PiBoSo Official Forum

GP Bikes => Mods => Bikes => Topic started by: Blackheart on August 15, 2016, 11:46:05 AM

Title: [Release] Honda CBR900RR 1.3b
Post by: Blackheart on August 15, 2016, 11:46:05 AM
Honda CBR900RR Fireblade

(http://i67.tinypic.com/opwn84.png)

Download: CBR900RR Version 1.3 (https://www.dropbox.com/s/hqovc44wv6tn24u/Road_Honda_900RR_1.3.rar?dl=0)
Update 1.3b:    CBR900rr Update 1.3b (https://www.dropbox.com/s/5lo51ycwv1kykry/Road_Honda_900RR.cfg?dl=0)
Title: Re: Honda CBR900RR
Post by: RaDiCaL on August 15, 2016, 11:50:36 AM
Great to see. I love Honda and especially the CBR.
Cant wait to ride this
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 15, 2016, 12:07:41 PM
WOOHOO!!!!

Love it Blacky. Now there is a thread for her it makes for better feedback. How is it for videos right now. I want to make some with her but you said about the instruments and in first person no matter what settings, when I tuck in it shows them?

LOVE the new zorst, leaves a lot for modding too as it is like many of the aftermarket pipes of that era, great choice and brilliant modelling.

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 15, 2016, 12:14:16 PM
For videos, just put "Alpha" in the title, the beta will already be on another planet like quality  ;D
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 15, 2016, 12:25:16 PM
Ah great news thanks bro

I so need that pipe man lol

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 15, 2016, 12:30:32 PM
Give 10 min i send u an alpha 2 with the new exhaust :P
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 15, 2016, 12:37:55 PM
WOOOOOOOOOOOOOOHOOOOOOOOOOOOOO!!!

DD with new zorst=HAPPY BUNNY  ;D

Thanks Blacky you da man

DD

Title: Re: Honda CBR900RR
Post by: Donnie on August 15, 2016, 12:45:55 PM
Brilliant!  I've recently just bought one of these as a project to do up.  Looking forward to trying it.
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 15, 2016, 01:31:37 PM
Brilliant Blacky and the shading and lighting is far better.

I took out the pipe tga so it would not effect your new pipe but the wheels are now black again and the tga file name you gave me wont work. I tried naming it rim but no joy so is it not possible to do rim color yet on this version.

I found the front end in default , I test in default to make it fair, but it is very soft front end and dives very easily when you hit the brakes. A standard 900 wont dive like that, you should stiffen the default up a bit to be realistic ok. I will test more and get back to you.

Fucking lovin it bro!!!

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 15, 2016, 01:36:09 PM
The physics is still the alpha 1  ;D

U need put tcs 0 aw 0 front lever 20mm and EB 3 for better result  ;)

The wheels models are only temporary, are of the NR750, They will be changed completely
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 15, 2016, 01:42:52 PM
Ah ok cool bean thanks bro

WHAT a blast this bike is!!!!

WOOHOO!!!

DD
Title: Re: Honda CBR900RR
Post by: Manu on August 15, 2016, 05:03:27 PM
Great work mate.
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 15, 2016, 06:20:01 PM
I really find the NR sound better fitted on it. It could do with being a bit deeper in sound but it has that feisty bite to it an inline four needs.

Having major 3D printer problems so more testing and making videos gonna have to wait a day, bummer!!!

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 16, 2016, 04:15:12 PM
Little question for other modders: (pls do not reply if you do not know the answer!  :P )

How do I apply reflections to only a part of the texture?

I assume that I have to put in .shd file a map B&W, I need it for the front discs, its a low poly model with a mask, so i need put the riflections and shininess just on the visible texture.

Title: Re: Honda CBR900RR
Post by: TFC on August 16, 2016, 06:37:48 PM
I don't know if this is the right way or not, I'm sure someone will explain the pitfalls of doing it like I have if nothing else.

