March 03, 2016, 08:44:14 PM
Allen, Allen, Allen......................(I'm Allan) Dude you are the man.....................well if you can tell us more that is?

Please go on bro?

DD

PM sent...
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 09:18:35 PM
So DD you are saying that using my Race replay file and you see smoke where I didn't? Right? Can you post a vid of it similar to mine so I can visualise it? Sorry my eyes are stubborn  ::)

Oh yeh swapping replay files is as bad as swopping bikes or paints - core-athon probably cos everything seems to get loaded into RAM and is never cleanly flushed (said before) anyway I am distracting myself...

You are obviously recording more data BUT with my race replay file you should see the same as me (no smoke) unless your client PC is set to do something I don't have. Or  maybe it is just better! But I need to know WHY! lol
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 09:18:47 PM
Got PM............

And for others here, apparently SMS had same problem with down shifts and added debounce inn Project cars!!!

Nick your replay has NO smoke at all!!!

DD
Title: Re: GP Bikes beta8
Post by: Allen on March 03, 2016, 09:22:26 PM
Quote from: doubledragoncc on March 03, 2016, 09:18:47 PM
Got it............

And for others here, apparently SMS had same problem with down shifts and added debounce inn Project cars!!!

DD

I believe Assetto Corsa also has a debounce (and it's adjustable.. not that my hardware has ever had issues)
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 09:24:06 PM
Where in AC can you adjust bounce bro???

DD
Title: Re: GP Bikes beta8
Post by: Allen on March 03, 2016, 09:27:39 PM
Quote from: doubledragoncc on March 03, 2016, 09:24:06 PM
Where in AC can you adjust bounce bro???

DD

Lol.. I have no idea.. as I've never bothered looking..

but... the Race department FAQ mentions it and I've definitely read the same in the past (as I said, I've never had an issue, with AC or Project CARS, so never actually looked..)

http://www.racedepartment.com/threads/assetto-corsa-faq-game-description.91105/#post-1788752
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 03, 2016, 09:56:54 PM
Quote from: Allen on March 03, 2016, 09:22:26 PM
Quote from: doubledragoncc on March 03, 2016, 09:18:47 PM
And for others here, apparently SMS had same problem with down shifts and added debounce inn Project cars!!!

I believe Assetto Corsa also has a debounce (and it's adjustable.. not that my hardware has ever had issues)

Likely, it's as I said: joypads and keyboards have it in hardware (or maybe in drivers, but I'd bet on hardware).
However some custom devices (including DIY devices) don't, so sims are obliged to add this because the device makers have just forgot this aspect.
For you ddcc, debouncing could be done by the Bodnar chip eventually (maybe you can suggest him).

The problem comes from the devices. The solution can be in the software (with proper debouncing, not any other dirty workaround).

@ddcc: you should make a post in the "Suggestions" section (or maybe even "Bugs" section, just for extra visibility).
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 03, 2016, 10:00:14 PM
Quote from: doubledragoncc on March 03, 2016, 09:18:47 PM
Nick your replay has NO smoke at all!
DD

Right so we see no smoke when using the server replay file. Next race I will save the replay to my PC and see if anything changes. Odd odd odd odd...odd.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 03, 2016, 10:59:04 PM
Very good idea Max. I will call Leo in the morning and make a proper post with full explanation for P.

Thanks all for the great amount of thought on this. Working together can really bring results.

DD
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 04, 2016, 01:26:16 PM
I called Leo and explained to bounce problem and he ask I send an email with specifics so will do that this weekend. I think it is an important issue and one that if it can be done with a small add on program, it is worth pursuing. Mad Al is being kind enough to look into it for me too so thanks to him too.

I'll keep you updated.

DD
Title: Re: GP Bikes beta8
Post by: Blackheart on March 05, 2016, 07:59:33 AM
@Piboso when a fix for this annoying problem?

https://www.youtube.com/v/ovJibTu-r3c
Title: Re: GP Bikes beta8
Post by: doNico on March 05, 2016, 05:33:45 PM
Spa turn 4... Horrible... Trailbreaking is just like impossible for me... :(
Title: Re: GP Bikes beta8
Post by: PiBoSo on March 07, 2016, 03:27:11 PM

Fixed a few bugs in the stats.
Now clicking on a nickname in the records page should send to the correct rider stats.
Also, now the "races" page for each rider should be correctly filled.
Unfortunately a complete reset of all races and rating was needed.
Title: Re: GP Bikes beta8
Post by: Yohji on March 07, 2016, 03:35:32 PM
piboso, if you planning release date beta9 is too far, could you release beta8b it has Stability help include one?

it help it very good. I think it the sooner the better for GPbikes.
Title: Re: GP Bikes beta8
Post by: PiBoSo on March 07, 2016, 04:39:19 PM
Quote from: Yohji on March 07, 2016, 03:35:32 PM
piboso, if you planning release date beta9 is too far, could you release beta8b it has Stability help include one?

it help it very good. I think it the sooner the better for GPbikes.

At the moment there are no plans to release a new build without improved multiplayer.
Title: Re: GP Bikes beta8
Post by: matty0l215 on March 07, 2016, 04:50:35 PM
Quote from: Piboso
At the moment there are no plans to release a new build without improved multiplayer.
Good to hear :)
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 07, 2016, 04:57:20 PM
Could you add code for button debounce please Piboso. I think it is definitely going to be needed if further things like gear shift timing being set so that ANY bounce in button signal causes double shifting. Even SMS and Kunos have had to add code as more and more control devices are made WITHOUT debounce built in them.

I have looked into this and it is only a small amount of code to implement.

Thanks for any reply on this.

DD
Title: Re: GP Bikes beta8
Post by: teeds on March 07, 2016, 05:00:06 PM
Quote from: doubledragoncc on March 07, 2016, 04:57:20 PM
Could you add code for button debounce please Piboso. I think it is definitely going to be needed if further things like gear shift timing being set so that ANY bounce in button signal causes double shifting. Even SMS and Kunos have had to add code as more and more control devices are made WITHOUT debounce built in them.

I have looked into this and it is only a small amount of code to implement.

Thanks for any reply on this.

DD

+1
Title: Re: GP Bikes beta8
Post by: Blackheart on March 07, 2016, 05:07:20 PM
Quote from: PiBoSo on March 07, 2016, 03:27:11 PM

Fixed a few bugs in the stats.
Now clicking on a nickname in the records page should send to the correct rider stats.
Also, now the "races" page for each rider should be correctly filled.
Unfortunately a complete reset of all races and rating was needed.

No offense but wtf ... we expect other things, fixes for physical bugs  ::) and core.exe... IMO
Title: Re: GP Bikes beta8
Post by: Alby46 on March 07, 2016, 05:14:41 PM
Quote from: Blackheart on March 07, 2016, 05:07:20 PM
No offense but wtf ... we expect other things, fixes for physical bugs  ::) and core.exe... IMO
well physics are in advanced state of development, core.exe and multiplayer are the things to focus on now
Title: Re: GP Bikes beta8
Post by: Warlock on March 07, 2016, 05:58:11 PM
Quote from: PiBoSo on March 07, 2016, 04:39:19 PM
At the moment there are no plans to release a new build without improved multiplayer.

Man, best news in GPB ever. Thank you.
Title: Re: GP Bikes beta8
Post by: Vini on March 07, 2016, 06:11:01 PM
He just said the opposite in the netcode debate thread.

Anyway, he said that the wobbles are caused by slightly incorrect bike data, so it's not an easy fix.


But what about the rider-fall-off bug (http://forum.piboso.com/index.php?topic=3103.msg48704#msg48704)?
It should be an easy fix but we are still waiting for you answer on that topic, PiBoSo.
Title: Re: GP Bikes beta8
Post by: Blackheart on March 07, 2016, 06:36:48 PM
Quote from: vin97 on March 07, 2016, 06:11:01 PM
Anyway, he said that the wobbles are caused by slightly incorrect bike data, so it's not an easy fix.

The wobbles can be fixed temporarily with an "extreme" setup, the two main problems are the cores and the lean bug. But I've never read anything about it by Piboso so maybe will be corrected in a few years.
Title: Re: GP Bikes beta8
Post by: Boerenlater on March 07, 2016, 06:40:21 PM
Quote from: Warlock on March 07, 2016, 05:58:11 PM
Quote from: PiBoSo on March 07, 2016, 04:39:19 PM
At the moment there are no plans to release a new build without improved multiplayer.

Man, best news in GPB ever. Thank you.
?????
Title: Re: GP Bikes beta8
Post by: PiBoSo on March 07, 2016, 06:53:55 PM
Quote from: vin97 on March 07, 2016, 06:11:01 PM
He just said the opposite in the netcode debate thread.

???
Title: Re: GP Bikes beta8
Post by: Vini on March 07, 2016, 06:56:03 PM
Quote from: Blackheart on March 07, 2016, 06:36:48 PMThe wobbles can be fixed temporarily with an "extreme" setup
Not really. But I am still waiting for Meyer's A1 Ring replays with low fuel to prove me wrong.


Quote from: Blackheart on March 07, 2016, 06:36:48 PMBut I've never read anything about it by Piboso so maybe will be corrected in a few years.
Sadly, this (http://forum.piboso.com/index.php?topic=3103.msg48692#msg48692) was PiBoSo's only comment on that topic.


Edit:
Quote from: PiBoSo on March 07, 2016, 06:53:55 PM
Quote from: vin97 on March 07, 2016, 06:11:01 PM
He just said the opposite in the netcode debate thread.

???
Quote from: PiBoSo on February 24, 2016, 09:38:39 PM
As already explained before, GP Bikes is first of all a motorcycle simulator.
No one would be here supporting the project if it was just another bike game.
If you want to just race online, there's plenty of Milestone games.
So of course physics always took the top spot, because it's what makes GP Bikes unique.
Anyway, this is irrelevant now and requires no further discussion since there is already a dedicated thread for it.
Title: Re: GP Bikes beta8
Post by: Blackheart on March 07, 2016, 07:07:33 PM
Quote from: vin97 on March 07, 2016, 06:56:03 PM
Quote from: Blackheart on March 07, 2016, 06:36:48 PMThe wobbles can be fixed temporarily with an "extreme" setup
Not really. But I am still waiting for Meyer's A1 Ring replays with low fuel to prove me wrong.

