(http://i68.tinypic.com/34g25pz.png)
Author: Blackheart
Engine/Gear box/phisics: matty0l215, Allen
Thanks to: Riccochicco and other modders for the help to understand many parts :D
Download: Honda NR750 v. 1.0 (https://www.dropbox.com/s/r8jxxji22gr9u2x/V.1.0_Road_Honda_NR750.rar?dl=0)
Template NR750: Template (https://www.dropbox.com/s/edxvvo3hj3fflab/Template%20NR750.psd?dl=0)
Change log version 1.0
- New windshield model for "raindrops" in wet tracks.
- New tires.
- Real masses (approximately the full bike is 230kg )
- Modified the tank.
- Spaced the rear susp, before was in the wrong position.
- Removed tcs, aw and the pit limiter.
- Set the default Engine Braking to 3.
- Other changes to the physics and other stuff.
Change log version 0.6
- Added Occlusion maps for all bike parts.
- Fixed some mesh.
- Fixed exhausts.
- Fixed some textures.
Change log version 0.5
- New gear and engine by matty
- Create dashboard with; speed, gear position, rpm and water temp.
- Modified the wheels data.
- New texture to the fork
- Fixed some textures for the chassis
- New seat with bump map
- Added rpm limit light
- Added the needles for analog stuff
- Surely there's more but I do not remember ... ;D
Change log version 0.4 :
- Improved rear suspension
- improved front suspension
- Remodeled mirrors
- Now the mirrors work (just low res waiting a fix from Piboso)
- rmp analog
- The cockpit model has the front susp and front wheel now
- Glass and shaders for analog stuff
- Fixed shadows 1p views
- Changed the rider view (try it with fov 80 and pitch 40) if isnt good tell me.
- Fixed name for database
Change log version 0.3 :
- Fixed the front disc issue
- Fixed the rear sprocket issue
- Fixed the collisions
- Added chain (no anim for now)
- New textures for the fork
- New shaders for the metallic parts
- New sounds (temporary; it was in an other mod, if you tell me the name of the modders, I ask permission for use it, i dont remember)
- New engine/gearbox
- New physics
- Now only one type of tire "Road"
- Tank to 17L
Important: Delete old version and the setups.
Great job BH, downloading now. Thanks so much
Looking forward to riding it and I got foot controls too now lol.
DD
A huge thanks to matty, for the great job with the engine! :D
Is sounds fuckin brilliant!!!! Best sounding yet, nice and high pitch but not like a wasp. You can tell its a 4stroke reving not a lawn mower.
Rides like a dream and I dont mean the old Honda250 Wetdream lol.
Fantastic work BH. Feels great with my system and foot controls.
CBR900RR PLEASE bigger bikes are better!!!
DD
Really nice work BH! 8)
Quote from: RiccoChicco on April 21, 2016, 01:31:18 PM
Really nice work BH! 8)
Ty! ;D
@DD u will ask to JC, he had started the cbr900rr :P
Good work Blackheart 8)
OH ok thanks for the info BH.
@JC, whats with the CBR900RR bro?
@BH I love this NR dude, THIS is how bikes should handle in GPB. I felt totally connected to it, she goes where I want her to more than any other bike even with all electrics OFF. It sounds superb and gives a really great feeling of being on the bike.
Fantastic work. I just hope JC can make the 900 handle like this.
You still need to do the stand lol.
Look forward to your next bike.
DD
Nice work BH.... Look forward to this being completed... Well done mate! ;D 8)
Hawk.
BH dont forget the rules of the bike name to have it on the bike mods list and get it on the server.
Cant wait to race on this. Still wish it was YOU making the 900RR after riding your NR
DD
Hi Blackie,
OK so I have had some time to ride your creation and I must start by saying I love it so far ! Its got a strangely realistic road bike feel! How did you do that? ;D
Nice sound (hopefully you can keep it), smooth engine, good handling, obviously time will tell with more practice to confirm its handling quirks (if any). Not being the race variant means it keeps itself under control quite nicely.
I know you would not be happy if I just blew smoke up yer ass about it so I will dig deep to find some criticism :
1. Needs some rear indicators and a little hugger/licence plate hanger. That rear end just looks like it is a little lost.
2. Why so much smoke? Its a 4 stroke lol!
3. When you get the onboard view sorted this will be truly wonderful to ride (hopefully you will change the view camera to a more realistic position?).
4. Um....damn I am stuggling already... er... how about making the engine covers transparent so we can see the Oval pistons at work????
:o
OK maybe not the last one but I think you have done a great job here for your first bike mate. Keep pushing to get it finished bud. ;)
Quote from: doubledragoncc on April 21, 2016, 02:14:56 PM
@JC, whats with the CBR900RR bro?
This project is freezed since 2 years :-\
I make this bike from scratch so there are a lot of thing to do
(http://zupimages.net/up/14/16/f6mt.png) (http://zupimages.net/up/14/16/f6mt.png)
I have to finish others projects before to work again on the CBR900rr
Quote- New sounds (temporary; it was in an other mod, if you tell me the name of the modders, I ask permission for use it, i dont remember)
Well, if my ears aren't disfunctionning, these samples are the ones i ripped from Test Drive Unlimited 1. So, they don't really belong to anyone here, except if Piboso has rights on them as i suspect him to. :P
Great model by the way! Looking forward the next update!
Quote from: Napalm Nick on April 21, 2016, 04:04:47 PM
Hi Blackie,
OK so I have had some time to ride your creation and I must start by saying I love it so far ! Its got a strangely realistic road bike feel! How did you do that? ;D
Nice sound (hopefully you can keep it), smooth engine, good handling, obviously time will tell with more practice to confirm its handling quirks (if any). Not being the race variant means it keeps itself under control quite nicely.
I know you would not be happy if I just blew smoke up yer ass about it so I will dig deep to find some criticism :
1. Needs some rear indicators and a little hugger/licence plate hanger. That rear end just looks like it is a little lost.
2. Why so much smoke? Its a 4 stroke lol!
3. When you get the onboard view sorted this will be truly wonderful to ride (hopefully you will change the view camera to a more realistic position?).
4. Um....damn I am stuggling already... er... how about making the engine covers transparent so we can see the Oval pistons at work????
:o
OK maybe not the last one but I think you have done a great job here for your first bike mate. Keep pushing to get it finished bud. ;)
;D
1_ Ok in a next update ;)
2_ Ups it was just an experiment, and I forgot to reduce it!
3_ For the onboard its possible change the camera coordinate (if i remember well in the .gfx)
4_ Should be modeled separately, the model is empty inside ;D
@Wh1t34Gl3(SAS) Ah ok, thank you to have shared files, are great! :D
Great job Blackheart! Thank you for mod.
If it had a license plate I would just cover it and I want to get rid of turn signals lol.
I just love the sound of this and will have to ask if I can use the sound files for myself on other bikes pretty please?
DD
Quote from: doubledragoncc on April 21, 2016, 05:15:52 PM
If it had a license plate I would just cover it and I want to get rid of turn signals lol.
I just love the sound of this and will have to ask if I can use the sound files for myself on other bikes pretty please?
DD
I do not think there are problems :P
I see a server online with the nr750 but i take connection timeout :'(
Thanks had not seen that.
DD
EDIT: I just got online no problem.
Nice work, cool bike 8) nice quality sound too! good stuff :) why wont it wheelie though?? :'( ;D
Very nice bike! However, only the handle-bars and the front forks have a shadow.
Quote from: BOBR6 84 on April 22, 2016, 05:49:20 AM
Nice work, cool bike 8) nice quality sound too! good stuff :) why wont it wheelie though?? :'( ;D
The engine has done matty, I find it perfect, smooth like a road bike, few wheelies I find it a good compromise. Maybe with the next front sospension will change a bit the front.
Quote from: Urban Chaos 2.0 on April 22, 2016, 07:24:29 AM
Very nice bike! However, only the handle-bars and the front forks have a shadow.
I did not understand, you mean the occlusion map (which I have not done, v 0.3 ::) ) or the shadows projected on the ground?
Ground shadow has not all of the bike lol. Like a gpb bike in mxb hehe
DD
:o
(http://s31.postimg.org/b0pm1ko53/core_22_04_2016_16_44_38_215.jpg) (http://postimg.org/image/b0pm1ko53/)
Shadows work perfectly, you did a clean installation? ???
Yes, I only ride 1st person and where I noticed it, did not look at replay shadows will check.
DD
EDIT It is only while riding in 1st person.
Ok you must always specify if speak of the 1p or 3p views... are 2 different models ;D
As soon as I get home, I create the shadow that is missing for visual 1p, and modify the camera.
"""Perhaps""" I put the license plate and I reduce the smoke in this update.
License plate for pussies lol
"Fuk fur TUV" lol
DD
lol
U can put a screenshot of the missing shadows, i have a doubt :P
Do you know how hard it is to get the bloody sun in the right place for a sodding screen shot lol. I just did 2 laps of Jerez and could not get one lol. I will find one JUST for you hehe
DD
EDIT: I have to go out but will do a first person video to get it later
I found the problem, i see in the online files, I had only forgotten one thing. I correct all tonight ^^
However, if someone who always uses the view 1p, tells me that option has in the cockpit options (fov, pitch, tilt...) so I put the camera in the best way.
Will do later boss ;D
DD
Its not the actual license plate that i think needs adding don't get me wrong. It is the black mounting area that also supports the indicators. That's what I meant. Finishes the bike off to real road spec even if it is being used for a track day . At the moment it is hybrid ;)
Quote from: Blackheart on April 22, 2016, 08:24:23 AM
Quote from: BOBR6 84 on April 22, 2016, 05:49:20 AM
Nice work, cool bike 8) nice quality sound too! good stuff :) why wont it wheelie though?? :'( ;D
The engine has done matty, I find it perfect, smooth like a road bike, few wheelies I find it a good compromise. Maybe with the next front sospension will change a bit the front.
I had anti-wheelie on.. :-[ much better now ;D 8)
Quote from: BOBR6 84 on April 22, 2016, 11:43:59 AM
Quote from: Blackheart on April 22, 2016, 08:24:23 AM
Quote from: BOBR6 84 on April 22, 2016, 05:49:20 AM
Nice work, cool bike 8) nice quality sound too! good stuff :) why wont it wheelie though?? :'( ;D
The engine has done matty, I find it perfect, smooth like a road bike, few wheelies I find it a good compromise. Maybe with the next front sospension will change a bit the front.
I had anti-wheelie on.. :-[ much better now ;D 8)
Ah hahaha!! ;D
Quote from: Blackheart on April 22, 2016, 09:43:58 AM
lol
U can put a screenshot of the missing shadows, i have a doubt :P
Here's a screen shot. Oh, and please, DON'T INCLUDE A LICENSE PLATE. The bike looks great as it is. If DD wants a license plate he should do it himself!!! Lol.
The only changes necessary, are that the bike's smoke needs to be reduced a bit, and there should at least be a speedo. I'd love to know how fast I'm going.