Using a reflection map, or say 'livery_r' for my reflections, 'livery_r' is just a white image with an alpha channel. White is full reflection, and 100% opaque is no reflection, so I have a white shape that covers all my plastics, a 50% opaque white shape that covers things like bars, fork tubes, and blank areas for things like the seat, grips and other stuff I don't want to be shiny.

So, I've heard quite a few times on the mxb board that you want to keep your textures separate depending on what parts you want reflective but I'm not sure why, as the above worked just fine for my bike.
Title: Re: Honda CBR900RR
Post by: Warlock on August 16, 2016, 07:02:40 PM
Are we talking about reflections or specular?
Title: Re: Honda CBR900RR
Post by: Blackheart on August 16, 2016, 07:21:14 PM
@ TheFatController in this way, or u mean something different?
@Warlock is indifferent I have to use the same in both cases; specular & reflection.

(https://s4.postimg.org/ju1ugiqeh/Prova_Riflessi.png) (https://postimg.org/image/ju1ugiqeh/)
Title: Re: Honda CBR900RR
Post by: TFC on August 16, 2016, 07:34:07 PM
Yeah that's right.. ;)
Title: Re: Honda CBR900RR
Post by: Blackheart on August 16, 2016, 07:35:27 PM
Quote from: TheFatController on August 16, 2016, 07:34:07 PM
Yeah that's right.. ;)

Perfect thx^^
Title: Re: Honda CBR900RR
Post by: TFC on August 16, 2016, 07:39:36 PM
Np.. Would love to know if this is wrong for some reason though as I've used this method throughout!
Title: Re: Honda CBR900RR
Post by: h106frp on August 16, 2016, 09:01:39 PM
I asked PB in support about this a while back

http://forum.piboso.com/index.php?topic=3510.msg59317#msg59317 (http://forum.piboso.com/index.php?topic=3510.msg59317#msg59317)
Title: Re: Honda CBR900RR
Post by: Blackheart on August 16, 2016, 09:45:47 PM
So just the alpha channel is used, more easy  ;D
Title: Re: Honda CBR900RR
Post by: Warlock on August 16, 2016, 10:14:24 PM
Yes the same alpha you use for the holes will block specular and reflections.
Title: Re: Honda CBR900RR
Post by: Blackheart on August 17, 2016, 11:05:23 AM
And... wheels completed  :P

(http://i64.tinypic.com/2r3dq2q.jpg)
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 17, 2016, 11:30:11 AM
Pass me some tissues I just made a mess in my pants!!!

Brilliant Blacky, all you need now is a bike to link them together lol.

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 19, 2016, 12:33:41 PM
I decided to model from scratch even the front susp, so it will take a bit more than expected.  :-\

I know, the result is bad, but it was just a quick test in the game, I will correct the wrong geometries (blue parts) and yes need a key lol

(http://i65.tinypic.com/24vv3es.png)
Title: Re: Honda CBR900RR
Post by: grimm on August 19, 2016, 03:33:13 PM
This CBR900RR brought me back to GP Bikes after a few months off from it. I am absolutely in love with everything about it. Even got me around to modifying the helmet cams for replays so I can view them from the same places I've often mounted GoPro's on my real life helmet. Made a sliiiiight change and added a 46T rear sprocket to the options (like mine had when I bought it used in 2011) and the wheelies (all 6 gears up to 110mph if you've got the skill) are so spot on. I don't know if you made all the physics from scratch or if they are taken from another bike, but whatever you've done, keep it up! When the community gets ahold of this bike it is going to redefine GP Bikes as a whole to have a good street bike (or a few I guess) to enjoy the available circuits at less than Grand Prix speeds.