No what lol just put all the weight on the front wheel, no wobbles with varese and little with the motogp.
Title: Re: GP Bikes beta8
Post by: Vini on March 07, 2016, 07:21:56 PM
Quote from: Blackheart on March 07, 2016, 07:07:33 PMNo what lol just put all the weight on the front wheel, no wobbles with varese and little with the motogp.
Doing exactly that.
Once again, feel free to send me those setups.
Title: Re: GP Bikes beta8
Post by: Stout Johnson on March 07, 2016, 07:50:32 PM
Quote from: PiBoSo on March 07, 2016, 04:39:19 PM
At the moment there are no plans to release a new build without improved multiplayer.

(http://i.giphy.com/iPTTjEt19igne.gif) (http://i.giphy.com/iPTTjEt19igne.gif)
Title: Re: GP Bikes beta8
Post by: Vini on March 07, 2016, 07:53:46 PM
Really don't understand how you can be so happy about that but if this is really what PiBoSo will do, I guess we will see each other online again in beta10.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 07, 2016, 08:33:48 PM
Quote from: Warlock on March 07, 2016, 05:58:11 PM
Quote from: PiBoSo on March 07, 2016, 04:39:19 PM
At the moment there are no plans to release a new build without improved multiplayer.

Man, best news in GPB ever. Thank you.
I'm sure that if this is confirmed with facts, I'll shed a tear. Great news !
Title: Re: GP Bikes beta8
Post by: Stout Johnson on March 07, 2016, 08:33:57 PM
Quote from: vin97 on March 07, 2016, 07:53:46 PM
Really don't understand how you can be so happy about that but if this is really what PiBoSo will do, I guess we will see each other online again in beta10.

Not hard to understand... getting kicked off servers due to random core.exe errors is by far the single biggest fun-killer. I want to be able to constantly ride online without having to fear random kick-offs - which quite frankly often make me quit entirely for the evening. Also I wish to be able to ride in servers with dynamic track features... it is so much fun to see a groove develop. Or if I remember the nice events back in the days when PeterV tried to set up race weekends with dynamic weather and dynamic track conditions - for example wet conditions on friday, early saturday also wet and then slowly drying-up track for qualifying etc etc... that would just be awesome. Also for MXB, dynamic track features are almost a must-have.

Tbh, I do not understand your prioritization. Imho, wobbles or rider kick-offs in high leans are not very big issues for me. Maybe they are not perfect atm, but easily far less relevant compared to other things. My top prios atm are...
1) netcode
2) front/rear wheel alignment in sloped turns
3) tyre temps simulation
Title: Re: GP Bikes beta8
Post by: Blackheart on March 07, 2016, 08:52:13 PM
Quote from: Stout Johnson on March 07, 2016, 08:33:57 PM
wobbles or rider kick-offs in high leans are not very big issues for me.

Sorry but.. WTF??? This is GP Bikes!

We want to be able to ride to the limit, with this problems is impossible, so it is not funny.
Title: Re: GP Bikes beta8
Post by: Grooveski on March 07, 2016, 09:03:47 PM
Quote from: Ian on March 02, 2016, 09:56:14 PM
I had this problem i sorted it by making a new profile and deleting the old one.
I also deleted unnamed profile.
For some reason If I changed the profile and saved it, then played the game it would not save.
But when I changed the profile and saved it then left the game and restarted it, the profile worked fine.
Bug maybe.

That appears to be doing the job.  Still no control profile name but the calibration looks to be holding.  Cheers mate.  :)

Just about over the shock of the setups going along with the profile.    :P
Title: Re: GP Bikes beta8
Post by: Vini on March 07, 2016, 09:25:00 PM
Quote from: Stout Johnson on March 07, 2016, 08:33:57 PMTbh, I do not understand your prioritization.
And I don't understand your's: How is a visual bug (point two on your list) more important than having a ridable bike?

Regarding your first point, we already have a thread for the netcode/physics priority discussion and to be honest I am not sure what is more important for me. At the moment it's the physics problems but then again I might think differently if I had core.exe crashes every 2 minutes.

But if there is a bug that can be easily fixed, why should you not do it???
From our analysis the rider-fall-off bug should be an easy fix but then again we have no idea as long as PiBoSo is not talking to us about it.
Title: Re: GP Bikes beta8
Post by: Hawk on March 07, 2016, 09:37:24 PM
As far as any serious unreal wobbles are concerned I'm convinced we will see big improvements in the bike-mods so long as the bike physics modder knows what they are doing.

I see no point in determining the real potential of GPB based on the default bikes which have been shown time and again in the beta releases to fall way short of what GPB is capable of to say the least. So have patience guys until the bike-mods are fully updated to beta 8 capabilities before making such statements based on poor examples of bike physics tuning.   ::) :)

Hawk.
Title: Re: GP Bikes beta8
Post by: Stout Johnson on March 07, 2016, 09:38:46 PM
Quote from: vin97 on March 07, 2016, 09:25:00 PM
And I don't understand your's: How is a visual bug (point two on your list) more important than having a ridable bike?
It is not only a visual bug... Piboso made clear that what you see is the representation of the simulation. Piboso improved it for beta8, but somehow it is not being simulated perfectly yet (but I am positive, Piboso will solve this eventually). At the moment it is the reason for the bike understeering in sloped-down corners. So, if you think it is only a visual thing, you are wrong buddy.

Quote from: vin97 on March 07, 2016, 09:25:00 PM
Regarding your first point, we already have a thread for the netcode/physics priority discussion and to be honest I am not sure what is more important for me. At the moment it's the physics problems but then again I might think differently if I had core.exe crashes every 2 minutes.
Well then, feel free to have a different opinion on this matter. But based on the reactions to Piboso's announcement in this thread (hence my corresponding reaction in this thread instead netcode/physics priority discussion  ::)), I think it is safe to say that there are many others that would give the netcode issue the no.1 priority tag.

Quote from: vin97 on March 07, 2016, 09:25:00 PM
But if there is a bug that can be easily fixed, why should you not do it???
I didn't say that it should not be fixed.... ::) if it is a bug, it will be fixed. But at some point Piboso has to start tackling the nagging core.exe issue first and with all his power (it has been delayed for years now) even if it means that other things that might be easier to fix but are much less important will have to wait.
Title: Re: GP Bikes beta8
Post by: Vini on March 07, 2016, 09:58:26 PM
Quote from: Stout Johnson on March 07, 2016, 09:38:46 PMAt the moment it is the reason for the bike understeering in sloped-down corners.
Are you sure it is actually doing that, though? Have you calculated the maximum possible corner speed for a given corner and checked to see if GPB is simulating it correctly?
It still looks like the bike is understeering but if the corner speed (and lean angle) is correct, then it would be a visual bug and the physics would be correct.

Quote from: Stout Johnson on March 07, 2016, 09:38:46 PMI didn't say that it should not be fixed.... ::) if it is a bug, it will be fixed. But at some point Piboso has to start tackling the nagging core.exe issue first and with all his power (it has been delayed for years now) even if it means that other things that might be easier to fix but are much less important will have to wait.
Is saying that it should be fixed after core.exe has been fixed really that much different from saying it should not be fixed?
Why should one improvement be delayed significantelly when the delay it would cause for other (harder) fixes is negligible?
Title: Re: GP Bikes beta8
Post by: Blackheart on March 07, 2016, 10:31:02 PM
@Stout Johnson It is a bug. In my previous vid u can clearly see I have not increased the bend during the corner (and the rider had space), but the rider fall off, for no a real reason but just for a little stupid bug.

https://www.youtube.com/v/ovJibTu-r3c
Title: Re: GP Bikes beta8
Post by: Hawk on March 07, 2016, 11:50:03 PM
@Blacky: Does this rider jump-off bug occur on the default bikes too? Personally not seen it happen with the default bikes as yet.

But looks to me like:

Either one would indicate to me a bug that needs sorting at some stage, but I'm just wondering if it is more of an issue down to #1 causing the rider to jump-off then maybe adjusting the bike collision mesh(if possible by modders?) would help alleviate the problem if only happening on MODBikes?

Hawk.
Title: Re: GP Bikes beta8
Post by: Vini on March 08, 2016, 12:10:45 AM
We've actually been over this plenty of times already (http://forum.piboso.com/index.php?topic=2934.msg45588#msg45588), Hawk.
We just need an answer from PiBoSo.


Manu tried fixing the bug on his MotoGP mod but it is a fundamental one that PiBoSo has to fix.
Title: Re: GP Bikes beta8
Post by: Blackheart on March 08, 2016, 12:40:57 AM
Quote from: Hawk on March 07, 2016, 11:50:03 PM
@Blacky: Does this rider jump-off bug occur on the default bikes too? Personally not seen it happen with the default bikes as yet.

But looks to me like:

  • The fin on the bike fairing is touching the ground?
  • Also the rider knee is touching the kerb

Either one would indicate to me a bug that needs sorting at some stage, but I'm just wondering if it is more of an issue down to #1 causing the rider to jump-off then maybe adjusting the bike collision mesh(if possible by modders?) would help alleviate the problem if only happening on MODBikes?

Hawk.

No the fin dont touch the ground it was the first thing I thought  ;D

The bug imo is an error with the collisions, if you look closely (in my and vin vids) the rider's knee enters into the curbs (this is the bug)
Title: Re: GP Bikes beta8
Post by: Vini on March 08, 2016, 12:51:29 AM
Quote from: Blackheart on March 08, 2016, 12:40:57 AMthe rider's knee enters into the curbs (this is the bug)
I'm pretty sure it's the knee colliding with the bike geometry (like Hawk first said some weeks ago) instead of the rider colliding with the track.
If the knee/rider could enter (clip into) the curb, the bug would probably be fixed but the nicer solution would definitely be to allow the rider to clip into the bike (and keeping the sliding knee animation) or to automatically reduce the rider lean so that he has enough space (more difficult coding-wise, though).
Title: Re: GP Bikes beta8
Post by: Blackheart on March 08, 2016, 12:59:52 AM
Quote from: vin97 on March 08, 2016, 12:51:29 AM
Quote from: Blackheart on March 08, 2016, 12:40:57 AMthe rider's knee enters into the curbs (this is the bug)
I'm pretty sure it's the knee colliding with the bike geometry (like Hawk first said some weeks ago) instead of the rider colliding with the track.