Of the bike mods that have been released, this is so far the best. Road bikes with such a rich engine sound, are a joy to ride.
yeh DD lol.
It looks like the cockpit gfx is missing the chassis shadow Black.
Get your own bloody numberplate DD ;) :P
Quote from: Urban Chaos 2.0 on April 22, 2016, 12:35:20 PM
Here's a screen shot. Oh, and please, DON'T INCLUDE A LICENSE PLATE. The bike looks great as it is. If DD wants a license plate he should do it himself!!! Lol.
The only changes necessary, are that the bike's smoke needs to be reduced a bit, and there should at least be a speedo. I'd love to know how fast I'm going.
Of the bike mods that have been released, this is so far the best. Road bikes with such a rich engine sound, are a joy to ride.
For a fast shadows 1p view fix change in the .gfx (open with a text editor)
This:
Quotecockpit
{
chassis
{
model
{
file = Honda_NR750_chassis.edf
}
shadow
{
file = rc990_s.edf
}
In this way:
Quotecockpit
{
chassis
{
model
{
file = Honda_NR750_chassis.edf
}
shadow
{
file = Honda_NR750_chassis_s.edf
}
Thanks
I found another "bug" in the mirrors, (you see through) will be fixed with the next update.
YO URBAN!!!! >>>>>>>>>>>>>>>>GFY lol...................
I HATE a frickin license plate I said DONT add it you twat. Dont make me look like a mommies boy needin it all legal n shit lol.
It would be the first time I rode a street legal bike lol
Thanks for the fix BH
DD
Damn :'(
(http://www.snopes.com/photos/signs/graphics/vaplate.jpg)
haha nice!
maybe you can put a blank plate on we can skin with our own names/funnies.
Good idea DD ;D
I always have a folding plate with a choke cable attached!!!
Funny how it keeps folding up when theres a camera about lol
DD
Love the plate though BH. Thats the only plus side if you add a plate make it so we can edit it
Is there a way to increase the wind noise when riding? I've noticed that different bikes have wind noise of a certain type and volume.
Download fix for version 0.3: Fix for shadows 1p view, hands position & smoke (https://www.dropbox.com/s/hg47mpvkeamhzao/gfx.cfg?dl=0)
Overwrite the gfx file.
P.S. Matty for the database put this gfx ;)
EDIT: correct ... i hope :P
Oh now you fix it after all my hard work to get you a picture...................lol
Just for the record it was a blue shadow too, after the fix you posted?
(http://iasystems.tk/pics/gpb/bandicam%202016-04-22%2018-00-00-191.jpg)
DD
OPPs forgot to say thanks for the new fix dude
my fail give me 1 sec ;D
Try this :P https://www.dropbox.com/s/hg47mpvkeamhzao/gfx.cfg?dl=0 (https://www.dropbox.com/s/hg47mpvkeamhzao/gfx.cfg?dl=0)
BH very nice bike indeed feels very good. Good Job all around.
I only have 1 problem with it and that is with downshifting.
Dont know if it is the engine brake setting in the physics but the rear gets very loose when shifting down a gear.
Am i the only one that has this? not heard anyone else about it?
Quote from: PeterV on April 22, 2016, 06:38:57 PM
BH very nice bike indeed feels very good. Good Job all around.
I only have 1 problem with it and that is with downshifting.
Dont know if it is the engine brake setting in the physics but the rear gets very loose when shifting down a gear.
Am i the only one that has this? not heard anyone else about it?
Try with eb 3 ;)
I think it is OK but important not to force the fast downshifts like the race version. No slippers on the road version I think. ;)
Quote from: Blackheart on April 22, 2016, 04:41:11 PM
Download fix for version 0.3: Fix for shadows 1p view, hands position & smoke (https://www.dropbox.com/s/hg47mpvkeamhzao/gfx.cfg?dl=0)
Overwrite the gfx file.
P.S. Matty for the database put this gfx ;)
EDIT: correct ... i hope :P
Umm, your bike doesn't comply with the Bike Mod :P (i thought you knew)
Road_Honda_NR750_v0.3 :P For the folder please :D
do you really want '.' in the name?
Quote from: PeterV on April 22, 2016, 06:38:57 PM
BH very nice bike indeed feels very good. Good Job all around.
I only have 1 problem with it and that is with downshifting.
Dont know if it is the engine brake setting in the physics but the rear gets very loose when shifting down a gear.
Am i the only one that has this? not heard anyone else about it?
That's just a setup issue you're having. Changing engine-braking can fix that, but it might cause turning problems for you (if you want a fast lap time). It also depends on when and how you're down-shifting. Maybe you're just down-shifting too fast. Messing with ride height could be one way to try and get around the loose rear. Even adjusting the front brakes can help. It depends.
Quote from: h106frp on April 22, 2016, 08:43:16 PM
do you really want '.' in the name?
Road_Honda_NR750_v0 3
Sorry, Matty, do not know where my head is! ;D
Tomorrown i change the name with a update, if I can make functional mirrors, I released version 0.4 directly ;)
Sounds good mate :)
Change log version 0.4 :
- Improved rear suspension
- improved front suspension
- Remodeled mirrors
- Now the mirrors work (just low res waiting a fix from Piboso)
- rmp analog
- The cockpit model has the front susp and front wheel now
- Glass and shaders for analog stuff
- Fixed shadows 1p views
- Changed the rider view (try it with fov 80 and pitch 40) if isnt good tell me.
- Fixed name for database
(http://i66.tinypic.com/14sh9pl.png)
Download: Honda NR750 v.0.4 (https://www.dropbox.com/s/ff96tc1omdw9841/v0.4_Road_Honda_NR750.rar?dl=0)
Delete completely the old version and setup!
Quote from: Blackheart on April 23, 2016, 07:35:45 PM
Change log version 0.4 :
- Improved rear suspension
- improved front suspension
- Remodeled mirrors
- Now the mirrors work (just low res waiting a fix from Piboso)
- rmp analog
- The cockpit model has the front susp and front wheel now
- Glass and shaders for analog stuff
- Fixed shadows 1p views
- Changed the rider view (try it with fov 80 and pitch 40) if isnt good tell me.
- Fixed name for database
(http://i66.tinypic.com/14sh9pl.png)
Download: Honda NR750 v.0.4 (https://www.dropbox.com/s/ff96tc1omdw9841/v0.4_Road_Honda_NR750.rar?dl=0)
Delete completely the old version and setup!
Brilliant!
I'll have it in the next BikeMOD :D
Hey Black,
The FIRST 1st person view angle is perfect for me!
I don't use the SECOND 1st person view but I know some do (DD) and I don't think it is right at all :( Too close to screen.
Cheers mate the rest is great!
Great job!
Quote from: Manu on April 23, 2016, 08:19:42 PM
Great job!
ty man ;)
Quote from: Napalm Nick on April 23, 2016, 08:19:27 PM
Hey Black,
The FIRST 1st person view angle is perfect for me!
I don't use the SECOND 1st person view but I know some do (DD) and I don't think it is right at all :( Too close to screen.
Cheers mate the rest is great!
Well :D Having changed the suspensions, there will be a bit of wobbles, but not too much. Before the front was completely relaxed during acceleration, it was unrealistic.
EDIT: So for the second 1p view wait a dd test :P
If you want to get the analogue water temperature working this is the script :)
watertemp_analog
{
enable = 1
needle = tempneedle
axis = z
step0value = 40
step0angle = 45
step1value = 120
step1angle = -45
}
Quote from: h106frp on April 23, 2016, 11:40:12 PM
If you want to get the analogue water temperature working this is the script :)
watertemp_analog
{
enable = 1
needle = tempneedle
axis = z
step0value = 40
step0angle = 45
step1value = 120
step1angle = -45
}
Where to add this?
Is there any way to adjust the camera position via the config files?
Quote from: Urban Chaos 2.0 on April 24, 2016, 08:24:20 AM
Is there any way to adjust the camera position via the config files?
Nope just geom, I do not recommend to change it because you would have "bike mismatch" online.
Quote from: Boerenlater on April 24, 2016, 08:18:35 AM
Quote from: h106frp on April 23, 2016, 11:40:12 PM
If you want to get the analogue water temperature working this is the script :)
watertemp_analog
{
enable = 1
needle = tempneedle
axis = z
step0value = 40
step0angle = 45
step1value = 120
step1angle = -45
}
Where to add this?
lol its for me ;D need create a 3d needle and put it in the right position in my 3d app :P
thx h106frp! :-*
EDIT: @Urban Chaos 2.0 U can play with the options in the game; pitch and field of view, if this dont work for u tell me as u want the camera.
I've been messing with the pitch and fov, but it's still not right. The camera needs to be moved slightly closer to the dash, and should also be elevated slightly. Currently, it's like riding from the perspective of a GoPro attachment.
pls make a screenshot with a other bike (motogp is better) with the perfect view angle. And fov and pitch setting
But remember your changes must still fit against all the positions the rider gets into during different stages of tuck-in. One screenshot in one position may not be enough and you may have to compromise to make it look good everywhere.
Quote from: Napalm Nick on April 24, 2016, 09:13:25 AM
But remember your changes must still fit against all the positions the rider gets into during different stages of tuck-in. One screenshot in one position may not be enough and you may have to compromise to make it look good everywhere.
Yep 2 screenshots also tuck-in position is better ;D
Here you go.
perfect tell me your pitch and fov value in these shots :P
fov: 90
pitch: 100
try this https://www.dropbox.com/s/q21z5qdese8dd0f/Road_Honda_NR750.geom?dl=0 (https://www.dropbox.com/s/q21z5qdese8dd0f/Road_Honda_NR750.geom?dl=0)
Hahaha it's perfect!! Thanks! :D
Quote from: Urban Chaos 2.0 on April 24, 2016, 09:50:41 AM
Hahaha it's perfect!! Thanks! :D
Ok im wait other feedback, if its good for everybody, i put this in a mini-fix pack.
Im watching the racing so not gonna be riding until after MotoGP.
Grabed the new file and will test.
I actually use the First 1st person UNLESS the geom makes it so you see the riders arms hanging in midair!!!
DD
Quote from: Blackheart on April 24, 2016, 09:46:50 AM
try this https://www.dropbox.com/s/q21z5qdese8dd0f/Road_Honda_NR750.geom?dl=0 (https://www.dropbox.com/s/q21z5qdese8dd0f/Road_Honda_NR750.geom?dl=0)
I'll quote it here, so others can see the new geom file (in case they don't go see it on the 5th page or something).
I like the new geom.
For me it is perfect, in FIRST 1st person I use FOV 90, Tilt 100................I have my handlebars 2ft from my 40inch flatscreen at the right height so it looks pretty much in scale to being ON the bike for me.
Perfect!!!
Thanks BH
DD
well, Thx ;)
So I put the new geom in the first post as update.
Sorry to say BH, but in your effort to make the front end as you put it "more realistic" it is the opposite. I am making a video right now and will upload it asap. You can see in the video just how BAD the front end wobble can be and in real life a killer!!! I was able to ride but the actual front end behavior is far to aggressive.