Even though the one I've been testing out is super early alpha stages of the bike, it is still making me so happy to ride.  ;D

(http://i645.photobucket.com/albums/uu175/RatFighter/vlcsnap-2016-08-09-20h04m37s62_zpsrioff4bb.png) (http://s645.photobucket.com/user/RatFighter/media/vlcsnap-2016-08-09-20h04m37s62_zpsrioff4bb.png.html)
Title: Re: Honda CBR900RR
Post by: Blackheart on August 19, 2016, 04:02:44 PM
You can make as many changes as you want, for now I have to finish the 3d, I think that in 2 weeks I should have finished. The alpha 1 and 2 use an old NR750 phisics, ma with a better geometry.

There is a bad front (if now u push hard on the brakes... u die lol ) but i can fix it before the beta without problems.

When u have some good changes, send me them with a  pm  ;) Not the full bike but only the modified files pls

P.S. Brrrr the old brake discs cause me nightmares  ;D

EDIT: Personally in this period GP circuits bore me, I prefer build the bike for road track as Ulster (yes i love it ever and ever and i want a version 1.0!)  ;D

Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 19, 2016, 08:48:43 PM
@grimm

Did you get the Alpha2 link I sent you?.................

She is so beautiful and Blacky got the right style of pipe for the time. Seriously find the NR sounds and matches the bike more than the 900 sound. Its more aggressive and bitchy than the standard sound, But I never rode one with a stock pipe.

OT I am putting a care package together for your controller.............a wee upgrade ;D

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 22, 2016, 10:15:04 PM
(http://i67.tinypic.com/30a5ick.png)

Much better now  ;)
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 22, 2016, 10:28:55 PM
Starting to come together Blacky.

Look forward to the next update, I need my yellow wheels back lol

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 23, 2016, 10:12:59 AM
I found on youtube, vids useful to create the sound of this bike, example THIS (https://www.youtube.com/watch?v=DjnOV_6vWxU) 00:37

Someone can do something good with these sounds?

Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 23, 2016, 10:44:40 AM
Would be cool if we could actually start and stop the bike hehe. Just added fun

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 23, 2016, 11:10:33 AM
 :o 3500rmp for 2-3 sec (0:37 to 0:39)

start and stop I do not care

and this (https://www.youtube.com/watch?v=so440V6gzDU)
Title: Re: Honda CBR900RR
Post by: TFC on August 23, 2016, 11:36:29 AM
I've tried sounds, the biggest problem with youtube is a) the low quality.. no matter how good quality the video is the audio is always compressed and the mics used that are built into a camera (phone or full) are poor. Artifacts of mic quality and the compression will stand out a mile when you take a 2 - 3 second loop and pitch adjust it, and b) dyno videos have so much background noise and being indoor exaggerate the lower end of the sound, and again these exaggerations will stick out a mile when pitch shifting.

You really need a purpose made recording for this, unfortunately, but good luck! If you work it nicely maybe you could make a few MX engine sound files ;)
Title: Re: Honda CBR900RR
Post by: Blackheart on August 23, 2016, 11:44:18 AM
I know, in the dyno test vid there is fan noise, but maybe with a a bit of imagination It might seem like the wind noise  ;D
Title: Re: Honda CBR900RR
Post by: TFC on August 23, 2016, 12:01:32 PM
Quote from: Blackheart on August 23, 2016, 11:44:18 AM
I know, in the dyno test vid there is fan noise, but maybe with a a bit of imagination It might seem like the wind noise  ;D

It's more what happens to that can noise when the pitch changes, what might sound good on a loop can easily end up sounding like a toy when used!

Best bet would be to record some engine notes yourself if you can :(
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 23, 2016, 01:17:07 PM
I think grimm is on this with the sound. Be good to hear Buttercup sing. Thats the bikes name btw lol

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 23, 2016, 02:21:56 PM
Some news grimm?