Perhaps it is difficult to understand, but I hope that will be corrected or at least advise the modders how to avoid it.  :-X
Title: Re: GP Bikes beta8
Post by: Warlock on March 08, 2016, 01:27:47 AM
Quote from: vin97 on March 07, 2016, 09:58:26 PM
Why should one improvement be delayed significantelly when the delay it would cause for other (harder) fixes is negligible?

The problem is.... those improvements you mention have been prioritary for years now, there is always something to improve on physics.
But we have to think about the whole project. A core fix will bring many new customers (money for GPB and Piboso)
Proper championships, full servers , 30 or more riders on the grid.  (all complaining about physics bugs of course, we always have something to complain about)

This way we could use GPB as it should be, while waiting for those small fixes and , why not, some eye candy

The way you say = waiting,...waiting,...waiting, getting bored, losing fans of the project (many got lost during these years), empty servers, no money.....then: "ohh, a new beta is out!! great!! lets try it,.........damn , core at 2nd lap ,......pfffffffff  :-\" ....waiting another year......

So, for me its clear as glass, even if i really hate some of those bugs like rider fall, bike front problems, wobbles, crappy replays, etc.
Title: Re: GP Bikes beta8
Post by: r1rossi on March 08, 2016, 01:33:09 AM
Out of no where i cannot even play.

Freezes everytime i load into a session and crashes my computer completely.

I have unistalled completely 2 times.

Tried only the original bikes and it works . However not fully. I cannot use the HUD , or it crashes and i cannot use ESC to go to menu, it does NOTHING when i press it .


Any ideas?
Title: Re: GP Bikes beta8
Post by: Vini on March 08, 2016, 01:41:39 AM
Quote from: Warlock on March 08, 2016, 01:27:47 AMThe way you say = waiting,...waiting,...waiting, getting bored, losing fans of the project (many got lost during these years), empty servers, no money.....then: "ohh, a new beta is out!! great!! lets try it,.........damn
I am in that situation at the moment.
.....But because of wobbles making the bikes unridable or at least not fun (over a full race distance).
Physics problems can make you stop playing the game just like netcode problems can, that is why we have to go a bit deeper to figure out which fix is reasonable and which fix should wait.
That is what I was trying to do with this:
Quote from: vin97 on March 07, 2016, 09:58:26 PMWhy should one improvement be delayed significantelly when the delay it would cause for other (harder) fixes is negligible?
Title: Re: GP Bikes beta8
Post by: Stout Johnson on March 08, 2016, 06:20:59 AM
@Vin: You don't seem to get it, do you? First of all: You act like someone here tries to prevent your bug getting fixed, which is not the case! You were calling me out, after I showed my relief about the fact that netcode supposedly moved up on Piboso's priority list. Some rather strange behaviour from a GPB-vet like you. You acted as if it was incomprehensible that someone could be glad it should be finally fixed. So I took my time to explain my reasoning. And all I was saying that, no matter what, netcode should be number one prio.

Apart from the fact I felt the urgence to express my disbelief about you calling me out over feeling relieved that the netcode will probably finally be tackled, I do not feel much urgence to discuss this any further at this point -  because this discussion does not make much sense anyhow. If you read Piboso's comment and really try to comprehend it, Piboso basically said that he has no plans on releasing a new beta without netcode issue improvements. That does not mean, that your bug might not be fixed as welll in next beta (if in fact it such a quick fix as you claim). But you can't expect Piboso to just release a new beta to fix 'your' issue. If he would, there would be coming others expecting the same and Piboso would get caught devoting time to other issues again before netcode is fixed.

Like Warlock and myself have stated, there will in all likeliness never be a state where the simulation will be generally accepted as being perfect. So there would always be some issue that would probably look like a quick fix and would prevent Piboso from finally tackling that netcode bugger which should not be in there in the first place. It is a shame it has been neglected so long. Up to now, Piboso has always preferred the rather quick fixes to certain issues over the probably agonizing search for that goddamm netcode bugger. So I would really love to see him look for that without any distractions.

I am pretty sure you will still argue that... but it is because you are lost in your problem. If you are able to leave that behind and look at the big picture, you might understand. In the meantime, stay off the tracks where the knee bug is prevalent and live with the wobbles .... like we all do. Looking at it realistically, it is a minor concession.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 08, 2016, 09:17:00 AM
Quote from: vin97 on March 07, 2016, 09:58:26 PM
Quote from: Stout Johnson on March 07, 2016, 09:38:46 PMAt the moment it is the reason for the bike understeering in sloped-down corners.
Are you sure it is actually doing that, though? Have you calculated the maximum possible corner speed for a given corner and checked to see if GPB is simulating it correctly?
It still looks like the bike is understeering but if the corner speed (and lean angle) is correct, then it would be a visual bug and the physics would be correct.
No vin, it's a bug. And a terribly ugly one for a sim like GPB. I mean, if a Milestone game was doing that, we would be all here pissing on it (video posted by janaucarre here: http://forum.piboso.com/index.php?topic=3129.msg49169#msg49169 (http://forum.piboso.com/index.php?topic=3129.msg49169#msg49169), look the second half in particular):

https://www.youtube.com/v/72Rb3fCtbbc

Still, core crashes and online stability #1 is no brainer. Everything else, personaly, I don't really care in what order is done.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 08, 2016, 09:29:02 AM
Yeh but I see Vins point he is saying it may just be visual and this vid supports that. If the physics was behaving like that the bike wouldn't go round a track?

Everyone will have different priorities I guess. Vin probably falls off a lot because he rides good apex lines so he hates it but also rarely races online, Stout wants online fun No.1. Personally I hate the wobble so much it is sucking the fun out of even riding so whats the point of having online? Having said that as far as serious issues go I think netcode is the one. Hopefully the other bits will come with it.
Title: Re: GP Bikes beta8
Post by: Blackheart on March 08, 2016, 09:37:31 AM
I see like vin, is the worst bug after the core, for the people that used touch the curbs for turn fast (like me and vin) becomes really hard ride in a completely different way.

For example in the last race, at Spa I've never touched a curb, even if I won, I have not ride in the way that I like.  :-X
Title: Re: GP Bikes beta8
Post by: JamoZ on March 08, 2016, 10:02:44 AM
Quote from: Blackheart on March 08, 2016, 09:37:31 AM
I see like vin, is the worst bug after the core, for the people that used touch the curbs for turn fast (like me and vin) becomes really hard ride in a completely different way.

For example in the last race, at Spa I've never touched a curb, even if I won, I have not ride in the way that I like.  :-X

Like i said a long long time ago...You have 2 category riders in GP bikes. People who are in the top 3 every race, always putting in laptimes 2 seconds quicker then the rest of the field. These guys are prone to finding more physics bugs due to the fact that they are pushing the bike and physics engine to 110%. And the people who are off the pace by 5 seconds, fall 7 times in a 3 lap race and still enjoy just playing and riding around. They won`t encounter the same bugs, and if they even do they won`t care as much as the former guys just because they have fun just "playing" the game.

My point is, it always has and always will be some sort of war of "my priorities are more important then yours". I have been enjoying playing GP bikes again, only to encounter yet again a new game breaking bug for me, namely the rider just randomly falling off. In my opinion this is just as worse as the core.exe bug. But for this one i actually have hope of it ever being fixed. I was having no core problems the past week of playing, but this new bug has made me decide to shelf the game again. After all these years with the primary "focus" on physics, completely ignoring the online part, this is just unacceptable.
Title: Re: GP Bikes beta8
Post by: Hawk on March 08, 2016, 10:26:21 AM
Quote from: Warlock on March 08, 2016, 01:27:47 AM
Quote from: vin97 on March 07, 2016, 09:58:26 PM
Why should one improvement be delayed significantelly when the delay it would cause for other (harder) fixes is negligible?

The problem is.... those improvements you mention have been prioritary for years now, there is always something to improve on physics.
But we have to think about the whole project. A core fix will bring many new customers (money for GPB and Piboso)
Proper championships, full servers , 30 or more riders on the grid.  (all complaining about physics bugs of course, we always have something to complain about)

This way we could use GPB as it should be, while waiting for those small fixes and , why not, some eye candy

The way you say = waiting,...waiting,...waiting, getting bored, losing fans of the project (many got lost during these years), empty servers, no money.....then: "ohh, a new beta is out!! great!! lets try it,.........damn , core at 2nd lap ,......pfffffffff  :-\" ....waiting another year......

So, for me its clear as glass, even if i really hate some of those bugs like rider fall, bike front problems, wobbles, crappy replays, etc.

+1

Well said Warlock!  ;)

Hawk.
Title: Re: GP Bikes beta8
Post by: Hawk on March 08, 2016, 10:28:53 AM
Quote from: vin97 on March 08, 2016, 12:51:29 AM
Quote from: Blackheart on March 08, 2016, 12:40:57 AMthe rider's knee enters into the curbs (this is the bug)
I'm pretty sure it's the knee colliding with the bike geometry (like Hawk first said some weeks ago) instead of the rider colliding with the track.
If the knee/rider could enter (clip into) the curb, the bug would probably be fixed but the nicer solution would definitely be to allow the rider to clip into the bike (and keeping the sliding knee animation) or to automatically reduce the rider lean so that he has enough space (more difficult coding-wise, though).

The rider jump-off bug only started when Piboso implemented the knee slider contact and reaction to the knee colliding with the track. So yes and from the evidence provided in video by Vin and Blacky, the knee collision routine is the routine at fault for this bug in my opinion.

Hawk.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 08, 2016, 12:52:45 PM
Quote from: Napalm Nick on March 08, 2016, 09:29:02 AM
Yeh but I see Vins point he is saying it may just be visual and this vid supports that. If the physics was behaving like that the bike wouldn't go round a track?
It can't be only visual: the way the bike and its wheels are aligned with respect to the trajectory is not compatible with real life physics. So no, it's not only visual. Not by a mile. And the video shows it's definitely *not* only visual.

Then anybody is free to say it's more or less important than this or that other bug, but if one says this problem is visual only, then he's wrong.