The v0.3 was far better on this point. The rest is fantastic work.
DD
Quote from: Blackheart on April 23, 2016, 08:37:39 PM
Having changed the suspensions, there will be a bit of wobbles, but not too much. Before the front was completely relaxed during acceleration, it was unrealistic.
::)
I know I read that before but the wobbles are UNREAL to survive. Watch the first lap on my video coming out of turn 6 at Jerez. Uploading now, will be about 30 mins.
DD
EDIT: Okay heres the video bro. Watch the top left cam as I am coming out of turn 6.
https://www.youtube.com/v/3u6rvtzm-m0
Quote from: doubledragoncc on April 24, 2016, 08:20:07 PM
I know I read that before but the wobbles are UNREAL to survive. Watch the first lap on my video coming out of turn 6 at Jerez. Uploading now, will be about 30 mins.
DD
Calm DD is just version 0.4 ;D and there is a good thing ... I know how to eliminate wobbles (or almost) But I also want that the bike also has a realistic appearance.
EDIT: Thx for the video DD now i watch it, the v 0.5 will be closer to Version 0.3, i promise this ;D
LOL I am calm dude hehe. I am just sayin before you kill someone haha.
Loving this bike and cant wait to have some races with them.
Sound is the best in GPB so far.
DD
4:15, gearing is correct ratios for top speed with the gearing adjusted to suit ;)
Probably tomorrow release a new fix (again for the 0.4) to eliminate (or reduce much) these wobbles. ;D
I feel another video coming on lol.
AFTER my full MotoGP review for Manu's set. This video lark is turning into a full time job lol.
Thanks BH
DD
I watched the video again, the wobbles in Turn 6 not seem a problem of suspensions but aerodynamic :o
I know the replays often make the issue worse where the wheels raise into corners but in this video I see again something I saw before and that is the rear tyre is above the track most of the time and the front sometimes too. Is that a shadow problem or something else?
@BH........At the point that is happening I am doing only 55MPH and accelerating, is the aero being effected at such a slow speed to effect that much lift???
It does not look like the back is squatting much?
@Nick...........YEP if you watch the bike from the side it is FLOATING in the air a lot on this track. I am testing the MotoGP set today and will study all a lot more on such points too.
POINT is, in V0.3 it was not so bad so what did you do to make this happen BH. Knowing what causes this helps with future work. I know you are bringing 0.5 out but I am interested in WHAT was making this happen at certain points and yes it is under acceleration.
DD
DD
Quote from: Napalm Nick on April 25, 2016, 07:18:31 AM
I know the replays often make the issue worse where the wheels raise into corners but in this video I see again something I saw before and that is the rear tyre is above the track most of the time and the front sometimes too. Is that a shadow problem or something else?
I have noticed this with my rear tyre and I think it might possibly be related to the 3D model dimensions (correct for a road bike tyre) not reflecting the rolling radius declared in the tyre file when using the default files.
Ok thanks H, but is this going to effect handling in GPB or just graphical?
DD
Only guessing at the cause, but if correct it would be purely graphical. Maybe with some info we can pin it down;
For reference, the default modern 990 GP racing tyres are declared by GPBikes as front=0.295m radius, rear=0.325m radius
@Blackheart - How does this compare to the radius you have used for your tyres in the 3D model ?
Looking at numbers for modern road tyres anything between .288 - .302 front and .308-.327 rear are typical ranges for rolling radius which could explain the floating bike problem if you have modeled (period) tyres at the smaller end of the range
Might explain something ;)
NR750
Front Wheel 16x3.5 in. magnesium alloy - popular with Honda at the time ::)
Rear Wheel 17x5.5 in. magnesium alloy
I still have not touched the wheels
So these are the stock wheel models? They should work OK
Quote from: h106frp on April 25, 2016, 10:47:35 AM
So these are the stock wheel models? They should work OK
Nope the model is my, different sizes from stock but the data are of the stock so little problems are normal for now :p
Quote from: Napalm Nick on April 25, 2016, 07:18:31 AM
I know the replays often make the issue worse where the wheels raise into corners but in this video I see again something I saw before and that is the rear tyre is above the track most of the time and the front sometimes too. Is that a shadow problem or something else?
As I wrote above I still have to put the right datas for the wheels, I do not know if the wobbles also depend on this, if someone wants to do testing in the nr_rr750_road_f_standard.tyre and nr_rr750_road_r_standard.tyre change this default lines;
QuoteMass = 8.75
Inertia = 0.45, 0.25, 0.25
Radius = 0.295
TorusRadius = 0.07
Width = 80
SpringBase = 65000
SpringFactor = 500
Damper = 770
RadiusRPS = 0.0001
MaxDrainage = 5
The front tyre nr_rr750_road_f_standard.tyre has those and is 80 width but the rear tyre is not and has a larger radius 0.325 than the 0.295 so it would be making it smaller and it is only 60 wide not 80 so it is thinner than the front if I am correct? That seems wrong?
is the Width = 60 for the rear wrong to start with but the 0.325 correct?
DD
The theory holds then :) Model and tyre file not matched
The width parameter is odd, the files are the same for the original default 990 set
More typical values are around 120 front, 190 rear so nothing seems to tie in for this value. I think only MaX has any idea how this works
There is a wiki page for the tires? :o
I found this http://forum.piboso.com/index.php?topic=687.0 (http://forum.piboso.com/index.php?topic=687.0)
If anyone understands these things, translate it for me in an easy way ;D
EDIT
Quote from: Blackheart on April 25, 2016, 11:38:13 AM
There is a wiki page for the tires? :o
I found this http://forum.piboso.com/index.php?topic=687.0 (http://forum.piboso.com/index.php?topic=687.0)
If anyone understands these things, translate it for me in an easy way ;D
EDIT
MaXTire
(tm) please MaX ;)
Looks like you should be able to just change the radius if you want it to just look OK in game for now with the same simulated profile as the 990. The problem would be if it effects trail measurement too much as you steering geometry is probably modeled around the 16'' wheel if you built the model from an image so you need the smaller tire. Worth trying to see if it works, try 0.283 for the front and see what it looks like.
The link seems to indicate 2 ways to deduce radius though, total and height to shoulder. I guess total is correct as it aligns with normal sizes.
I will try and experiment later to derive a set of road tires, the numbers in the link are for 195/55/17 so correct for me :)
width is an angle in degrees that describes half of the arc of the useful tire tread. So, 120 degrees of tread (useful tire)
Mass is odd as well - i have a tire spec for a road bike says 15lbs, 6.8kg for a rear tire ???
The wobble really isn't that bad. It's very controllable, and the bike's incredibly easy to ride. A crash is a very, very rare event with this bike.
BUT, Urban it is totally unrealistic and is simply wrong.
DD
Well, if that's the case it should be fixed. It's not something I'll miss anyway, haha.
Only the 1.0 version will have the physical and definitive graphics, previous versions are made to find problems to help you find issues.
Unfortunately the Piboso mod wiki sucks, so all the informations are to search on the forum. >:(
So after 5 fricking attempts to upload a little shit of a video and YT screwing it up here is a video to show the NR after I swapped the tyre width to the correct order. Before the wider tyre 80 was on the front and 60 on the rear and now it is the right way round from my normal thinking.
There is still some wobble, but more realistic and it feels right too. Remember the last video coming out of turn 6!!!
https://www.youtube.com/v/DcpX_kw2tFw
The rear tyre still floats so it needs sorting, but the width is now the right order for thin front fat back.
DD
For the rear tyre have u tried to change the radius?
The orginal model has front: 130/70 ZR 16; rear 180/55 ZR 17
I left the radius to start with as I wanted to do one thing at a time. I am going to try the radius now.
I need to get started on the MotoGP review so will leave the nitty gritty work to you lol.
DD
See previous, 60 and 80 are not the width, they are the arc so you have given the rear a much bigger treaded area and the front less.
i.e. the front tyre is normally more 'round' and you can get further onto the sidewall
Yep these data are of Muramasa can not be wrong :P
The issue is the radius, my tires have different size from mura. The weight is in kg or?
The width parameter doesn't really define the width, it defines how flat the profile of the tyre is, so in fact the more round profile is more likely on the front.
Let's put it this way, to do an Avon Speedmaster rear tyre, you would need width to be about 5 and TorusRadius to be around 0.254 (or in other words the same as the wheel + tyre radius), on the other hand a bicycle racing tyre would have a width of 90, but the TorusRadius would be about 0.01
@H So from what your saying, the 80 is a tighter, smaller and quicker shape and 60 larger? IRL the front tyre being smaller in width makes it faster in its roll action compared to a wider tyre, so I though the higher number was for a larger and slower roll action? It worked though :o :'( ;D :(
DD
Now I am confused!!! LOL
DD
Minor observation... that sounds like an inline 4, not a 360 degree crank V4
90, 270, 90, 270 firing order shouldn't sound like that... try lifting some sound off a VFR400, or RC30
(VFR400 NC30, not the previous model (NC21/24) as they had different firing orders due to 180 degree crank as opposed to 360.. this is the same as the difference between the VFR750 and the RC30).
Allen.............Allen.................Allen.........................
Is that the Allen?
Yes wrong sound but I love it hehe
DD
Probably I leave the mod to version 0.4. When people come to criticize everything is time to stop ^^
Quote from: doubledragoncc on April 25, 2016, 02:46:15 PM
@H So from what your saying, the 80 is a tighter, smaller and quicker shape and 60 larger? IRL the front tyre being smaller in width makes it faster in its roll action compared to a wider tyre, so I though the higher number was for a larger and slower roll action? It worked though :o :'( ;D :(
DD
Yes, that's correct. You are slowing the turning of the front tire by flattening its profile and this is probably balancing an issue with front trail being quite aggressive.
Possibly creating the 16inch wheel and tire is the solution
Thanks H.
DD
Quote from: janaucarre on April 25, 2016, 03:49:31 PM
For jerez it's my fault that the bike doesn't touch the ground all along, thsts not a bug but a compromise i did.
To build a track there's a visual part and a physic part, so because i want to publy a new one(don't know when), i decided to publy this one. The ground you see is not as ridable as the one you ride on, i know it's not a good job but we can have pleasure until final version.
::)
All tests for my bikes must be made on Victoria now. thx
I hate Victoria and I mean hate it!!!
DD
Quote from: Blackheart on April 25, 2016, 03:57:27 PM
Quote from: janaucarre on April 25, 2016, 03:49:31 PM
For jerez it's my fault that the bike doesn't touch the ground all along, thsts not a bug but a compromise i did.
To build a track there's a visual part and a physic part, so because i want to publy a new one(don't know when), i decided to publy this one. The ground you see is not as ridable as the one you ride on, i know it's not a good job but we can have pleasure until final version.
::)
All tests for my bikes must be made on Victoria now. thx
Lol.... Best of luck with that decision Blacky ;) ;D
Hawk.
Why so much hate for* Victoria.