Title: Re: Honda CBR900RR
Post by: grimm on August 23, 2016, 02:37:08 PM
Quote from: doubledragoncc on August 23, 2016, 01:17:07 PM
I think grimm is on this with the sound. Be good to hear Buttercup sing. Thats the bikes name btw lol

DD


Haha, "Buttercup" is the turbocharged Suzuki 1216 in a GS frame (that one is being parted out as we speak as I've got bigger, better plans in store for the turbo engine). The CBR has been effectively known as "that stupid bitch", or, "why the fuck do I own this pile of junk", for the past 5 years or so. LOL  ;D


If I can escape working in the shop at any point in time today I fully intended to take the 900 out of the city and recording some sound clips, no clue how they will turn out, but from some conversations here on the forum, and elsewhere, there is a good chance I may be able to pull some really clean audio on the road with zero wind noise. Been testing some options over the years and I think I might have gotten it right at this point. Also, if all else fails, CycleGear (motorcycle accessory store chain) has a dyno day every few weeks during the summer and it's outside in the parking lot, I might be able to get some nice echo free recording there as the bike is loud enough to drown out almost any other noises around it.


https://www.youtube.com/v/dgyk0fg9IvM
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 23, 2016, 03:30:07 PM
My bad I could have sworn it was for the 9oo, oh well Im a dick

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 23, 2016, 04:00:14 PM
Nice vid also with the old 1p model  ;)

With this camera i see a little problem with the windshield, need a double texture/shader because it seems to disappear  :)

P.S. When the front suspension is complete (the model) i send to all testers the new files.
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 23, 2016, 04:30:39 PM
Great new Blacky thanks for the info

DD
Title: Re: Honda CBR900RR
Post by: Eagle on August 26, 2016, 04:20:54 AM
QuoteWith this camera i see a little problem with the windshield, need a double texture/shader because it seems to disappear  :)
If the windshield mesh is not double layered, it could be due to a probable specific face culling mode; which you could theoretically be able to set on any shader language if I am not mistaken ? Also, isn't it possible to re-use any material or shader function for different objects or sub-meshes ?

On a side note, is GPBikes using FFP ?
QuoteVideo Card: 64 MB OpenGL 1.2.1-compliant
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 26, 2016, 06:40:07 AM
??? Did you say 64MB SAS???

I struggle with 3GB DDR5!!!

DD
Title: Re: Honda CBR900RR
Post by: Eagle on August 26, 2016, 08:26:01 AM
This is what PiBoSo claims.
Quote1. System Requirements
----------------------

Operating System: Windows 98/ME/2000/XP/Vista/7/8, 32 or 64 bits
Processor: 1.5 GHz
RAM: 512 MB
Video Card: 64 MB OpenGL 1.2.1-compliant
DirectX Version: DirectX 8.1 or newer libraries

Surprising. You shouldn't have any performance issue with such component. Are we talking about a clean/vanilla build or one using mods ?
Title: Re: Honda CBR900RR
Post by: Blackheart on August 26, 2016, 08:36:35 AM
2016...

Anyway I meant, to split the windshield in 2 different mesh.

Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 26, 2016, 08:43:54 AM
LOL Blacky........2016 like it hehe

I was mucking about but my old GTX670 lacks as it is the ONE GPU that Nvidea is not making to DX12 anymore they did the other 2 670's just not mine not lol

In GPB I have no rea issues but there are program issues that still need sorting hat effect a lot of the graphical points of the sim.

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 26, 2016, 08:46:55 AM
 
Quote from: Wh1t34Gl3(SAS) on August 26, 2016, 04:20:54 AM
Also, isn't it possible to re-use any material or shader function for different objects or sub-meshes ?

Sure is possible and i do it
Title: Re: Honda CBR900RR
Post by: Blackheart on August 26, 2016, 01:20:51 PM
Almost done the onboard  :P

(http://i67.tinypic.com/ww13k8.png)

Title: Re: Honda CBR900RR
Post by: Blackheart on August 27, 2016, 11:08:24 AM
Someone can try to create a similar curve with the gpb Engine Editor?