Quote from: Hawk on March 08, 2016, 10:28:53 AM
The rider jump-off bug only started when Piboso implemented the knee slider contact and reaction to the knee colliding with the track. So yes and from the evidence provided in video by Vin and Blacky, the knee collision routine is the routine at fault for this bug in my opinion.
I am 100% sure of having seen it in beta3, on a very short french track (could be Issoire, can't remember for sure).
At the time the explanation was "something is scraping against the non-flat kerb --> sudden hard collision --> sudden spike in acceleration felt by the rider --> rider flies away".
Title: Re: GP Bikes beta8
Post by: Vini on March 08, 2016, 01:05:17 PM
@Stout
JamoZ described it well.
Now, what I was angry about was the fact that a bug that is potentially very easy and quick to fix and that is braking the game when you want to do proper laps, may not be getting fixed.
I know that you didn't say it like that but given PiBoSo's (lack of) reactions and now his new priority list, I worry that it might happen.
Title: Re: GP Bikes beta8
Post by: PiBoSo on March 08, 2016, 01:13:06 PM
Quote from: HornetMaX on March 08, 2016, 09:17:00 AM
Quote from: vin97 on March 07, 2016, 09:58:26 PM
Quote from: Stout Johnson on March 07, 2016, 09:38:46 PMAt the moment it is the reason for the bike understeering in sloped-down corners.
Are you sure it is actually doing that, though? Have you calculated the maximum possible corner speed for a given corner and checked to see if GPB is simulating it correctly?
It still looks like the bike is understeering but if the corner speed (and lean angle) is correct, then it would be a visual bug and the physics would be correct.
No vin, it's a bug. And a terribly ugly one for a sim like GPB. I mean, if a Milestone game was doing that, we would be all here pissing on it (video posted by janaucarre here: http://forum.piboso.com/index.php?topic=3129.msg49169#msg49169 (http://forum.piboso.com/index.php?topic=3129.msg49169#msg49169), look the second half in particular):

It's not a bug. It's a limitation of the simulation model, that hopefully will be improved soon.
A simulation model can have flaws when the input data is outside its working range, but still be extremely accurate in all other conditions.
Example: the Pacejka formulas don't work well with very high camber angles, so a new set had to be developed specifically for bikes.

Milestone games, on the other hand, don't have a simulation model at all, so they are NEVER giving an accurate or even remotely realistic output.
Title: Re: GP Bikes beta8
Post by: PiBoSo on March 08, 2016, 01:23:51 PM
Quote from: Hawk on March 08, 2016, 10:28:53 AM
Quote from: vin97 on March 08, 2016, 12:51:29 AM
Quote from: Blackheart on March 08, 2016, 12:40:57 AMthe rider's knee enters into the curbs (this is the bug)
I'm pretty sure it's the knee colliding with the bike geometry (like Hawk first said some weeks ago) instead of the rider colliding with the track.
If the knee/rider could enter (clip into) the curb, the bug would probably be fixed but the nicer solution would definitely be to allow the rider to clip into the bike (and keeping the sliding knee animation) or to automatically reduce the rider lean so that he has enough space (more difficult coding-wise, though).

The rider jump-off bug only started when Piboso implemented the knee slider contact and reaction to the knee colliding with the track. So yes and from the evidence provided in video by Vin and Blacky, the knee collision routine is the routine at fault for this bug in my opinion.

Hawk.

Again, not a bug, and not related to the knee animation, that is purely visual.
The behaviour is due to the new code to detect a low-side.
It's not bugged, because it works as it was designed to, that is to measure the distance of the rider from the ground.
Problem is: if the bike is leaning 65 degrees or more, and the rider is leaning further, and on the inside there is a very high curb, then the rider thinks it's a low-side.
And in some way, it is! Those mod bikes are probably leaning too much, the tracks are not smooth and accurate enough, and some of you expect too much from the physics...

A possible solution would be to make the rider automatically lean less when there is an obstacle on the inside.
However, you really cannot expect to lean at 70 degrees all the way around any turn of any track... Please check some real life footage!
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 08, 2016, 02:32:29 PM
Quote from: PiBoSo on March 08, 2016, 01:13:06 PM
It's not a bug. It's a limitation of the simulation model, that hopefully will be improved soon.
Yeah, proper wording is as you said of course. For the average player, it's a just bug (even if it's not).
Glad to (re)hear it will be worked on.

Quote from: PiBoSo on March 08, 2016, 01:13:06 PM
Milestone games, on the other hand, don't have a simulation model at all, so they are NEVER giving an accurate or even remotely realistic output.
You don't need to convince me about that. The point was that if something as the behaviour under discussion here happens in a Milestone game, then it's kind of expected while if it happens in GPB it's a major issue, because it undermines GPB's strong point (physics accuracy).
Title: Re: GP Bikes beta8
Post by: Hawk on March 08, 2016, 02:47:24 PM
Thank you for the explanations Piboso.... Helped me understand more about what is going on..... Really appreciated!  ;) 8)

Hawk.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 08, 2016, 02:57:38 PM
Quote from: HornetMaX on March 08, 2016, 12:52:45 PM
Quote from: Napalm Nick on March 08, 2016, 09:29:02 AM
Yeh but I see Vins point he is saying it may just be visual and this vid supports that. If the physics was behaving like that the bike wouldn't go round a track?
It can't be only visual: the way the bike and its wheels are aligned with respect to the trajectory is not compatible with real life physics. So no, it's not only visual. Not by a mile. And the video shows it's definitely *not* only visual.

Then anybody is free to say it's more or less important than this or that other bug, but if one says this problem is visual only, then he's wrong.

  I think I am with you and I don't think it is *Only* visual either. What I was suggesting is that maybe the replay visually doesn't respond to the physics. Another example - the replay of the bike going into and around a corner - in the replay the front (or even back) wheel comes up floating in the turn. Sure is visual because the bike is not doing that in any live view and it certainly doesn't crash like the replay suggests you should?
But yeh in this case to say it is ONLY visual would be unlikely but replays definitely cant be trusted to see what goes on.
Title: Re: GP Bikes beta8
Post by: Blackheart on March 08, 2016, 03:07:17 PM
The offline replay is accurate, only the online replays (for the lag) did wrong movements. Mine vid was a offline lap 100% accurate  :P

So replays are perfect to notice the physical problems.  ;)
Title: Re: GP Bikes beta8
Post by: Stout Johnson on March 08, 2016, 03:59:40 PM
@Piboso: thank you for taking the time to give some feedback here. Did you happen to have the time and look into the cause of the tyre temps/tyre grip/rider lean which I posted here (http://forum.mx-bikes.com/index.php?topic=851.0)?
Title: Re: GP Bikes beta8
Post by: Vini on March 08, 2016, 08:32:28 PM
Quote from: PiBoSo on March 08, 2016, 01:23:51 PMA possible solution would be to make the rider automatically lean less when there is an obstacle on the inside.
However, you really cannot expect to lean at 70 degrees all the way around any turn of any track... Please check some real life footage!
A bit too much lean angle at some corners would still be better than completely unpredictable behaviour that ruins your lap or even your complete race.
Thanks for giving us that information, PiBoSo.
Could you list the low-side detection criteria of beta8?
Title: Re: GP Bikes beta8
Post by: Mace-x on March 09, 2016, 10:16:48 PM
The  bike understeering in sloped-down corners bug is present on mxb too, hopefully that can be sorted out in b5 since it´s a major limitation and looks super weird  :D
Title: Re: GP Bikes beta8
Post by: BOBR6 84 on March 10, 2016, 06:48:45 AM
Quote from: Mace-x on March 09, 2016, 10:16:48 PM
The  bike understeering in sloped-down corners bug is present on mxb too, hopefully that can be sorted out in b5 since it´s a major limitation and looks super weird  :D

Yes, exactly!  ::) would really like to see this sorted or improved/fixed.. Even before all the online/netcode stuff (i know.. im alone in this opinion.) But now.. we have to wait for a GPB release with improved online/netcode so we can all play with eachother  :-* ::) before we get a realistic bike to ride with.
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 10, 2016, 07:39:58 AM
Quote from: BOBR6 84 on March 10, 2016, 06:48:45 AM
Yes, exactly!  ::) would really like to see this sorted or improved/fixed.. Even before all the online/netcode stuff (i know.. im alone in this opinion.) But now.. we have to wait for a GPB release with improved online/netcode so we can all play with eachother  :-* ::) before we get a realistic bike to ride with.
Not entirely true. On tracks with no to moderate banking, the bike is already realistic.
On the other hand, the stability and online issues happen on every bloody track :)
Title: Re: GP Bikes beta8
Post by: Stout Johnson on March 10, 2016, 08:42:53 AM
Quote from: HornetMaX on March 10, 2016, 07:39:58 AM
Quote from: BOBR6 84 on March 10, 2016, 06:48:45 AM
Yes, exactly!  ::) would really like to see this sorted or improved/fixed.. Even before all the online/netcode stuff (i know.. im alone in this opinion.) But now.. we have to wait for a GPB release with improved online/netcode so we can all play with eachother  :-* ::) before we get a realistic bike to ride with.
Not entirely true. On tracks with no to moderate banking, the bike is already realistic.
On the other hand, the stability and online issues happen on every bloody track :)
Exactly. The netcode issue is really happening to everybody to some extent or much extent, when dynamic track features are on. So imo it is the single most annoying issue.

I agree though, that the understeering in sloped-down corners is something that should be fixed rather fast. But it depends on the track to which extent the limitation does effect gameplay. But many even don't seem to dectect it, so it definitely ranks lower imo...
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 10, 2016, 10:23:10 AM
Well I am sorry but IMO it is that you can ACUALLY ride the bike that is most important. If the front end wobble that is still VERY bad no matter what excuse you say, it is NOT realistic and kills ALL aspects of riding be it online or off. What point is there in netcode if you still cant really ride the bike hard.

Netcode is ONLY for those who want to race online(me included) BUT, ride-ability is for ALL of us.

The bikes ride-ability should be the foremost point especially to get new users and sales. The demo bike is putting people off buying a license, I know many have told me through my YouTube channel alone!!!

I try to promote GPB but cant show the 125 as it is washing out to much but it is the demo bike!!!

New customers want to see a ride-able bike and then there will be more money for P to work with to help us ALL.

DD
Title: Re: GP Bikes beta8
Post by: IronHorse on March 10, 2016, 12:30:26 PM
Why is it that I can only run the stock models eg. gp1000 gp500 gp125

But when I select a bike mod that used to work, now, it shows the rider standing next to nothing, a paddock stand. And when I select to go and ride I get the Core error every time?
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 10, 2016, 12:49:47 PM
That happens with a beta7 MOD in beta8. Are you sure your using beta8 ONLY mods?