I quite like it as a track... ???
Quote from: matty0l215 on April 25, 2016, 05:29:22 PM
Why so much hate got Victoria.
I quite like it as a track... ???
I love Phillip Island 8)
Quote from: Hawk on April 25, 2016, 05:27:52 PM
Quote from: Blackheart on April 25, 2016, 03:57:27 PM
Quote from: janaucarre on April 25, 2016, 03:49:31 PM
For jerez it's my fault that the bike doesn't touch the ground all along, thsts not a bug but a compromise i did.
To build a track there's a visual part and a physic part, so because i want to publy a new one(don't know when), i decided to publy this one. The ground you see is not as ridable as the one you ride on, i know it's not a good job but we can have pleasure until final version.
::)
All tests for my bikes must be made on Victoria now. thx
Lol.... Best of luck with that decision Blacky ;) ;D
Hawk.
The first tester... it's me, other feedback are welcome, but It is not essential
Sorry guys.
I assure that's the only track i posted like this.
@Jana no problem Jana it was my mistake, I had probably never raced in jerez, and I tried to figure out how to fix a problem on my bike that not exist lol :-[
Anyway Today I did a lot of laps in Victoria with the 0.4 physics and I never had wobbles problems... After I put a "long" onboard video. ;)
I was a bit angry for my big fail ;D
Sorry guys :-*
Quote from: doubledragoncc on April 25, 2016, 02:09:22 PM
So after 5 fricking attempts to upload a little shit of a video and YT screwing it up here is a video to show the NR after I swapped the tyre width to the correct order. Before the wider tyre 80 was on the front and 60 on the rear and now it is the right way round from my normal thinking.
There is still some wobble, but more realistic and it feels right too. Remember the last video coming out of turn 6!!!
The rear tyre still floats so it needs sorting, but the width is now the right order for thin front fat back.
DD
Wobble does still seem fine to me. I find, it depends on the track, but making setup changes fixes the issue. Here, check out a video: https://www.youtube.com/v/z1QUZnVtdUA
OK, tried the tire radius change and it is reflected in game - note rear tire to track 'gap'
The default tyre is wider and taller than my road bike tyre so i will have to make a full tire set :(
(https://lh3.googleusercontent.com/-Pz9Lk7gq2QQ/Vx5y6QeTlgI/AAAAAAAAAv4/bW5k2AZrgBwauUQ_wW-aOLXtV3gQUu-8wCL0B/w1017-h413-no/tyreradius.jpg)
Wish the rider would bend his arms a bit ;D
@Urban Chaos 2.0 Nice vid i love Cadwell park!
IMO the dangerous wobble on this bike is when you change from 1st to 2st gear, probably with better data on the tires will be better.
@h106frp you only have reduced the radius for the rear tyre?
Yes, this is just radius change without recalculating the contact curve. I will need to recalculate for the correct narrower tire which should have a steeper curvature. Just demonstrating that model and tire file are linked, this is why you front 16 inch wheel looks so high off the ground.
Quote from: h106frp on April 25, 2016, 08:26:21 PM
this is why you front 16 inch wheel looks so high off the ground.
How do I calculate exactly how I reduce? Or a trial and error is enough? :P
You will need to remove at least 0.013m off the radius to start, then a bit of trial and error due to the difference in your 'classic' tire and the modern moto gp tire. For reference it took 0.025m off the original radius for the change in my images.
This give an idea of the variance in tire dimensions, divide CIRC by PI and you will have the different diameters. Note the weights - not sure what the tire file uses but i cannot see how they correlate Actually it looks like it could be the total wheel weight :)
(http://images.motorcycle-usa.com/15_tireshootout_specs.jpg)
Note in Chaos video front tyre temperatures too :-X eek
Quote from: h106frp on April 25, 2016, 08:37:47 PM
You will need to remove at least 0.013m off the radius to start, then a bit of trial and error due to the difference in you 'classic' tire and the modern moto gp tire. For reference it took 0.025m off the original radius for the change in my images.
Perfect, thx^^
Quote from: Napalm Nick on April 25, 2016, 08:39:51 PM
Note in Chaos video front tyre temperatures too :-X eek
I see but its a very different pressure from default ::) i've no big problem with the front tire temp, but surely I will check ;)
Once you have the radii, you should go to bikeED and add them to check you steering geometry - trail for NR750 is 88mm at 24 degrees on 1435mm wheelbase
Quote from: h106frp on April 25, 2016, 09:03:34 PM
Once you have the radii, you should go to bikeED and add them to check you steering geometry - trail for NR750 is 88mm at 24 degrees on 1435mm wheelbase
The problem is to understand how to get to 88 ;D
Yep, BikeED is fiddly, but trail has a big impact on wobbles and front folds
I know my geom
Quote from: h106frp on April 25, 2016, 10:39:22 PM
Yep, BikeED is fiddly, but trail has a big impact on wobbles and front folds
I hope for the v 0.5 geometry will be complete (or almost) it is the longest and most boring part for me ;D
Just messing with some on board sound.... may need more punch at higher revs
(it's actually an NC30 VFR400.. so plenty of cam gear whine) - hopefully youtube quality doesn't make it sound too bad!
https://www.youtube.com/v/KMg7T46aIO8
Personally I love it! :o
Yes, perhaps at high rpm should "scream" a little more :D
EDIT: And it is overly "empty" It needs more work. But its a very good start.
Quote from: h106frp on April 25, 2016, 07:44:19 PM
OK, tried the tire radius change and it is reflected in game - note rear tire to track 'gap'
The default tyre is wider and taller than my road bike tyre so i will have to make a full tire set :(
(https://lh3.googleusercontent.com/-Pz9Lk7gq2QQ/Vx5y6QeTlgI/AAAAAAAAAv4/bW5k2AZrgBwauUQ_wW-aOLXtV3gQUu-8wCL0B/w1017-h413-no/tyreradius.jpg)
Wish the rider would bend his arms a bit ;D
Something strange going on with tire sizing/tire model/tire file/bikeED;
All set to make a tire set based on what i have observed in the relationship between in sim view and tire file radius. Load up the model expecting to find my tires are undersized on radius but the dimensions are correct ??? (in fact spot on for Dunlops)
So now i am very confused as too why i have to reduce the tire radius in the tire file to get the tire to touch the track. I will do the calcs to create the correct contact arc but i cannot see how that changes the radius parameter sizing.
Puzzled!
Is it because the tyre data is real, but the model of the tyre is not the same dimensions as the real tyre data?
Not used bikeED before so this is just the first thought off the top of my head. ;)
Hawk.
The model tire is the correct radius and width using real life tire sizing nomenclature.
Wheel is correctly defined with inner bead diameter to define my wheel diameter at 17''.
Seem to need to lose 15mm on calculated radius to achieve the value that looks visually correct and that already assuming the smaller tire shoulder height=radius :( (suspiciously close to the wheel flange height value :-\ )
I will have another go at iterating through the BikeED / tire file process this evening - perhaps the problem is there.
I get TorusRadius=0.104, radius 0.315 for 180/55/17 rear --> The smaller radius should help raise the height a bit
TorusRadius=0.061, radius 0.300 for 120/70/17 front ---> this seems to be about correct assuming radius=shoulder height :)
Maybe it will work out OK based on the front tire calc being correct :)
Quote from: Blackheart on April 25, 2016, 02:21:23 PM
For the rear tyre have u tried to change the radius?
The orginal model has front: 130/70 ZR 16; rear 180/55 ZR 17
For you wheels assuming radius=shoulder height ::) ;
Front 16''
Radius = 0.294
TorusRadius = 0.066
Rear 17''
Radius = 0.315
TorusRadius = 0.104
The front is very close to the default tire presumably due to aspect difference- can you check the tyre OD measurement in your 3D app ?
Quote from: h106frp on April 26, 2016, 10:06:43 AM
For you wheels assuming radius=shoulder height ::) ;
Front 16''
Radius = 0.294
TorusRadius = 0.066
Rear 17''
Radius = 0.315
TorusRadius = 0.104
The front is very close to the default tire presumably due to aspect difference- can you check the tyre OD measurement in your 3D app ?
Excuse full morning at work :-\
Probably the wheels I have to resize, at the moment in 3ds max are:
Front tire: 0,332m and 1,48m
Rear tire: 0,489m and 1,616m
Quote from: Blackheart on April 25, 2016, 11:38:13 AM
There is a wiki page for the tires? :o
I found this http://forum.piboso.com/index.php?topic=687.0 (http://forum.piboso.com/index.php?topic=687.0)
If anyone understands these things, translate it for me in an easy way ;D
What you don't understand exactly ?
The total radius of the tyre (from rim center to tyre middle) is "Radius": if in game your tyre is flying (assuming that doesn't come from the track), just reduce this to match the overall radius of the 3d model of your tyre. I think that should be enough. The width is in degrees.
In GPB the profile is simply round I think. Notice that there's no notion of rim size in GPB, only the 3 params matter for physcis (Radius, TorusRadius, Width).
Getting the right Radius will make the tyre touch the asphalt with the bike vertical.
Once this done, playing around with TorusRadius and Width will make the tyre touch the asphalt (as much as possible) when the bike is leaning, but they will also change the tyre profile.
(https://drive.google.com/uc?export=view&id=0BzmU7Qoo77i1a1AxUlNhYzRnaEk) (https://drive.google.com/uc?export=view&id=0BzmU7Qoo77i1a1AxUlNhYzRnaEk)
I can be wrong, I don't recall PiBoSo bothering to confirm or correct all this stuff.
Quote from: h106frp on April 25, 2016, 12:22:14 PM
MaXTire(tm) please MaX ;)
There's already a MaxTyre, but it deals with the tyre physcal model more than with the dimensions.
For the dimensions a spreadsheet is more than enough.
Quote from: Allen on April 25, 2016, 02:46:07 PM
The width parameter doesn't really define the width, it defines how flat the profile of the tyre is, so in fact the more round profile is more likely on the front.
Let's put it this way, to do an Avon Speedmaster rear tyre, you would need width to be about 5 and TorusRadius to be around 0.254 (or in other words the same as the wheel + tyre radius), on the other hand a bicycle racing tyre would have a width of 90, but the TorusRadius would be about 0.01
That Avon would be a very very very flat profile and fairly thin: 2 * 0.254 * sin(5deg) = 4.4cm !
Quote from: HornetMaX on April 26, 2016, 12:54:04 PM
Quote from: Allen on April 25, 2016, 02:46:07 PM
The width parameter doesn't really define the width, it defines how flat the profile of the tyre is, so in fact the more round profile is more likely on the front.
Let's put it this way, to do an Avon Speedmaster rear tyre, you would need width to be about 5 and TorusRadius to be around 0.254 (or in other words the same as the wheel + tyre radius), on the other hand a bicycle racing tyre would have a width of 90, but the TorusRadius would be about 0.01
That Avon would be a very very very flat profile and fairly thin: 2 * 0.254 * sin(5deg) = 4.4cm !