(http://andersbrink.se/cbr900rr.gif)

Here the bike spec (http://www.motorcyclespecs.co.za/model/Honda/honda_cbr900rr%2095.htm)

My tests were disastrous, but it's not my field.  ;D



Title: Re: Honda CBR900RR
Post by: grimm on August 27, 2016, 02:12:09 PM
Yesterday I figured what could it hurt to test out the one I made before, and it seems really sluggish and didn't rev as it should have. Having the actual test bike and current engine map I'll give it a second try with the dyno chart you posted. Got a bit to do out in the shop today (GS needs engine mounts, a chopper frame needs about a thousand new tabs made for the wiring, etc.) but when I give up and come back in for the evening (it's mid morning here now) I'll see if I can make it work the way it should.


On a side note, those dyno overlays are from two bikes I have in the shop (two of my personal bikes) and I can say with certainty that Bandit isn't anywhere near stock! Looks like a bigger displacement and some serious cams and carbs have been added to it. My brother broke the shop record with his stock internal '98 Bandit at 127whp on stock cam, carb, displacement, and porting. Impressed the guys that own the shop he was at where I am working on getting into for my 900 if the dyno day at Cycle Gear doesn't work out.

My body is pretty messed up so riding is few and far between sometimes. As soon as I get a chance to get outta the city with the 900 I'll get the sound clips done. Might even send my brother out to do it and tag along in his Group B replica Audi so I can setup the recording devices.  ;D
Title: Re: Honda CBR900RR
Post by: Blackheart on August 27, 2016, 02:33:32 PM
I took it in the first page of google image   :-[  ;D

I also tried your map and a Peter map (and 2 my new tests) are all very similar,

Only now (that the model is 90% complete) I am beginning to change the physics, and starting with a good engine/gearbox would help me a lot  :P

All engine/gearbox setting are in the file Road_Honda_900RR.cfg free to send me any changes.




Title: Re: Honda CBR900RR
Post by: Boerenlater on August 27, 2016, 02:41:58 PM
I really admire your hard work Blackheart and I cannot wait to give it a try ;D
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 27, 2016, 03:11:46 PM
Love it love it love it!!!

Those mirrors look wicked bro.

Great work Blacky.
Title: Re: Honda CBR900RR
Post by: Blackheart on August 27, 2016, 03:26:41 PM
@Boerenlater

As soon as possible I try to release a trial version for all.  ;)

@DD

Maybe too big? (them are "empty" because until the beta 9 need use the fake system I used for the NR750 :( )
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 27, 2016, 05:37:53 PM
Yes a wee bit big I think

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 27, 2016, 08:26:46 PM
After several tests my engine/gearbox works very well...   ;D

Stay tuned  8)

Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 27, 2016, 08:36:43 PM
woohoo
Title: Re: Honda CBR900RR
Post by: Manu on August 28, 2016, 06:39:59 AM
great work!
Title: Re: Honda CBR900RR
Post by: Davide74 on August 28, 2016, 06:07:36 PM
grande Blaky!!
Title: Re: Honda CBR900RR
Post by: Alone on August 28, 2016, 09:59:23 PM
Quote from: Blackheart on August 27, 2016, 11:08:24 AM
Someone can try to create a similar curve with the gpb Engine Editor?


Try it, maybe could be a first step to work around (attached).

Model looks nice :)
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 28, 2016, 10:36:49 PM
Original file is called RR900.engn so I take it it will need renaming ?

Thanks Alone will try it in the morning. (Controllers are all in bits lol)

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on August 28, 2016, 11:53:08 PM
Quote from: Alone on August 28, 2016, 09:59:23 PM
Quote from: Blackheart on August 27, 2016, 11:08:24 AM
Someone can try to create a similar curve with the gpb Engine Editor?


Try it, maybe could be a first step to work around (attached).

Model looks nice :)


Great job i love it! thx

@DD for test the map copy/paste torque and brake lines in my map file, but u need change too much things for good result, maybe it is better wait the beta release.