DD
Title: Re: GP Bikes beta8
Post by: KawaKasper on March 11, 2016, 08:12:36 PM
Quote from: doubledragoncc on March 10, 2016, 10:23:10 AM
Well I am sorry but IMO it is that you can ACUALLY ride the bike that is most important. If the front end wobble that is still VERY bad no matter what excuse you say, it is NOT realistic and kills ALL aspects of riding be it online or off. What point is there in netcode if you still cant really ride the bike hard.
...

100% agree

I bought GPbikes in 2008, played it since Alpha 3 version... physics are still far away from perfect. Sometimes it feels like "one step forward, two steps back"  :-\
Title: Re: GP Bikes beta8
Post by: nico916 on March 14, 2016, 08:48:53 AM
What news about bikes for beta8??
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 14, 2016, 09:23:10 AM
nico all news on bikes is in the MOD section it will show whats new okay.

http://forum.piboso.com/index.php?board=30.0 (http://forum.piboso.com/index.php?board=30.0)

DD
Title: Re: GP Bikes beta8
Post by: r1rossi on March 14, 2016, 02:42:51 PM
I have found that since doing the B8 switch, it lags for me throughout certain corners or straight aways.

For example, i cannot even get out of the pits at Jerez .

It lags very heavily.

Any ideas?


I confirmed with my IT guy that my laptop exceeds the minimum requirements on GP-bikes.com info.

Could it be a settings thing in game that is set to high or something?
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 14, 2016, 03:17:17 PM
Does it lag at areas where you can see a long way to the distance/horizon?
Title: Re: GP Bikes beta8
Post by: r1rossi on March 14, 2016, 08:51:55 PM
Quote from: Napalm Nick on March 14, 2016, 03:17:17 PM
Does it lag at areas where you can see a long way to the distance/horizon?

I have not checked that.

I will tonight.

I know 1 spot it does it every time is the pit exit of Jerez. I cannot even move without severe lag.

I dont know if my settings are to high>

When i watch replays, no lag
Title: Re: GP Bikes beta8
Post by: HornetMaX on March 14, 2016, 09:16:43 PM
What's your hardware ?
Title: Re: GP Bikes beta8
Post by: r1rossi on March 14, 2016, 10:28:10 PM
Quote from: HornetMaX on March 14, 2016, 09:16:43 PM
What's your hardware ?

Like what is my pc?

Sorry im not technically inclined with computers lol

If thats what you mean i have a HP laptop and its been internally upgraded to what i can find out for sure.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 14, 2016, 10:42:20 PM
You say maybe your game graphics settings are too high. Test this also by putting everything to minimum and seeing how much improvement you get. If it is good increase each slowly and keep testing.
Title: Re: GP Bikes beta8
Post by: r1rossi on March 15, 2016, 01:30:12 AM
no difference.

Its so weird

Some days will work better than others..

What can cause this?
Title: Re: GP Bikes beta8
Post by: IronHorse on March 15, 2016, 04:34:29 AM
Quote from: doubledragoncc on March 10, 2016, 12:49:47 PM
That happens with a beta7 MOD in beta8. Are you sure your using beta8 ONLY mods?

DD

They are all mods I used before I updated to beta 8. Do I convert them or something?
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 15, 2016, 07:38:44 AM
You can NOT use any mods from any other beta ONLY the new beta8 converted mods work.

You MUST download from the links on this page: http://forum.piboso.com/index.php?topic=2626.0 (http://forum.piboso.com/index.php?topic=2626.0)

You must make sure you REMOVE ALL the old mods BEFORE you install the new beta8 mods.

I recommend a TOTAL FRESH install of GPB if you have been using old mods in it.

Hope this gets you sorted mate.

DD
Title: Re: GP Bikes beta8
Post by: r1rossi on March 15, 2016, 12:03:01 PM
I tried this to..

Only have the Gp15 .

That's all.

So weird. I have tried what i can see is everything...
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 15, 2016, 12:12:28 PM
This is really off topic here. Please move it to MODS/Bikes

Only mod bikes are GP15, S80, NSF250R, CBR250R at the moment bro.

DD
Title: Re: GP Bikes beta8
Post by: r1rossi on March 15, 2016, 12:23:43 PM
Quote from: doubledragoncc on March 15, 2016, 12:12:28 PM
This is really off topic here. Please move it to MODS/Bikes

Only mod bikes are GP15, S80, NSF250R, CBR250R at the moment bro.

DD

I am not talking about the mod bikes. I am asking for assistance as to why the game is excessively laggy.

It seems to be only after B8.

I was stating the GP15 was the only mod i had in there for bikes.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 15, 2016, 01:02:27 PM
I was talking to nico, r1 not you lol.

As for lag in the game it can depend on many factors but your graphic settings in Windows play a major part too. I record a lot so I watch frame rates and for lag all the time. I have not seen any lag in the beta8 so far compared to beta7. One of the biggest FPS eaters is anti-alias going from x16 to x8 can literally give me 60FPS difference on some tracks.

Depending on how your Windows graphic settings are you can adjust this and other settings in game BUT if your Nvidea settings is turned to NOT ALLOW in game adjustment you will not notice anything in the game. You need to check Windows settings BEFORE you start in GPB to ensure you have in game control of those settings.

I know Nvidea just released some new drivers and one was defective!!! it has been fixed now but check you have the latest. Mine is GeForce 364.51. I only have info for Nvidea sorry if your on another video chipset.

DD
Title: Re: GP Bikes beta8
Post by: r1rossi on March 15, 2016, 01:16:46 PM
Quote from: doubledragoncc on March 15, 2016, 01:02:27 PM
I was talking to nico, r1 not you lol.

As for lag in the game it can depend on many factors but your graphic settings in Windows play a major part too. I record a lot so I watch frame rates and for lag all the time. I have not seen any lag in the beta8 so far compared to beta7. One of the biggest FPS eaters is anti-alias going from x16 to x8 can literally give me 60FPS difference on some tracks.

Depending on how your Windows graphic settings are you can adjust this and other settings in game BUT if your Nvidea settings is turned to NOT ALLOW in game adjustment you will not notice anything in the game. You need to check Windows settings BEFORE you start in GPB to ensure you have in game control of those settings.


That is some very helpful information.

Thank you..

I will take a look at my ingame settings, and my windows settings and post up to get some help!!
thanks
I know Nvidea just released some new drivers and one was defective!!! it has been fixed now but check you have the latest. Mine is GeForce 364.51. I only have info for Nvidea sorry if your on another video chipset.

DD
Title: Re: GP Bikes beta8
Post by: r1rossi on March 15, 2016, 01:32:44 PM
Let me know what you think..

(http://s16.postimg.org/d9ebki2s5/setting.jpg)

(http://s22.postimg.org/qdw8mvvox/screen001.jpg)
Title: Re: GP Bikes beta8
Post by: Meyer#12 on March 15, 2016, 01:45:18 PM
I am running a computer that have slightly more Graphics memory and allround a little bit faster i think. my settings are slightly different and it runs smoothly pretty much every track.

Beneath i will mension what we have of differences on game graphics setup:

- Resolution i have higher, 1600x900

- Texture size i have medium,

- Dynamic Shadows off for me
- Reflections off for me
(those two things tend to take a lot of speed and fps out of a computer that is not very strong graphic wise.)

- Draw distance and model detail i have on medium. Seems to work fine and game still looks very good :)

Hope this will help

Meyer
Title: Re: GP Bikes beta8
Post by: Boerenlater on March 15, 2016, 01:56:29 PM
800x600 wtf
Title: Re: GP Bikes beta8
Post by: Hawk on March 15, 2016, 02:05:21 PM
Looks like you only have 512MB of dedicated Video Memory, the rest is being shared from your system RAM? If that is correct, that is not good at all... in fact very poor specs for running game graphics.

Hawk.
PS: Do you know how much RAM in total your laptop has? I presume your running Windows 10 OS?
Title: Re: GP Bikes beta8
Post by: matty0l215 on March 15, 2016, 02:23:35 PM
Turn off the three options in the top right and lower your draw distance and model detail.

It wont look as pretty but it should run better with less memory.
Title: Re: GP Bikes beta8
Post by: r1rossi on March 15, 2016, 03:21:28 PM
Quote from: Hawk on March 15, 2016, 02:05:21 PM
Looks like you only have 512MB of dedicated Video Memory, the rest is being shared from your system RAM? If that is correct, that is not good at all... in fact very poor specs for running game graphics.

Hawk.
PS: Do you know how much RAM in total your laptop has? I presume your running Windows 10 OS?

Ya, i know its not a great computer, but was working good for me.

I have W10 OS yes.

I will try these tests and let you all know , thanks!!

If i can get my IT guy to upgrade my video card would that help?
Title: Re: GP Bikes beta8
Post by: Boerenlater on March 15, 2016, 03:25:22 PM
Probably not possible with your laptop.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 15, 2016, 03:56:41 PM
Raise that Resolution to its maximum setting dude to match your laptop. Put everything else to minimum and test to see if it is better.
Title: Re: GP Bikes beta8
Post by: r1rossi on March 15, 2016, 07:03:44 PM
Quote from: Napalm Nick on March 15, 2016, 03:56:41 PM
Raise that Resolution to its maximum setting dude to match your laptop. Put everything else to minimum and test to see if it is better.

How do i know what the max setting?
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 15, 2016, 07:15:32 PM
click the arrow to the right until it is the biggest numbers
Title: Re: GP Bikes beta8
Post by: r1rossi on March 15, 2016, 11:02:04 PM
Thank you for all your guys help..

The setings adjusted made the game look amazing..

I tried my other xboxone controller and unbelievably it works unreal smooth....

How would one xbox 1 controller make a difference????

Thank you guys again i cannot say it enough. This is what makes this game and forum amazing is your help!
Title: Re: GP Bikes beta8
Post by: Meyer#12 on March 15, 2016, 11:06:50 PM
Quote from: r1rossi on March 15, 2016, 11:02:04 PM
Thank you for all your guys help..

The setings adjusted made the game look amazing..

I tried my other xboxone controller and unbelievably it works unreal smooth....

How would one xbox 1 controller make a difference????

Thank you guys again i cannot say it enough. This is what makes this game and forum amazing is your help!