I never bothered with the maths, it's was more making a point.. about double that would be close then
if you want a laugh http://www.avon-tyres.co.uk/motorcycle/safety-mileage-mkii (http://www.avon-tyres.co.uk/motorcycle/safety-mileage-mkii)
I actually had one on the back of an FS1E for a while..
fuck it....
Pls no confusion here just the official files from the modders (me and matty) delete the links pls. If u want help with the engine or other stuff speak with matty.
The sounds quality is too low for put it in the mod.
Any official dat would be much appriciated on the bike as there is limited info on the bike available.
Most if not all of my work is best guess (i have a review and another couple of videos and a website but no 100% confirmed legit info)
Spec with driveline info
http://www.vsource.org/VFR-RVF_files/Bnr750-mi.htm (http://www.vsource.org/VFR-RVF_files/Bnr750-mi.htm)
Quote from: h106frp on April 26, 2016, 03:58:12 PM
Spec with driveline info
http://www.vsource.org/VFR-RVF_files/Bnr750-mi.htm (http://www.vsource.org/VFR-RVF_files/Bnr750-mi.htm)
Ive used this website and when you put there ratios in gpbikes goes nuts...
Info is thin for this one, sorry for the poor link. Basic power figures
Potência 125 hp a 14000 rpm
Potência específica 167.34 cv/litro
Torque 6.6 kgf.m a 11000 rpm (about 64Nm)
Relação peso/potência 1.76 kg/hp
Tomorrow a big step forward (version 0.5) ;D
Small problems with the 0.5 the engine explodes after 2 laps (matty? :P ) and with the dashboard ;D
Probably the release will be delayed.
Do you wan´t to create a decent replica of the road version nr750 or a funbike only?
I´m asking because if you create a replica you maybe won´t like to drive it anymore....it´s a heavy bike and a 600 street bike will be faster.
Engine problems solved, soon a new update ::)
Great news BH.
I love the way C21 points out it was a heavy bike, so were all my Goldwings, had 14 over 7 years, my first 1200 did over 250,000 miles in its first 2 years but rode like a sweetheart. It was a heavy bike in weight but not to ride, boxer motor, gas under my ass and it was all plastic up top, no weight. When Honda came out with the first CBR600 I had an 1100 wing full medical kited out DXB and this dude on his 600 had a big problem keeping up on the country lanes. If you know your bike can do it and you forget its physical size it is still a fast bike and can handle if setup right(100psi in rear shocks lol)
Basically what I am saying is in real life a heavy bike can still be ridden, not most Harley's from the factory but a custom one will so a stock NR750 was still a quick and good bike to ride. Its all about learning a particular bikes character and the NR has one lol. Great work however you build it BH.
I would love a GL1100 with 1200 frame to ride in GPB, naked naturally lol. Built a few of them and one with a roots blower before lol. I know Grimm would love it too. Just sayin like lol
DD
I remember (again :P ) that the bike at the moment is only approximately to 40%.
With the next update i want a bike for online races, so; new tires, a new engine and updates for the cockpit view. (and also the camera)
Quote from: C21 on April 28, 2016, 07:02:33 AM
Do you wan´t to create a decent replica of the road version nr750 or a funbike only?
I´m asking because if you create a replica you maybe won´t like to drive it anymore....it´s a heavy bike and a 600 street bike will be faster.
Honda's V engine sports bikes were easy to go fast on though with endless linear power delivery and very predictable stable handling unlike many modern lightweight sports bikes - should work well with any of the road based circuits.
You could model on a replica of this .... quoted....
Since it couldn't be homologated for World Championship racing Honda decided the NR750 could be used to attempt some records. A lightened, tuned NR, making 150bhp @ 15,500rpm and weighinhg just 180kg was produced (compared to the standard bikes' 222kg). Diminutive GP rider Loris Capirossi set new flying mile, flying kilometre and standing start mile & 10km records, assuring its place in the record books
The record bike is in Honda collection hall apparently
(http://www.twinring.jp/collection-hall/event/1403/img/machine1.jpg)
Great find H. Do it BH lol
DD
Now the bike is very light (very) when we will test with the real weight, we will know if it remains fun or not. ;)
Maybe I can do 2 versions, but pls first let me finish this ;D
I found little informations on weight distribution in this bike, im sure just on the engine (80.5kg/177.5 lbs).
The total weight of the bike is 223kg/491lbs so it is not impossible found the weight of other parts :P
Does anyone have more information on this?
I'm doing some tests for the bike weight, someone can explain (in a very easy way pls :-[ ) how the Inertia works and the other value if u know. thx
Quotechassis
{
Mass = 120
Inertia = 13.1, 8.97, 6.6
FrontLatStiffness = 1100
FrontLatDamping = 6.5
RearLatStiffness = 1400
RearLatDamping = 7.4
}
Quote from: Blackheart on April 28, 2016, 07:23:36 PM
I found little informations on weight distribution in this bike, im sure just on the engine (80.5kg/177.5 lbs).
The total weight of the bike is 223kg/491lbs so it is not impossible found the weight of other parts :P
Does anyone have more information on this?
I could not find the official manual. This bike is probably too rare to have it uploaded somewhere.
For now I will increase only slightly the weight, with the real weight, the bike lose the front in the slow corners ...
If yo don't know what Inertia is, then do this: if you change the mass, change the Inertia values proportionally (e.g. double the mass --> double the inertia values).
The Stiffness/Damping are relative to the bike's flexibility. No simple way to explain that, you'd have to dig into it (not hard, but you need to get the physics behind).
Quote from: HornetMaX on April 29, 2016, 01:14:58 PM
If yo don't know what Inertia is, then do this: if you change the mass, change the Inertia values proportionally (e.g. double the mass --> double the inertia values).
The Stiffness/Damping are relative to the bike's flexibility. No simple way to explain that, you'd have to dig into it (not hard, but you need to get the physics behind).
Thx for this ;)
Need a opinion, I am now finishing the dashboard, you like that or you want more information? ???
(http://i64.tinypic.com/102thkh.png)
Just as it would have in real life.
ECU info wouldn't hurt (TC, EB and Anti Wheelie) over of the left
@Boerenlater the orginal has just the speed, temp and tot. km :P (the gear position in gpb is very useful)
@Matty let's see if I can put them in a way that can be read easily :P
Quote from: Blackheart on April 29, 2016, 08:43:27 PM
@Boerenlater the orginal has just the speed, temp and tot. km :P (the gear position in gpb is very useful)
@Matty let's see if I can put them in a way that can be read easily :P
Pukka :D
Yeh if possible we need that ECU stuff 8)
Lost. Why ECU stuff ? I doubt they had any at the time of this bike.
(I know that temporarily it has the stock physics, but if it's going to go one day ...)
Ah I mean if the bike has ECU settings then it would be best to have it on the dash. Has it ?
I expect you have seen this or have it in another form but some nice info in the table http://www.vsource.org/VFR-RVF_files/Bnr750-mi.htm maybe it is useful for you.
Quote from: HornetMaX on April 30, 2016, 07:35:49 AM
Lost. Why ECU stuff ? I doubt they had any at the time of this bike.
(I know that temporarily it has the stock physics, but if it's going to go one day ...)
I don't know about bike racing at that time but F1 had already active suspension auto programmed gearbox and TC in 1991.
Sorry guys I change my mind no ECU stuff
Quote from: Blackheart on April 30, 2016, 10:50:12 AM
Sorry guys I change my mind no ECU stuff
+1.
Keep it as close to the real thing as possible.
Quote from: Blackheart on April 30, 2016, 10:50:12 AM
Sorry guys I change my mind no ECU stuff
No need to say sorry it's your project.
Its a beautiful model and you have worked so hard to keep it real. IMO having the ECU data is of little importance. You should know what you have set things too and be able to tell from how the bike is behaving really.
With all the extra info you have since V0.4 release I am sure V0.5 will be an amazing leap forward.
Great work mate.
DD
I chose this style, much closer to the real, I hope you will like.
(http://i68.tinypic.com/5f1xfs.png)
Quote from: Blackheart on April 30, 2016, 11:14:43 AM
I chose this style, much closer to the real, I hope you will like.
(http://i68.tinypic.com/5f1xfs.png)
Looks great mate ;D
That looks really great. Is it possible to change between MPH and KPH?
I am unfortunate to be old and MPH is still the norm for me.
DD
Quote from: doubledragoncc on April 30, 2016, 11:17:55 AM
That looks really great. Is it possible to change between MPH and KPH?
I am unfortunate to be old and MPH is still the norm for me.
DD
Unfortunately it is a texture, only the numbers values change (speed, gear, rpm, water temp).
Looks great 8)
So if I have it set in game to MPH it will read out MPH figures but have KPH next to it?
DD
Quote from: doubledragoncc on April 30, 2016, 11:42:02 AM
So if I have it set in game to MPH it will read out MPH figures but have KPH next to it?
DD
If in the game u have mph u read the
speed number in mph but my textures will be still kmh.
Thats brilliant. I rarely worry as I go more by the sound of my motor but it is also important at times.
Great work BH.
DD
Change log version 0.5
- New gear and engine by matty
- Create dashboard with; speed, gear position, rpm and water temp.
- Modified the wheels data.
- New texture to the fork
- Fixed some textures for the chassis
- New seat with bump map
- Added rpm limit light
- Added the needles for analog stuff
- Fixed the wrong effects on the front discs
- Surely there's more but I do not remember ... ;D
Download: Honda NR750 v 0.5 (https://www.dropbox.com/s/sca3tmm89yic530/v0.5_Road_Honda_NR750.rar?dl=0)
Important: Delete the old versions and setups!
Very nice, but the camera's too far away again, haha.
Quote from: Urban Chaos 2.0 on April 30, 2016, 06:31:29 PM
Very nice, but the camera's too far away again, haha.
The camera now is for the default setting. (pitch and fov)
Had to ride this before I get some sleep and WOW. You really outdid yourself BH. Brilliant. It feels so good to ride, natural and it make you feel confident in the bikes handling. It is truly a pleasure to ride. For me, and no disrespect to anyone else but the sound, even if sorta wrong for the motor it is still the best sound in GPB. I love the idle sound and then the way it revs up and comes back down. At speed it sound so good and it just gives the impression of speed as it should do, fantastic work.
I found the onboard camera great for me with the 40inch so close. The speedo is in exactly the place I need one to not take my eyes of the track too long if I want to read it.
Overall, 10 out of 10 and then some. I know it is still a WIP and look forward to the upcoming versions.
Fantastic work BH. Thank you.
DD
Quote from: doubledragoncc on April 30, 2016, 10:06:26 PM
Had to ride this before I get some sleep and WOW. You really outdid yourself BH. Brilliant. It feels so good to ride, natural and it make you feel confident in the bikes handling. It is truly a pleasure to ride. For me, and no disrespect to anyone else but the sound, even if sorta wrong for the motor it is still the best sound in GPB. I love the idle sound and then the way it revs up and comes back down. At speed it sound so good and it just gives the impression of speed as it should do, fantastic work.