It is useless release a new alpha test, because I change something every day. (when I find the time  :P )

(https://s13.postimg.org/jmra7q2fn/core_29_08_2016_01_44_28_109.png) (https://postimg.org/image/jmra7q2fn/)








Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 29, 2016, 06:59:36 AM
But I want a new version NOW!!!

Or I will tell your mummy!!!

NP Blacky, I have so much to do so I can wait and will be better for videos with new cockpit.

DD
Title: Re: Honda CBR900RR
Post by: grimm on August 29, 2016, 01:36:12 PM
Went out and dodged cops, pushed through busy intersections, and rode like a nutter for a few miles, got 7 minutes of sound recorded and some of it has a little wind noise, some of it is kind of muffled like the sound you hear with a helmet on, but I'll get it pulled off my recording device and post it up (or send it to Black?) and see if any of it is usable. After putting the race tail on the 900 I lost some storage space, so it may take getting more creative for better sound.

MPEG-4 (.m4a) okay?

http://www.filedropper.com/cbr900rrsoundsample

Up to about 4:30 is some nice off and on the throttle samples, after 4:30 to about 5:55 is hooning on the highway (couple wheelies, some full throttle pulls) but the wind noise sounds horrible in the background. I'll try for some better sound again soon, still no word on the dyno time either, but when I know I'll be sure to post about it.
Title: Re: Honda CBR900RR
Post by: Blackheart on August 29, 2016, 04:41:15 PM
First of all, thank you, unfortunately yes the wind has ruined the registration.

From tomorrow I have other guys who help me with physics, so I get time for some audio tests and analyze this audio file.  ;)
Title: Re: Honda CBR900RR
Post by: grimm on August 29, 2016, 08:14:21 PM
Awesome! Even if it's not usable, it still sounds like some hard riding for heavy traffic and a cop on nearly every road I took. Still, I don't give a F**K about cops. No signal lights, no mirrors, obviously loud exhaust, and an attitude and riding style akin to a stunt rider. No rear brake means the wheelies were manic throttle inputs and low front wheel altitude, but hey, it's still someone out thrashing a 893cc 1st gen 'blade like it's stolen from the dealership.


I actually encourage anyone that wants to, download that audio file and give it a listen, it is 7+ minutes of riding like a total jerk in traffic, or, riding WFO every chance I could get trying to get nice throaty full throttle sound samples, and testing mic placement too. I had alot of fun recording it, and I'll do more when I get a chance. Kinda busy today, but if I find some time this evening I'll go for it again when rush hour is over with and the streets are empty. :)
Title: Re: Honda CBR900RR
Post by: Eagle on August 29, 2016, 09:52:12 PM
It is very likely the clip won't be fitted for sample creation. Since sample frequency modulation is a very capricious method, as anything unwanted in the sample will also get the changes, a recording made without certain preparations is expected to give a flawed and pretty uncomfortable playback in plus of giving a harder job to the one that configures the simulated audio.

Preferably, you would need to run the vehicle on a dyno, in a silent open space, and vary the revs on specific levels. You would also need a certain setup to efficiently record the sound on the desired location (engine, exhaust, pilot seat etc..). A technique used by professionals, with another kind of means, unfortunately.

Ideally, granular synthesis or procedural engine audio simulation is what we, or likely PiBoSo since he is the only one with control over the engine, should be going for. It demands a consequent amount of knowledge in different domains, but can do wonders when mastered.