Glad we could help! Hope to see you online soon :)
Title: Re: GP Bikes beta8
Post by: h106frp on March 17, 2016, 08:31:34 PM
Not sure if anyone want to experiment but noticed that in the rider config  gfx.cfg;

maxlean = 55

and rider.cfg;

fall_ref = 1, -0.2, 0.1

detach_blend = 0.3333


are declared. Just wondering if it could have any influence on the mysterious rider falling of the bike with big lean issue.
Title: Re: GP Bikes beta8
Post by: PiBoSo on March 17, 2016, 09:26:53 PM
Quote from: h106frp on March 17, 2016, 08:31:34 PM
Not sure if anyone want to experiment but noticed that in the rider config  gfx.cfg;

maxlean = 55

and rider.cfg;

fall_ref = 1, -0.2, 0.1

detach_blend = 0.3333


are declared. Just wondering if it could have any influence on the mysterious rider falling of the bike with big lean issue.

Those are animations parameters ( graphics only ).
Title: Re: GP Bikes beta8
Post by: Vini on March 17, 2016, 10:14:16 PM
What is your conclusion on the lowside/rider-eject bug, PiBoSo?
You (and we, too) have listed possible solutions but which one will you implement?
Not really important but could you shortly list the criteria for when a lowside is detected?

Also, will you include a RotationAxis value for bikes with two cranks that rotate against each other (like most of the V4 500s)?
The current value for the Varese (counter-rotating) is producing a wrong simulation unless I missed something.
Title: Re: GP Bikes beta8
Post by: Urban Chaos 2.0 on March 18, 2016, 09:54:38 AM
Increasing rear ride height causes the rear tire to appear off the ground in many cases.
Title: Re: GP Bikes beta8
Post by: PiBoSo on March 18, 2016, 11:14:31 AM
Quote from: Urban Chaos 2.0 on March 18, 2016, 09:54:38 AM
Increasing rear ride height causes the rear tire to appear off the ground in many cases.

Bug found and fixed.
Fork offset and front ride height are not saved in the replays, too.
Thank you for the report.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 18, 2016, 11:50:16 AM
I just heard back from Yohji about the shift timing on the S80 and thought this would be the best cure.

Hi Yohji

You are very right, it is caused by many controllers not having debounce for the buttons and Piboso wont get it fixed, if he does add code for debounce until who knows when, I guess its not important to him as he makes no comment on it. This is unfair as many people suffer from it and it ruins the game.

I think the best thing would be to have the version you have at the moment with no alterations for both of your original 2st and 4st versions. Then simply make a 2nd version where the shift timings in the cfg are as follows:

UpshiftTime = 0.10
DownshiftTime = 0.08

This stops the double shifts and nothing else is effected from what I can tell riding.

Now name the new 2st and 4st the same but add something like "longshift" to the name or letters LS for short. That way both versions can be on the servers so any version can be used. This way EVERYbody is happy and riding is fair for all. PLUS you still have your original bike specs.

This will take you 5 mins to do bro and then upload them and we are sorted.

So all we do is have both versions on the server and race exactly as normal where we can chose 2st or 4st.

AND why cant we do it for other bikes with the same problem???

My lap times are ruined because of this problem its like riding with a bad pillion on the back lol.

DD
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 18, 2016, 03:15:04 PM
Groove generation is back in Beta 8 BTW. Hooorah.
Title: Re: GP Bikes beta8
Post by: Hawk on March 18, 2016, 03:20:27 PM
Quote from: Napalm Nick on March 18, 2016, 03:15:04 PM
Groove generation is back in Beta 8 BTW. Hooorah.

Does that mean Server Admins can create and save a groove file for beta 8 now?  ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 18, 2016, 03:37:15 PM
Yep I just did one for Mallory hehe (with a GP15 lol)  ;D
Title: Re: GP Bikes beta8
Post by: Hawk on March 18, 2016, 04:29:38 PM
Quote from: Napalm Nick on March 18, 2016, 03:37:15 PM
Yep I just did one for Mallory hehe (with a GP15 lol)  ;D

Brilliant!  ;D
Very NICE!  ;D ;D

Hawk.
Title: Re: GP Bikes beta8
Post by: BOBR6 84 on March 18, 2016, 06:48:16 PM
Could we have the suspension ''Test'' feature in GPB too?
Title: Re: GP Bikes beta8
Post by: PiBoSo on March 18, 2016, 11:25:22 PM
Quote from: BOBR6 84 on March 18, 2016, 06:48:16 PM
Could we have the suspension ''Test'' feature in GPB too?

This should go to the "Suggestions" section.
What would you need it for? Is it something that is used on road bikes, too?
Title: Re: GP Bikes beta8
Post by: Vini on March 19, 2016, 03:33:31 AM
 >:(
Title: Re: GP Bikes beta8
Post by: BOBR6 84 on March 19, 2016, 02:49:57 PM
Quote from: PiBoSo on March 18, 2016, 11:25:22 PM
Quote from: BOBR6 84 on March 18, 2016, 06:48:16 PM
Could we have the suspension ''Test'' feature in GPB too?

This should go to the "Suggestions" section.
What would you need it for? Is it something that is used on road bikes, too?

Sure, Having the right amount of sag etc is very important for suspension setup. a measurement readout would do just fine without seeing the bike/rider (less work?) but would be cool to see!

il post in ''suggestions'' next time, sorry  :)
Title: Re: GP Bikes beta8
Post by: PiBoSo on March 19, 2016, 03:17:56 PM
Quote from: BOBR6 84 on March 19, 2016, 02:49:57 PM
Quote from: PiBoSo on March 18, 2016, 11:25:22 PM
Quote from: BOBR6 84 on March 18, 2016, 06:48:16 PM
Could we have the suspension ''Test'' feature in GPB too?

This should go to the "Suggestions" section.
What would you need it for? Is it something that is used on road bikes, too?

Sure, Having the right amount of sag etc is very important for suspension setup. a measurement readout would do just fine without seeing the bike/rider (less work?) but would be cool to see!

il post in ''suggestions'' next time, sorry  :)

Do you have reference data for the correct front and rear sag setup of a road racing bike?
Title: Re: GP Bikes beta8
Post by: BOBR6 84 on March 19, 2016, 03:51:28 PM
Quote from: PiBoSo on March 19, 2016, 03:17:56 PM
Quote from: BOBR6 84 on March 19, 2016, 02:49:57 PM
Quote from: PiBoSo on March 18, 2016, 11:25:22 PM
Quote from: BOBR6 84 on March 18, 2016, 06:48:16 PM
Could we have the suspension ''Test'' feature in GPB too?

This should go to the "Suggestions" section.
What would you need it for? Is it something that is used on road bikes, too?

Sure, Having the right amount of sag etc is very important for suspension setup. a measurement readout would do just fine without seeing the bike/rider (less work?) but would be cool to see!

il post in ''suggestions'' next time, sorry  :)

Do you have reference data for the correct front and rear sag setup of a road racing bike?

''Un-laden'' Front 20-25mm Rear 12-15mm But that's for me..

Nitron recommend (Rear shock) between 25-35mm ''Laden''.

That's all i got.. sorry, no solid data.

Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 20, 2016, 01:26:40 PM
Hi guys, seeing as I got no help except from Mad Al who put me on the right tracks about button bounce, I decided to try and find a software fix for everyone who may have it. After days of surfing, reading and stuff I got nowhere but for a sort of possible way, that half worked but not in GPB. I pulled some hair out and scratch my nuts off to finally get it to a lil ol script thats seems to work so far.

So far I just did 4 laps on Mantorp as I have never ridden it and got NO double up shifts at all after I added a wee thingy to my Windows.

The "thingy" is an AutoHotKey script, about 6 lines long and so simple a dog could write it lol.

Joy4::
If (A_TimeSincePriorHotkey > 250)
{
send m
}
return

Basically it tells windows that if I press my button 4(thats my upshift button yours will be different) it is to wait until a certain time before it allows the registration of another press.

Simply download and install AutoHotKey from the link below and extract and install it. Once installed there is also a script in the download that is already written for you. Just copy and paste the "Shift delay.ahk" script file to your desktop.

https://www.dropbox.com/s/t9s0hlyttpa9n2u/AutoHotKey.rar?dl=0 (https://www.dropbox.com/s/t9s0hlyttpa9n2u/AutoHotKey.rar?dl=0)

Now open your Windows game controller properties and find out the Windows number for your button. Right click on the Shift delay.ahk icon and select "Edit Script", where it says Joy4, alter the 4 to your button number and save the file. Now close controller properties and click on the Shift delay icon to start it, open your controller properties and windows notepad again and press the button you chose before quickly, it should not allow double letters at once and the button light should not flicker. Now close note pad and controller properties. You should have a green square with an H in it in your taskbar system tray. If you right click it you can exit the script.

Alter the "250" timing (Milli-seconds) to what you need.

Make sure you have the script running and you have tested it in Windows controller Properties window. NOW start GPB and test that you have debounced the button.

I am crap at writting this stuff so sorry if you dont understand. I will make a small video for it.

It simply means anyone with button bounce can fix it and not have to wait a year.

Hope someone can verify on their system this works. I have WIN10 Pro 64bit by the way

Thought better of just posting before I try another bike and it fixed my double upshift on the 500 Varese too on A1 RIng. I nearly shit me pants after riding the S80 for the last week. Totally forgot what bike I was on. LOL

DD
Title: Re: GP Bikes beta8
Post by: Allen on March 20, 2016, 04:42:53 PM
Quote from: doubledragoncc on March 20, 2016, 01:26:40 PM
Hi guys, seeing as I got no help except from Mad Al who put me on the right tracks about button bounce, I decided to try and find a software fix for everyone who may have it. After days of surfing, reading and stuff I got nowhere but for a sort of possible way, that half worked but not in GPB. I pulled some hair out and scratch my nuts off to finally get it to a lil ol script thats seems to work so far.

So far I just did 4 laps on Mantorp as I have never ridden it and got NO double up shifts at all after I added a wee thingy to my Windows.

The "thingy" is an AutoHotKey script, about 6 lines long and so simple a dog could write it lol.

Joy4::
If (A_TimeSincePriorHotkey > 250)
{
send m
}
return

......