I found the onboard camera great for me with the 40inch so close. The speedo is in exactly the place I need one to not take my eyes of the track too long if I want to read it.
Overall, 10 out of 10 and then some. I know it is still a WIP and look forward to the upcoming versions.
Fantastic work BH. Thank you.
DD
Thx DD Finally some feedbacks ;D
The 0.5 is already very good, indeed Matty soon adds it in database, if Nick wants organize some events with this bike, so i can see if there are problems online an if I can still improve the graphics in next versions.
l already made a paint for online so look forward to some races with this bike. lt is going to be so good with the handling and the sound of a group of them will be cool.
DD
Sure ! I think it will make for some great Cup races!
But I have only downloaded the V0.5 but not found time to test it yet so will give some feedback when I do (hopefully today).
One thing - did you try it in the wet yet? I tried the last version in the wet (default was set to realistic weather) by accident and it was unride-able. But then Beta 8 wet is terrible for most bikes but not this bad - try it. I wouldn't of expected you to have done any wet tyre grip/draineage factors yet but I am just saying so it don't get missed. haha!
Thx for the report Nick ,I completely forgot to increase the grip for wet :P I put this in a next update ;D
Ah so I get some practice done now and it is ohh so nice. Onboard view is almost perfect at default ( I like 80 40 0 for perfect for me).
The bike really makes you want to ride it onboard and it is forgiving enough to have a lot of fun with like this. Can't find anything to say against it really. Maybe with more practice I find something but for now Great Job Blackie!!!
yep, very nice bike!
the rear tyre has too much grip for my taste and the (lowspeed) front wheel could be a little more stable at high lean angles (specifically at banked corners).
but anyway, it sounds really good and I'd say it's probably a perfect "starter bike" for beginners who want to move up to the 1000cc bikes.
not as boring as the 600s and not as crazy as the motogp bikes, perfect intermediate class IMO.
....oh and the upshifts are more seamless than the motogp bikes.
thx vin for the useful considerations, this is just a intermediate version, I regret to make it a completely "road bike", I will decide further on, for now is a mix ;D
I suggest people take it round Slovakiaring on the GPBOC 2 server - onboard view over the bumps. Awesome. Holds itself quite well on the jump too!
Quote from: Napalm Nick on May 01, 2016, 08:55:12 PM
I suggest people take it round Slovakiaring on the GPBOC 2 server - onboard view over the bumps. Awesome. Holds itself quite well on the jump too!
Tomorrow I want try it! Slovakiaring is a very strange track with huge jumps ;D
Hi, i enjoy riding this bike, this is a good job. A race must be very nice with it
Thanks
Quote from: janaucarre on May 03, 2016, 09:42:25 PM
Hi, i enjoy riding this bike, this is a good job. A race must be very nice with it
Thanks
Thx man
Sunday the race thx to Nick ;D here the link for this event (http://forum.piboso.com/index.php?topic=3350.msg55427#msg55427)!
Change log version 0.6
- Added Occlusion maps for all bike parts.
- Fixed some mesh.
- Fixed exhausts.
- Fixed some textures.
Front old:
(http://i65.tinypic.com/1o6tco.png)
Front Now:
(http://i67.tinypic.com/292bbiv.png)
Back old:
(http://i63.tinypic.com/20g1hsx.png)
Back Now:
(http://i63.tinypic.com/w85835.png)
Download: Honda NR750 v. 0.6 (https://www.dropbox.com/s/6csleg099l78kux/v.0.6_Road_Honda_NR750.rar?dl=0)
This time is not needed delete setups ;D
thx for awesome bike
Thanks BH.
This bike is so good to ride. I hope it is just the start of your bike mods. Fantastic quality mate.
DD
EDIT: Hi BH, can the wheels be painted? If so where is the area in the tga to edit. It beautiful stock, but for online I have my own paint naturally. Thanks.
Good job m8, looks much better now :)
Fantastic work!
very nice bike m8 thx a lot ;) ;) ;)
good work mates thanks for all works
great work friend!!
Thx guys, I'm happy that you like it :)
Just had my first ride on your bike around SlovakiaRing Blacky..... It's a beauty mate! Very nice work indeed! ;D 8)
Personally I'd like a little less engine brake on it's lowest setting as I'm getting the rear folding around on me as I enter the bends after changing down a gears on EB setting #3?). I know you 4 stroke guys will say that is what a four stroke will do to you if you do that. Bloody 4 stroke EB's! Lol. ;D
You should do a 2 stroke 125 2 stroke racing bike(we need a good 125 2 st racing bike), forget the Iti-Scooters. Lol ;D
Hawk.
i agree Hawk! the EB is a bit too high, even for a 4stroke, (been riding those bloody things myself too), i don't reckon EB being that heavy on 4stroke either lol
Otherwise GREAT BIKE MATE!! LOVE IT!
The scooter project? I deleted it. ;D
The EB its already in the changes list for the next version (a little bit less strong). I decided not to make a 1:1 replica of the road model, because is not too funny in gpb.
For the next bike dunno, i still have no ideas, but i like the big and strange bikes ::)
CBR900RR as the other dude will be a very long time making it he said. Do a poll?
I think that era CBR, Gixxer, and Zeds would be cool. Not the modern versions. Modern bikes dont have as much character.
How about naked bikes? Real StreetFighter class?
DD
I was thinking to a modern sbk ... maybe the Kawa ???
But but for now it is too early, much to complete in this bike :P
2006-2007 fireblade :-* (with the black nose cone though.. ;))
(http://i66.tinypic.com/1j5i07.jpg)
has the unit pro link swingarm too which i think piboso added??
This thread is for the NR750 for suggestions wait the pole. ;D
Soon i make a pole with my models favorites, (yes, in my list there is this fireblade... ::))
NOOOOOOOOOOO BOBPPPPPP thats the problem. Why always modern versions that are ugly? lol
Are you doing a separate pole thread Blacky?
DD
Yes will be a separate thread.
Quote from: Blackheart on May 05, 2016, 06:34:24 PM
The scooter project? I deleted it. ;D
The EB its already in the changes list for the next version (a little bit less strong). I decided not to make a 1:1 replica of the road model, because is not too funny in gpb.
For the next bike dunno, i still have no ideas, but i like the big and strange bikes ::)
Kawasaki ZX-12r? Z1000? :)
Quote from: Blackheart on May 06, 2016, 02:34:55 PM
Yes will be a separate thread.
Thanks Blacky.
READ it people. LOL
DD
(http://ell.h-cdn.co/assets/cm/15/01/54a78a9754dec_-_cryinggifs_01_1.gif)
Thx
Dude I dont get the video? Why a crying dude?
DD
Because this is the NR750 thread!!!
And I hate OT. The off topic make me cry! :'(
OK gt it, thats why I said READ people so folks would stop posting what bike they want.
Back to the NR...........................
I forgot if I read it or not but are you going to give a tga file for wheels or psd?
Yep I need my snot green stipe lol.
DD
My wheels for now has not a uv map, is no possible make the green stripe. For a "template" in tga. Try this: https://www.dropbox.com/s/7tgr0ntx7jcubys/Template%20NR750.tga?dl=0 (https://www.dropbox.com/s/7tgr0ntx7jcubys/Template%20NR750.tga?dl=0)
This is for PS with shadows and help lines layers: https://www.dropbox.com/s/edxvvo3hj3fflab/Template%20NR750.psd?dl=0 (https://www.dropbox.com/s/edxvvo3hj3fflab/Template%20NR750.psd?dl=0)
Quote from: Blackheart on May 06, 2016, 03:12:36 PM
Because this is the NR750 thread!!!
And I hate OT. The off topic make me cry! :'(
Welcome to the realities of a forum my friend! Hehe! ;D
That was me just being flippant, but seriously I understand what your saying mate. ;) 8)
Hawk.
And what about the price of eggs???
DD
Quote from: doubledragoncc on May 06, 2016, 04:38:41 PM
And what about the price of eggs???
DD
ROFL!!! ;D ;D
Blacky is going to blow his top soon! Lol! ;D
Hawk.
SORRY ;D I could not resist. I will be silent now.
NR750 rocks<<<<<<<<<<<<<<<<<On Subject
DD
More NR750 feedback:
Good:
Love the balance of this bike - on Slovakiaring you can actually time your throttle to accurately cause a rear wheel, front wheel or both wheel landing. Now that is something quite special.
So for ying and yang:
Bad:
Front wheel is above the ground all the time in replay and shadows look 'odd'.
;D
yep very nice too race indeed i enjoyed it.
Some things i noticed:
1. Still smokes (no not DD the bike)
2. Limiter is functional (not there on roadbike)
3. AW,TCS are functional (not there on roadbike i think)
4. EB Engine braking,(is this available on roadbike ?) think its mostly getting used too, 3th too 2nd and 2nd too 1st gear are the ones too watch out for.
great bike, feels good too ride, good job BH.
Quote from: PeterV on May 08, 2016, 09:03:28 PM
yep very nice too race indeed i enjoyed it.
Some things i noticed:
1. Still smokes (no not DD the bike)
2. Limiter is functional (not there on roadbike)
3. AW,TCS are functional (not there on roadbike i think)
4. EB Engine braking,(is this available on roadbike ?) think its mostly getting used too, 3th too 2nd and 2nd too 1st gear are the ones too watch out for.
great bike, feels good too ride, good job BH.
1_ ? Any bikes produces smoke 4 or 2 strokes.
2_ Who uses it? lol
3_ Will be removed.
4_ Its been said... ::)
Anyone mentioned that the front tyres are overheating? I had my front at 183 on the centre section and that wasn't after a crash.
Hawk.
Wow that's high yes I thought they were I said it today in practice. I notice the optimum temp is set at 100 degrees which is quite high too.
I also notice that the tyres (only checked the front) have more grip on concrete than on Asphalt1 lol. But I expect that is just a tweak for the final release.
Quote? Any bikes produces smoke 4 or 2 strokes.
Not especially.
https://www.youtube.com/watch?v=oEOGYI7wUlU
https://www.youtube.com/watch?v=TNpcV_LQNDw
As far as i know, a two stroke is expected to output smoke (generally blue, from oil consumption) because of it's architecture and/or settings. A 4-stroke on the other hand is not really meant to; cold start being an exception, i think. If it does, you may have to check your engine.
QuoteWho uses it? lol
If it is an anomaly, it should be taken care of. Don't give up on details if you want your mod to be flawless! ;)
________
From my late tests, i only have the rear wheel blocks to report (from engine and rear braking).
PS: Not using any electronics since i don't think the bike had some.
https://www.youtube.com/watch?v=svZQq2Ig_xw (https://www.youtube.com/watch?v=svZQq2Ig_xw) 0:45 :-X
For the tyres, will be completely different in the next update.
AW, EB e tcs have not yet been removed because they create strange problems. EB It will be less strong in next update.
Hi, thank you for this funny bike.
Some if us has a blown engine after 12-19 laps on slovakianring tonight, is there a special thing that makes it happen? What is the rev limit we mustn't go to? Perhaps making red zone a little lower (500rpm) could be good or changing the engine breakdown parameters.
Thank you ver much
I talk about it tomorrow with Matty, we will certainly try to make more reliable ... it looks like a Ducati GP now ;D
Looks like oil to me. Too much in the carter ? Old/less functional piston rings ?
Dunno, but mine it's just a choice aesthetics. :P
Quote from: Blackheart on May 08, 2016, 09:20:04 PM
1_ ? Any bikes produces smoke 4 or 2 strokes.
Im sure it does, but not so visible as it is now, but thats youre choice.
Quote2_ Who uses it? lol
Option should not even be there LOL
Quote3_ Will be removed.
Thank you
Quote4_ Its been said... ::)
I thought i mention it again.
List of changes in the next release (1.0? ::) = )
- New Tires.
- New Front Suspension.
- New geometry.
- Real masses.
- New windshield (need help by H here ;D ).
- Remove TCS, AW and EB controls.
- Decrease engine braking.
- Fix the engine problem.
- New normal map for the tires.
- Decrease risolution to 2048 for big textures (now are to 4096) for more fps.
Sounds good don't fgt add wet track support ;)
Quote from: Napalm Nick on May 09, 2016, 09:24:34 PM
Sounds good don't fgt add wet track support ;)
Which parameter should be adjusted?, the model already has a huge value for 'drainage'
Nope my tires are normal hards in the 0.6 :P
For wet need:
MaxDrainage = (max) 100
And more wet_grip for all surfaces ;)
Quote from: Blackheart on May 09, 2016, 07:43:05 PM
List of changes in the next release (1.0? ::) = )
- New Tires.
- New Front Suspension.
- New geometry.
- Real masses.
- New windshield (need help by H here ;D ).
- Remove TCS, AW and EB controls.
- Decrease engine braking.
- Fix the engine problem.
- New normal map for the tires.
- Decrease risolution to 2048 for big textures (now are to 4096) for more fps.
Sorry about the windshield - trying to create some engine sounds took up all my spare time - i will get the files to you by the end of the week :)
Quote from: h106frp on May 10, 2016, 06:51:49 AM
Sorry about the windshield - trying to create some engine sounds took up all my spare time - i will get the files to you by the end of the week :)
No problem mate, in the meantime I start the z1000 project (fortunately it does not have the windshield ;D )
You could also use the stand from the 916.. it works very nicely
I have updated my mod with the 4 cylinder sound, Bleakheart. It now has seamless transitioning. You might just have to adjust the idle and veryLow samples, since they were optimized for the ZXR250's idle. Good luck for the next!
i've been really impressed with this bike - i love the sound, the model is gorgeous, the clock/dash view is superb.
what i need is some help on riding the thing effectively, most specifically with a decent setup to stop the front from falling over - maybe it's me trying to lean the thing too far over, but i always seem to suffer this type of crash, as if the bike is quite top-heavy. happens at high speeds, too, but usually at low speed.
is there anything i can do, riding style-wise, setup-wise to help me get around this issue?
p.s. - just for reference, i've been taking her around Sachsenring, just to get a feel for what the GP boys are facing today (that said, i'm too chickenshit to try it in the wet just yet, lol)
this bike eats the Sachsenring circuit - or, it would, if i could just figure out how to stop her falling over at certain spots - problem areas being mid-way through the Castrol Omega turn, just before the end of the Sachsen Kurve and again at the final Queckenberg Kurve - the only way i've been able to avoid falling over here is to go so slowly that i compromise myself for the following sections badly.
try to go any faster, and she just tips over every time. need help finding the happy medium ground ;)
The only setup changes that I do are:
20mm for the front
TCS 0
EB 3
AW 0
The 0.6 version It is not compatible with wet tracks, probably will release a quickly 0.7 version, with minor changes, but for now, there is no interest for gp bikes, without modders gp bikes is dying ... :-\
We need you Blacky!!!
The NR is a brilliant bike and I pray you will do the 900 at some point (PRETTY PLEASE)
I have been busy setting all up to make live streams and videos far better and my vids and streams have got new members for GPB even as shite as they have been lol.
Looking forward to the next update. Great work m8.
DD
Quotethere is no interest for gp bikes
What causes this lack of interest ? Constraints ? Lack of communitarianism/help ? Working alone ? Repetitive tasks without much victory earned/in sight ? It is very likely that nothing will happen if you don't speak your mind.
Quotewithout modders gp bikes is dying ... :-\
That is untrue. GPBikes only depends on PiBoSo. Mods are just a more or less legal plus brought to an unofficial, commercial, motorcycle-centered simulator in expansion. Don't forget where things stand, Blackheart. Of course, I don't mean any offense to modders. They do what PiBoSo couldn't achieve in the current situation (well, he could, but that would be silly and the result quite different).
I don't force you to do anything, but whatever is blocking you -- unless private -- shouldn't be kept to yourself, in my opinion. Who knows ? You could regain motivation/more/else from anyone here or outside ? So many possibilities.
Heh. I am not really the one that can and should give advises, but I am just trying to help; in my manner. Choice is yours.
Sorry SAS but can not agree with that about modders. If it was just Piboso we would still have only one track and that for the last how many years??? And how many bikes are only Pibosos and how do they handle???
No disrespect to Pib as he has a lot to do and knows that the modders are here to help him and us all so saying modders are not as depended on as Piboso is soooooooooooo wrong.
I would have given up long ago if all I could ride was the 990 and on bloody Victoria which l hate!!!
Not just that but look at Blacky, Manu and H's bike models...........FUCKING AMAZING!!!! Piboso does not have the time to dedicate to such quality in his models right now.
I desperately want the 900 from Blacky as from what I have seen it would make GPB so personal for me and a few others I know ride that bike IRL with a passion.
I am sure Blacky will at one point be back full power but until then he needs his time and space.
DD
Quote from: doubledragoncc on July 17, 2016, 10:53:54 AM
Sorry SAS but can not agree with that about modders. If it was just Piboso we would still have only one track and that for the last how many years??? And how many bikes are only Pibosos and how do they handle???
No disrespect to Pib as he has a lot to do and knows that the modders are here to help him and us all so saying modders are not as depended on as Piboso is soooooooooooo wrong.
I would have given up long ago if all I could ride was the 990 and on bloody Victoria which l hate!!!
Not just that but look at Blacky, Manu and H's bike models...........FUCKING AMAZING!!!! Piboso does not have the time to dedicate to such quality in his models right now.
I desperately want the 900 from Blacky as from what I have seen it would make GPB so personal for me and a few others I know ride that bike IRL with a passion.
I am sure Blacky will at one point be back full power but until then he needs his time and space.
DD
+1 DD ;)
There are many people working hard on mods, Max working hard on plugins, and DD also working hard on promotion with his great controller and live streams to make GPB better for the community as a whole, so were some(not just Blacky) get the impression that GPB is dying I do not know. ::)
If people need to take a break(which I can understand) then take a break, but I'm sure we can do without the declared "GPB is dying" dramatics as their parting gesture. LOL ;D :P
It's funny, but the majority of those very people always end up coming back at some stage....... You'll all be back! :P ;D
Hawk.
I find this very patronizing... As there's many people willing to get involved! Which brings me back to my arse kissing point.. but hey ho.. that boat has past anyway :-\
Quote from: BOBR6 84 on July 17, 2016, 02:38:10 PM
As there's many people willing to get involved!
We appreciate that Bob, but we can't get everyone involved in a bike development the way we are doing it. We are using strickly real bike data so isn't a matter of how people like them to be. Is what we can get out of GPB physics with real specs. We change things every single day , we can't put an update every single day on the forum , makes sense?
I must admit to agree with Bob on this, it's been completely dead compared to when events are set up...yes we understand that everyone has other commitments but having the chance to indulge in some of the caws team projects would be much loved people.
Peace to all✌🏾️
Any chance Crew.
Quote from: Warlock on July 17, 2016, 02:51:54 PM
Quote from: BOBR6 84 on July 17, 2016, 02:38:10 PM
As there's many people willing to get involved!
We appreciate that Bob, but we can't get everyone involved in a bike development the way we are doing it. We are using strickly real bike data so isn't a matter of how people like them to be. Is what we can get out of GPB physics with real specs. We change things every single day , we can't put an update every single day on the forum , makes sense?
I guess now we know how piboso feels? :P but community members making other members feel useless.. is a community/game killer imo.
This is what happens when people blab out insults to people trying to help and organise stuff and bring life to the game. Sort your own races out and sort your own Mods out then. Its about time people had a word with themselves and started acting like grown ups rather than spoilt babies, and actually tried to help.
I suppose saying "can I help?" would of been better than "only arse kissers get to play". I mean WTF! Its you people who are killing the game, well done.
Fortunately this attitude doesn't make some people give up and say "Well that's me then bye bye" like a fekin pre-schooler. LOL!
Can I help please
Pretty please?
it's ok.. iv'e only spent a couple of years talking to brick walls.
Please help
http://forum.piboso.com/index.php?topic=3596.msg61062#new
Quote from: Napalm Nick on July 17, 2016, 03:14:51 PM
Sort your own races out and sort your own Mods out then.
I already saw this comment coming.. which is why my foot is already out the door. don't worry.
This thread is a shit now.
(http://kiows.files.wordpress.com/2009/10/bender-applause.gif?w=392&h=405)
Quote from: Napalm Nick on July 17, 2016, 03:14:51 PM
This is what happens when people blab out insults to people trying to help and organise stuff and bring life to the game. Sort your own races out and sort your own Mods out then. Its about time people had a word with themselves and started acting like grown ups rather than spoilt babies, and actually tried to help.
I suppose saying "can I help?" would of been better than "only arse kissers get to play". I mean WTF! Its you people who are killing the game, well done.
Fortunately this attitude doesn't make some people give up and say "Well that's me then bye bye" like a fekin pre-schooler. LOL!
No need for that talk old chap.
Let's not gentlemen...
We are working to get the bikes out as fast as possible but as well known it takes a very long time when we only do this as a hobby. The fact we develop the bikes in a closed group is to streamline development. We are working on something for the wider community but it all takes time...
Sorry but thats all we've got.
Quote from: BOBR6 84 on July 17, 2016, 03:23:30 PM
Quote from: Napalm Nick on July 17, 2016, 03:14:51 PM
Sort your own races out and sort your own Mods out then.
I already saw this comment coming.. which is why my foot is already out the door. don't worry.
Yeh but you are missing the point it was not said as what was
going to happen but what could happen if people were twats ( I am only the CAWS Tea boy anyway) - come on, calm down and be fair - you are reading it how you want to read and pulling bits of my post out of context.
I notice you didn't say anything about the rest of the comment - maybe it embarrassed you? Anyhoo whatever, sounds like you aren't open to being reasonable just now.
Sorry Blackheart, seems all the nausea ends up in your threads for some reason. I will shut up. :-[
Yes, sorry for the OT Blackheart.