DD

Nice find.. and glad you got the problem sorted (or at least circumvented :) )
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 20, 2016, 05:00:52 PM
What I found totally confused me and was actually wrong in that it was saying you make your button linked to a keyboard input and then tuned the keyboard input, but it did NOT work in GPB!!! If you did it you could NOT use the key in the sim to setup for anything. I had to F about until I thought, wait a mo, why not cut out the middle man and do it directly to the windows game button input instead............eh voila it frickin works lol.

Thanks for your help bro.

DD
Title: Re: GP Bikes beta8
Post by: mikekimi on March 26, 2016, 06:12:26 AM
hello piboso,would you consider adding a AI or a ghost rider? ::)       Like LFS or rfactor。
Title: Re: GP Bikes beta8
Post by: Vini on March 26, 2016, 07:30:37 AM
https://www.youtube.com/v/4HwQynBgebs
Quote from: vin97 on March 17, 2016, 10:14:16 PM
What is your conclusion on the lowside/rider-eject bug, PiBoSo?
You (and we, too) have listed possible solutions but which one will you implement?
Not really important but could you shortly list the criteria for when a lowside is detected?
Title: Re: GP Bikes beta8
Post by: JC#21 on March 28, 2016, 01:08:32 PM
the wobbles are always here  :-\

Piboso do you know where the problem comes from ?

It will be a huge improvement if this "bug" disappeared in the next beta
Title: Re: GP Bikes beta8
Post by: PeterV on March 28, 2016, 03:47:36 PM
Quote from: JC#21 on March 28, 2016, 01:08:32 PM
the wobbles are always here  :-\

Piboso do you know where the problem comes from ?

It will be a huge improvement if this "bug" disappeared in the next beta

I have send you a PM JC with an attachment
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 28, 2016, 04:19:12 PM
Peter, may I ask if that attachment is a cure for the wobble?

DD
Title: Re: GP Bikes beta8
Post by: PeterV on March 28, 2016, 04:41:33 PM
Quote from: doubledragoncc on March 28, 2016, 04:19:12 PM
Peter, may I ask if that attachment is a cure for the wobble?

DD

Its an effort to get it better. Just started on it so dont get youre hopes up.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on March 28, 2016, 05:52:11 PM
Sounds interesting. I am doing some tests too about wobble in GPB. Video coming soon.

DD
Title: Re: GP Bikes beta8
Post by: JC#21 on March 28, 2016, 06:46:08 PM
Quote from: PeterV on March 28, 2016, 03:47:36 PM
Quote from: JC#21 on March 28, 2016, 01:08:32 PM
the wobbles are always here  :-\

Piboso do you know where the problem comes from ?

It will be a huge improvement if this "bug" disappeared in the next beta

I have send you a PM JC with an attachment

thx PeterV

I have modified the position of the 2 aerodynamic centers (lat and vert) and it seems much better.

I keep you informed of progress  ;)
Title: Re: GP Bikes beta8
Post by: mikekimi on March 30, 2016, 04:08:26 AM
The motion trajectory of front wheel has a problem when you run uphill or downhill at a corner,especially in the low speed.
Take Laguna seca  this track, in that the slowest corner,we called "s corner" or continuous bend, especially evident here.
Is this a race track or a physical problem?
Title: Re: GP Bikes beta8
Post by: Napalm Nick on March 30, 2016, 07:52:57 AM
Probably this http://forum.piboso.com/index.php?topic=3103.msg50698#msg50698

Try it at Brands Hatch and you will see true ugliness crab style. But in Beta 7 you couldn't get round the corners much, so its better to ride but looks awful lol.

Edit : Here is the full discussion http://forum.piboso.com/index.php?topic=3129.msg49169#msg49169

Title: Re: GP Bikes beta8
Post by: mikekimi on March 30, 2016, 08:29:30 AM
Quote from: Napalm Nick on March 30, 2016, 07:52:57 AM
Probably this http://forum.piboso.com/index.php?topic=3103.msg50698#msg50698

Try it at Brands Hatch and you will see true ugliness crab style. But in Beta 7 you couldn't get round the corners much, so its better to ride but looks awful lol.
Edit : Here is the full discussion http://forum.piboso.com/index.php?topic=3129.msg49169#msg49169
yeah!!!that is what i mean! thx nick!
!
Title: Re: GP Bikes beta8
Post by: Vini on April 04, 2016, 04:04:44 PM
https://www.youtube.com/v/8h89ZM5uI9Y
Quote from: vin97 on March 17, 2016, 10:14:16 PMNot really important but could you shortly list the criteria for when a lowside is detected?
Title: Re: GP Bikes beta8
Post by: PiBoSo on April 04, 2016, 05:17:34 PM
Quote from: vin97 on April 04, 2016, 04:04:44 PM
Quote from: vin97 on March 17, 2016, 10:14:16 PMNot really important but could you shortly list the criteria for when a lowside is detected?

It would be much better to create a thread in the bug reports section.
This bike mod seems to have wrong data for the tyres and torus radius.
The criteria has already been described: it's the distance of the physics rider from the ground. However, the rear tyre must also be touching the ground. Maybe this latest additional check is not needed.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on April 04, 2016, 05:39:40 PM
@Piboso

Hi P, while your looking om the forum at moment can you please tell me if it is possible to reduce opponents bike volume as they are near you? Is there a way to reduce this in any way in the scl file or any files.

It is really a problem for me to hear my own motor during racing. It is not just me but others have this problem too and it causes crashes in the race, not core lol.

Much appreciation for any response, thanks

DD
Title: Re: GP Bikes beta8
Post by: Vini on April 04, 2016, 05:53:38 PM
Quote from: PiBoSo on April 04, 2016, 05:17:34 PMThe criteria has already been described: it's the distance of the physics rider from the ground.
Ah, sorry, I thought there was more to it.
There certainly should be because the rider distance to the ground is not always related to the bike lean angle (e.g. when leaning over curbs).

Quote from: PiBoSo on April 04, 2016, 05:17:34 PM
This bike mod seems to have wrong data for the tyres and torus radius.
Yes because it's completely unrideable otherwise.
Title: Re: GP Bikes beta8
Post by: HornetMaX on April 04, 2016, 06:38:11 PM
Quote from: vin97 on April 04, 2016, 05:53:38 PM
Quote from: PiBoSo on April 04, 2016, 05:17:34 PM
This bike mod seems to have wrong data for the tyres and torus radius.
Yes because it's completely unrideable otherwise.
Maybe but then you can't complain if things go wrong. A bad torus radius is pretty bad.
I don't even see how this could help in making it more rideable.
Title: Re: GP Bikes beta8
Post by: Vini on April 04, 2016, 06:46:47 PM
They go wrong anyway (with any bike).

If I'm not mistaking it's Manu's attempt of avoiding the rider eject bug as much as possible.
Obviously this is not a solution but at the same time it's also not the cause of the problem.
...Maybe I don't remember it correctly but ultimately it doesn't matter anyway.

GPB just needs a more logical lowside detection algorithm.
Title: Re: GP Bikes beta8
Post by: HornetMaX on April 04, 2016, 08:02:14 PM
OK so let's show it on the stock bikes, it just takes a bunch of factors out of the equation.

BTW, are we discussing "lowside detection" (I guess that means when to separate the rider from the bike) or the "rider gets ejected" problem ?
Title: Re: GP Bikes beta8
Post by: PiBoSo on April 04, 2016, 08:15:18 PM
Quote from: vin97 on April 04, 2016, 06:46:47 PM
They go wrong anyway (with any bike).

If I'm not mistaking it's Manu's attempt of avoiding the rider eject bug as much as possible.
Obviously this is not a solution but at the same time it's also not the cause of the problem.
...Maybe I don't remember it correctly but ultimately it doesn't matter anyway.

GPB just needs a more logical lowside detection algorithm.

Again, looks like some modded bikes lean too much.
If you watch real footage, they reach max lean ( around 65 ) only for a fraction of a second, and for sure not on corners with a steep, half-meter tall, kerb on the inside.
Are the laptimes of these modded bikes realistic?
Title: Re: GP Bikes beta8
Post by: Vini on April 04, 2016, 08:33:29 PM
Isn't it the same thing?
The rider ejection happens because a false lowside is detected if I understood PiBoSo correctly.

Stock bikes:
Second half of the first video (http://forum.piboso.com/index.php?topic=2934.msg45588#msg45588)
This video is followed by the discussion on whether it is actually a bug (http://forum.piboso.com/index.php?topic=3103.msg48654#msg48654)

@PiBoSo: I thought we have been over this. Maximum lean angle of the bike and incorrect/illogical lowside detection are separate problems.
The fact that the rider decides his bike has lowsided when he is running out of space (in his current body position) and consequently ejects off instead of moving closer to the bike simply makes no sense.
Also, real MotoGP riders only hitting the maximum possible lean angle for a very short period of time is simply the result of sitting on a real bike as opposoed to sitting in front of a computer screen.
The virtual rider that keeps the bike at it's maximum possible lean angle all the time (at full lean input) is the reason for this "unrealistic riding style" in GP Bikes.
Besides, I think extremely smooth riders like Lorenzo keep the bike at maximum lean for quite some time, especially now with the improved edge grip of the Michelin tyres.
Manu's bikes lean a bit too much at some corners but this only happens at banked turns which suggests that there is still something wrong with GPB uphill/downhill physics.
The result: Laptimes are pretty close on relatively flat tracks. Even Mugello is quite accurate when you have a "more realistic" riding style.

.....
(http://photo.gp/wp/wp-content/uploads/2015/05/Casey-Stoner-Elbow-Down-2011-Catalunya-L.jpg)
(http://www.i-bmw.com/gallery/data/500/medium/BU1I1422_bradl_shoulderdown_catalunya2013_xgaplus.jpg)
(http://i37.photobucket.com/albums/e77/sethenslow/285319_10200305224050659_1351666728_n_zps84c586ff.jpg)
Title: Re: GP Bikes beta8
Post by: Meyer#12 on April 04, 2016, 08:36:44 PM
Quote from: PiBoSo on April 04, 2016, 08:15:18 PM
Quote from: vin97 on April 04, 2016, 06:46:47 PM
They go wrong anyway (with any bike).

If I'm not mistaking it's Manu's attempt of avoiding the rider eject bug as much as possible.
Obviously this is not a solution but at the same time it's also not the cause of the problem.
...Maybe I don't remember it correctly but ultimately it doesn't matter anyway.