Bob if you want to continue the discussion please do it in the Caws post.
http://forum.piboso.com/index.php?topic=3357.0
Quote from: Warlock on July 17, 2016, 03:44:32 PM
Yes, sorry for the OT Blackheart.
Bob if you want to continue the discussion please do it in the Caws post.
http://forum.piboso.com/index.php?topic=3357.0
No need.. Im not going to drag it on.. Spoke my mind, happy to move on :)
QuoteSorry SAS but can not agree with that about modders. If it was just Piboso we would still have only one track and that for the last how many years???
I have learned to be patient from other mod expendable projects. Also that having content is great, but without core functionalities and stability, it isn't much useful. The pair is progress inducing.
QuoteAnd how many bikes are only Pibosos and how do they handle???
PiBoSo made four bikes with stunning overall quality, using his systems fully. This is a GP racing simulator if I am not mistaken; he doesn't need much variants of the same bike, paints, other maps and categories having no relation with the GP world. What is present is actually enough as a testing and playable/enjoyable base.
QuoteNo disrespect to Pib as he has a lot to do and knows that the modders are here to help him and us all so saying modders are not as depended on as Piboso is soooooooooooo wrong.
Modders sure are of a certain help, at the same title as those who play. They establish thorough tests of the known systems and can dig up issues not especially noticeable at first sight. Also, people can give more or less objective feedback and suggestions for the development. An extern point of view should always be welcomed of a content creator; not especially adopted, but at least thoroughly thought. Still, mods are just a plus to the simulator, in my opinion.
QuoteNot just that but look at Blacky, Manu and H's bike models...........FUCKING AMAZING!!!! Piboso does not have the time to dedicate to such quality in his models right now.
Never pretended the contrary. Also, I think I have somehow -- probably pretty implicitly -- already mentioned the later.
QuoteThey do what PiBoSo couldn't achieve in the current situation (well, he could, but that would be silly and the result quite different).
QuoteI desperately want the 900 from Blacky as from what I have seen it would make GPB so personal for me and a few others I know ride that bike IRL with a passion.
I am sure Blacky will at one point be back full power but until then he needs his time and space.
I second that with full hopes.
QuoteIf people need to take a break(which I can understand) then take a break, but I'm sure we can do without the declared "GPB is dying" dramatics as their parting gesture.
My core point, exactly!
QuoteThis thread is a shit now.
It isn't. Sure the subject might have spread a bit, but a single relevant message at any time could patch it up. I will try to stay on topic from now on, sorry.
Version 1.0 soon... ::)
Great news Blacky.
Thank you very much for sticking with it. Any news on the 900???
DD
Quote from: doubledragoncc on July 19, 2016, 02:46:58 PM
Great news Blacky.
Thank you very much for sticking with it. Any news on the 900???
DD
For the 900rr I do not have enough free time now, maybe with gp bikes beta 9 :P
Okay thanks for saying m8.
Look forward to the NR V1
DD
Honda NR750 version 1.0
- New windshield model for "raindrops" in wet tracks.
- New tires.
- Real masses (approximately the full bike is 230kg )
- Modified the tank.
- Spaced the rear susp, before was in the wrong position.
- Removed tcs, aw and the pit limiter.
- Set the default Engine Braking to 3.
- Other changes to the physics and other stuff.
Many phisics changes were made by Allen.
The bike now is completely different from version 0.6. The lean angle is smaller, the weight is very high, but is not a hard bike.Download link: https://www.dropbox.com/s/r8jxxji22gr9u2x/V.1.0_Road_Honda_NR750.rar?dl=0 (https://www.dropbox.com/s/r8jxxji22gr9u2x/V.1.0_Road_Honda_NR750.rar?dl=0)
nice work, blackheart!
Quote from: Blackheart on July 19, 2016, 04:06:08 PMThe lean angle is smaller, the weight is very high
ah bummer. appreciate the effort of getting it realistic, though.
any chance of getting a race version of the bike (with slicks/more lean and some weight reduction)?
Quote from: vin97 on July 19, 2016, 04:12:52 PM
ah bummer. appreciate the effort of getting it realistic, though.
any chance of getting a race version of the bike (with slicks/more lean and some weight reduction)?
Dunno, but I do not exclude it ;D
Thanks Blacky, good work ;D
Thanks a lot Blacky
Servers being updated too guys.
DD
I forgot to update the link in the first post with version 1.0. :P
Download: Honda NR750 v. 1.0 (https://www.dropbox.com/s/r8jxxji22gr9u2x/V.1.0_Road_Honda_NR750.rar?dl=0)
Template NR750: Template (https://www.dropbox.com/s/edxvvo3hj3fflab/Template%20NR750.psd?dl=0)
But is that the same as the bike link on page 19 as that is what I have on the servers and in my GPB?
Rides great bro love it.
DD
More realistic. I approve.
So, there is nothing to do for the engine brake ?
Quote from: Wh1t34Gl3(SAS) on July 19, 2016, 06:35:12 PM
More realistic. I approve.
So, there is nothing to do for the engine brake ?
The default EB (3) for me is perfect, and usually I hate it :P
Quote from: doubledragoncc on July 19, 2016, 06:33:17 PM
But is that the same as the bike link on page 19 as that is what I have on the servers and in my GPB?
Rides great bro love it.
DD
Yep same link
Information: The current template is bad, too low res for good results (2048x1024) :-[
I am preparing a new livery 4096x2048, so it will soon be released also the new template. :P
Aren't images that big memory costly ? Won't it compromise the core stability ? I am surprised it isn't enough.
Quote from: Wh1t34Gl3(SAS) on July 20, 2016, 02:43:22 PM
Aren't images that big memory costly ? Won't it compromise the core stability ? I am surprised it isn't enough.
I'd have thought 2048X2048 would've been plenty enough resolution myself? :)
Hawk.
Quote from: Wh1t34Gl3(SAS) on July 20, 2016, 02:43:22 PM
Aren't images that big memory costly ? Won't it compromise the core stability ? I am surprised it isn't enough.
There is no connection between cores and textures ... the default livery is 4096x2048 and the bike has already been tested in a race with many users, (10/15?) I do not remember any core.exe :P
I meant that making a new skin for this bike, I noticed too low quality with half res. So also the template need a upscaling.
QuoteThere is no connection between cores and textures ... the default livery is 4096x2048 and the bike has already been tested in a race with many users, (10/15?) I do not remember any core.exe :P
I meant that making a new skin for this bike, I noticed too low quality with half res. So also the template need a upscaling.
I wasn't referring to the common, fatal, unhandled exceptions but the system 'core' stability and performances. I am personally used to see 1024 (mostly square) images with a very detailed/on point render; 2048 in extreme cases. I am afraid this template needlessly uses a tremendous amount of memory; which might be too much for lower-end configurations (RAM/VRAM). Just saying.
Quote from: Wh1t34Gl3(SAS) on July 20, 2016, 06:00:48 PM
QuoteThere is no connection between cores and textures ... the default livery is 4096x2048 and the bike has already been tested in a race with many users, (10/15?) I do not remember any core.exe :P
I meant that making a new skin for this bike, I noticed too low quality with half res. So also the template need a upscaling.
I wasn't referring to the common, fatal, unhandled exceptions but the system 'core' stability and performances. I am personally used to see 1024 (mostly square) images with a very detailed/on point render; 2048 in extreme cases. I am afraid this template needlessly uses a tremendous amount of memory; which might be too much for lower-end configurations (RAM/VRAM). Just saying.
Tremendous... really? ;D
My tests are with a very old laptop...
If you want to do a simple test, load my bike in the main menu and later try with a motogp bike, and tell me which is loaded before (The polygons count is almost identical)... I think I know what I do, but thank you anyway ::)
Totally agree with H
I use just a texture 4096x2048 being lazy because I never grouped the individual elements in a 2048x2048 texture. It is not recommended to do this, but it does not create problems.
QuoteModern graphics cards will not be very troubled by anything in GPB. If you are using very old hardware you should turn down your graphic options or force low performance modes in the game launcher.
Modern doesn't especially mean decent. Also, it depends on what you call 'modern'. I don't think my computer is that old, but it sure has quite cheap components. Only certain maps are a problem, though.
QuoteFor reference the rider helmet alone has a 2048*1024 texture and the rider suit is 2048*2048
Seems pretty detailed for such small objects; the most surprising being the helmet (even lesser surface/more compact).
QuoteI am suspicious as to how GPB handles models/textures, it seems big highly textured models can be made to load faster than simpler models and it seems to be dependent on how the model and textures are arranged rather than their size - you can observe it when switching in the showroom and when loading models in bikeED - not sure why.
That is kind of unusual, and odd (at least to me). If you split your textures in a set of smaller images, it should theoretically load faster and handle better in plus of keeping the same quality. Is there any information about the renderer ? It's version ? It's language ? What data does the EDF format store exactly ?
QuoteThe biggest hit/game processing load is definitely the current track view, the lack of track LODs means peak loads vary wildly depending on view (even without other bikes on track), LODs would help to average the graphical workload.
Could explain certain maps not suited for my current configuration.
QuoteTotally agree with H
I use just a texture 4096x2048 being lazy because I never grouped the individual elements in a 2048x2048 texture. It is not recommended to do this, but it does not create problems
The only thing I would have to say about this is don't oversight critical details and think of the worst possible situation when it comes to optimizations. It's just about being careful and serious, not any reproach or something offensive (at least not meant). I am just a little concerned about certain of your decisions/how you look at certain things. The rest is good to me, I really think it.
QuoteNot commenting on any system in particular but i expect most modders would be targeting decent performance for cards in the £100-150 bracket, these typically represent the value end of gaming systems assuming the rest of the system is of similar supporting spec. Today that gets you from GTX750ti to GTX960 with 2GB VRAM (or equivalent AMD) quite a powerful card relative to GPB base specification and should provide around 150 to 200fps single player at 8*AA and everything else maxxed on most tracks.
Well, I do not have the money to spend on that at the moment. And it would be pretty hard to install one of those on a laptop. Well, not on mine at least, hah!
QuoteAs the graphics are all hosted locally and only the 'game' positional data is transmitted via the server it should not really impact on line play if the local machine is sensibly configured.
Oh it doesn't really have to do with the network algorithm, as -- theoretically and for example -- only physical (positions, rotations, velocity, angles or axises, player state etc...) and informational (client state, chosen bike, chosen paint etc...) data would be transited; which is a very fast and normally lightweight process. The rest is indeed handled locally (including bike data loads).
QuoteIt is important to optimize the temporary model in line with PB's specs (low poly/no texture) to ensure rider joining delay/stutter is minimised.
In my opinion, the use of a general 'default' (and geometric adaptive if in need of accurate physics?) low poly and poorly rendered model loaded on connection would be more adapted. It would permit to have a clear visual on the user in plus of preventing connection freezes; thus not harming the experience of those who are already playing. This relates more to the simulator's development concepts and solutions, though.
Good works :)