GPB just needs a more logical lowside detection algorithm.

Again, looks like some modded bikes lean too much.
If you watch real footage, they reach max lean ( around 65 ) only for a fraction of a second, and for sure not on corners with a steep, half-meter tall, kerb on the inside.
Are the laptimes of these modded bikes realistic?

So true Piboso, bikes lean a bit too much over longer time than in real life.

On Mugello we go a we go a bit faster than they did last year with the Duc GP15. It is a few seconds, so not too much to be honest. I haven't tested on other tracks, but i could imagine we would be a bit faster than the MotoGP riders times there.
Title: Re: GP Bikes beta8
Post by: PiBoSo on April 04, 2016, 08:42:05 PM
Quote from: vin97 on April 04, 2016, 08:33:29 PM
Isn't it the same thing?
@PiBoSo: I thought we have been over this. Maximum lean angle of the bike and incorrect/illogical lowside detection are separate problems.
The fact that the rider decides his bike has lowsided when he is running out of space (in his current body position) and consequently ejects off instead of moving closer to the bike simply makes no sense.
Also, real MotoGP riders only hitting the maximum possible lean angle for a very short period of time is simply the result of sitting on a real bike as opposoed to sitting in front of a computer screen.
The virtual rider that keeps the bike at it's maximum possible lean angle all the time (at full lean input) is the reason for this "unrealistic riding style" in GP Bikes.
Manu's bikes lean a bit too much at some corners but this only happens at banked turns which suggests that there is still something wrong with GPB uphill/downhill physics.
The result laptimes that are pretty close on relatively flat tracks. Even Mugello ist quite accurate when you have a "more realistic" riding style.

It is physically correct to have more lean in banked turns.
It is possible to automatically lean the rider less. Experiments will be done in Beta9.
However, if there is a heavily banked corner with a tall kerb with opposite camber on the inside and the bike is leaning at the max, there is nothing to do.
Lowside detection can for sure be improved, but looks like there is ALSO a problem with bikes leaning too much on tracks that are not properly made.
Title: Re: GP Bikes beta8
Post by: Vini on April 04, 2016, 09:04:50 PM
Quote from: PiBoSo on April 04, 2016, 08:42:05 PMIt is physically correct to have more lean in banked turns.
Obviously but not to the degree it's happening at the moment with Manu's bikes. They reach around 6162.5° on a completely flat track with extrasoft (61 with hard) so if you think they lean too much in the banked corners, GPB physics is off.

Quote from: PiBoSo on April 04, 2016, 08:42:05 PMIt is possible to automatically lean the rider less. Experiments will be done in Beta9.
However, if there is a heavily banked corner with a tall kerb with opposite camber on the inside and the bike is leaning at the max, there is nothing to do.
But the bike doesn't care how much space the rider has. A lowside should only be the consequence of the bike losing grip. The rider should be completely irrelevant in the lowside detection.
Maybe something like if the front wheel is sliding for more than one second: Lowside. I realize that this purely physical detection is a bit harder to implement but including the rider in it is a dirty hack.

Quote from: PiBoSo on April 04, 2016, 08:42:05 PMLowside detection can for sure be improved, but looks like there is ALSO a problem with bikes leaning too much on tracks that are not properly made.
Sure but if you look at the pictures I posted, MotoGP riders don't have more space in corners with high curbs than the virtual rider had in this (https://www.youtube.com/watch?v=9XVtB4QoO9E&t=36s) or this (https://www.youtube.com/watch?v=4HwQynBgebs) rider ejection clip (not that this should be relevant, anyway).
Title: Re: GP Bikes beta8
Post by: PiBoSo on April 04, 2016, 09:14:24 PM
Quote from: vin97 on April 04, 2016, 09:04:50 PM
Quote from: PiBoSo on April 04, 2016, 08:42:05 PMIt is physically correct to have more lean in banked turns.
Obviously but not to the degree it's happening at the moment with Manu's bikes. They reach around 61° on a completely flat track so if you think they lean too much in the banked corners, GPB physics is off.

It looked much higher than 61 in some shots, but probably it was the banking.
It very likely the physics rider is moving to the sides too much, and maybe the detection point is not correct, either.
Hopefully this issue will be solved for Beta9.
Title: Re: GP Bikes beta8
Post by: Vini on April 04, 2016, 09:17:01 PM
I corrected the value because I tested it with hard tyres (those (https://www.youtube.com/watch?v=4HwQynBgebs) were hard tyres btw). For extrasoft it's 62.5°. Yes, it is the banking.


It would certainly be a game changer to not be afraid of toggling the ejection seat when turning into the apex.

Title: Re: GP Bikes beta8
Post by: Vini on April 08, 2016, 12:29:38 AM
I have an idea: Why not disable the lowside detection alltogether until you have developed a new algorithm (that does not depend on the rider's position) and let the rider hang on to the bike until the player decides to reset the bike?
May look a bit strange sometimes but a purely optical "bug" (I mean riders hang on to the bike when crashing from time to time) is still a lot better than having your lap/race ruined.


Maybe release as beta8b hotfix...
A (otherwise impossible) MotoGP chamionship with Manu's bikes would be good (obviously unoffical) advertisement for GPB.
Title: Re: GP Bikes beta8
Post by: Vini on April 29, 2016, 06:07:04 PM
.............so?
Title: Re: GP Bikes beta8
Post by: matty0l215 on April 29, 2016, 06:09:57 PM
You can't just disable a core mechanic of the game even if it is not working properly. It is not broken, just at very high lean angles the rider can't seem to detect a low side properly, so it needs adjusting not disabling. We're to far into the beta now.
Title: Re: GP Bikes beta8
Post by: Vini on April 29, 2016, 06:20:52 PM
I don't see any reason why you cannot do it.


The only difference will be that it will look a bit funny when the rider keeps hanging on to the bike once it has lost traction. But that's just a visual thing while crashing for no reason is not just a visual thing.
Title: Re: GP Bikes beta8
Post by: matty0l215 on April 29, 2016, 06:27:42 PM
If there isn't a problem for the default bikes then why disable it. Piboso has stated MOD bikes are not officially supported so the the problem is only with Mod bikes then it's up to the Modder to fix. (yes I know it isn't easy to just "fix" if for the modder, I'm trying to think from Piboso's stand)

I know it is an annoying issue but time would be better spent working on a fix rather than hiding the issue.
Title: Re: GP Bikes beta8
Post by: Vini on April 29, 2016, 06:28:24 PM
It's the same problem for default bikes, how many videos do I have to make?

Disabling code would not really delay the development of new code, if PiBoSo is working on it at the moment at all.
Title: Re: GP Bikes beta8
Post by: Vini on May 28, 2016, 03:24:36 PM
so, piboso, what do you think of my suggestion?


a different question (probably been answered before, so everybody feel free to respond): why are the replays lacking so many details (cockpit, dash, levers, foot movement, etc.) that are available in-game and why is there no helmet cam (at least when not using head-tracking/freelook)?
Title: Re: GP Bikes beta8
Post by: doubledragoncc on May 28, 2016, 03:32:54 PM
AND..............why have the head always in the way of certain tank gyro cameras? All you see is the non-complete model of helmet, neck etc and it looks terrible? 

Some cams need the body, some dont, it should be possible to chose in the cfg file to make replays and live streaming far better in appearance.

DD
Title: Re: GP Bikes beta8
Post by: Hawk on May 28, 2016, 03:42:38 PM
Quote from: doubledragoncc on May 28, 2016, 03:32:54 PM
AND..............why have the head always in the way of certain tank gyro cameras? All you see is the non-complete model of helmet, neck etc and it looks terrible? 

Some cams need the body, some dont, it should be possible to chose in the cfg file to make replays and live streaming far better in appearance.

DD

In my opinion the Tank cam is as good as useless in it's current position.....  Why not just position the cams in the same places they do on TV?  ::)

Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on May 28, 2016, 04:06:36 PM
Thats one thing Hawk but for action cams like onboard they need to be without half a frickin head!!! LOL

I can edit them myself but cant get rid of the head thats ALWAYS in the way for most tank gyro cams where it would be far better without a head that blocks the picture most of the time rendering the cam useless.

DD
Title: Re: GP Bikes beta8
Post by: Hawk on May 28, 2016, 09:31:43 PM
Quote from: doubledragoncc on May 28, 2016, 04:06:36 PM
Thats one thing Hawk but for action cams like onboard they need to be without half a frickin head!!! LOL

I can edit them myself but cant get rid of the head thats ALWAYS in the way for most tank gyro cams where it would be far better without a head that blocks the picture most of the time rendering the cam useless.

DD

Can't you move the tank cam forward so that the riders head doesn't get in the way?  ;)

Hawk.
Title: Re: GP Bikes beta8
Post by: doubledragoncc on May 28, 2016, 10:15:10 PM
Unfortunately on most bikes by the time you have the cam forward that the head is not in the way it collides with the bars or forks or it just looks useless. I have got a few to look alright but still not as it should be and that is not the point. Why have a shit cam when it can be made good if the replay system is fixed!!!

For now I can only do my best but it needs fixing or rather totally remaking.

DD

Title: Re: GP Bikes beta8
Post by: Vini on June 08, 2016, 04:00:59 PM
https://www.youtube.com/v/mcBRNq381iI?start=1358&vq=hd720
https://www.youtube.com/v/mcBRNq381iI?start=1811&vq=hd720

Quote from: vin97 on April 08, 2016, 12:29:38 AM
I have an idea: Why not disable the lowside detection alltogether until you have developed a new algorithm (that does not depend on the rider's position) and let the rider hang on to the bike until the player decides to reset the bike?
May look a bit strange sometimes but a purely optical "bug" (I mean riders hang on to the bike when crashing from time to time) is still a lot better than having your lap/race ruined.


Maybe release as beta8b hotfix...
A (otherwise impossible) MotoGP chamionship with Manu's bikes would be good (obviously unoffical) advertisement for GPB.
Quote from: vin97 on May 28, 2016, 03:24:36 PM
so, piboso, what do you think of my suggestion?
Title: Re: GP Bikes beta8
Post by: Vini on June 29, 2016, 10:20:34 PM
i don't think i ever posted this question in this thread, if so, just ignore it.
wanted to ask if we will get the rev limiter on the four strokes back in beta9?