This video's simulation is procedurally generated/processed by the CPU. No sample were used for the simulation.
https://youtu.be/vKnfO3LFPls
Title: Re: Honda CBR900RR
Post by: grimm on August 30, 2016, 02:17:34 PM
That gives me a crazy idea... Live For Speed has *ahem* unofficial modding programs that can change engine type to a level of detail that you could actually reproduce the 900RR engine rather realistically, and in turn, the sound editing built into the game could be used to tune in a near perfect note (generated by a computer as you are saying) that could be run in a controlled environment in order to get audio samples that are recorded without any outside influence. It's not really what you are saying we should go for, but it could allow us to record samples in a way that does away with echo and wind... especially being that with the LFS stuff you can isolate everything from just exhaust pipe to transmission noise, so isolating just the engine sound itself is more than possible. I think I used to use a program called Audacity? Made recording songs for a radio style playlist easier than anything else I've used, and could be used to record in almost any audio format possible in conjunction with Live For Speed modded to the gills in order to achieve that perfect 900RR exhaust note.

Just a thought. I could explore it further today as I smashed my left hand in the shop and can't really pull a clutch right now.


Title: Re: Honda CBR900RR
Post by: Eagle on August 30, 2016, 03:50:52 PM
Tuning audio is about altering a sample. Procedural audio using CPU generated waveforms (as shown earlier) is another thing. If this method you mentioned is effective though, then it's entirely fine. First target is to get clean, loop-able and well transitioning samples. Try to locate where the sound is different (not just the pitch) on the rev range and it should be good for the current system. On a more abstract scope, I think there should be a sample set per type of engine; using cylinders (and valves?) numbers, crankshaft configuration (flat-plane/cross-plane) and exhaust system (all in one, divisions, one per cylinder etc...) as difference factors.

It's all just idealistic ideas, though. If we can achieve one of them, the quality of the simulation would be greater, in my opinion. If we can get decent and pretty accurate sounding samples, then it's perfectly fine once again. Hopefully nobody got me wrong in my approach.
Title: Re: Honda CBR900RR
Post by: Blackheart on August 30, 2016, 06:34:07 PM
Here a Ulster lap with the all my recent changes to the physics  :)

https://www.youtube.com/v/Kx3UeAIuF4k
Title: Re: Honda CBR900RR
Post by: Eagle on August 30, 2016, 06:54:04 PM
It sounds like the old STK1000/SBK/SSP sets. I guess they were made similarly.
Title: Re: Honda CBR900RR
Post by: Blackheart on August 30, 2016, 06:58:43 PM
It's a physics test, read before thx.
Title: Re: Honda CBR900RR
Post by: Eagle on August 30, 2016, 07:35:29 PM
I didn't pretend the contrary: just pointed a funny similarity. It's also the first time you show the audio work since the other video with the Test Drive Unlimited ZX-10r samples.
Title: Re: Honda CBR900RR
Post by: Blackheart on August 30, 2016, 07:51:28 PM
Obviously the sound has nothing to do with the cbr, but waiting something better, this is ok for tests.

I remember that for now its all my stuff, except the engine map (Alone work), The only things missing are the sounds and a better geometry.
Title: Re: Honda CBR900RR
Post by: Eagle on August 30, 2016, 09:24:03 PM
Right. Waiting impatiently for the release. It's good to see old bikes being made.
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 31, 2016, 06:38:28 AM
The bike is brilliant SAS and I have only ridden the Alpha lol

DD

EDIT: I forgot to say. Love the clocks Blacky
Title: Re: Honda CBR900RR
Post by: Blackheart on August 31, 2016, 11:59:17 AM
Soon big news,  the guys works hard on this bike :) 
Title: Re: Honda CBR900RR
Post by: doubledragoncc on August 31, 2016, 12:12:24 PM
Cool beans

DD
Title: Re: Honda CBR900RR
Post by: grimm on August 31, 2016, 07:13:42 PM
Quote from: Wh1t34Gl3(SAS) on August 30, 2016, 03:50:52 PM...Hopefully nobody got me wrong in my approach.


I totally get where you're coming from, the lack of documentation on anything GPB related with modding is frustrating to say the least. WAV files associated with the default bikes seem to not be able to be played on any program I have, let alone one that would let me figure out (reverse engineer) the way this is all structured so I could find the proper length and sound to replace each file with. So, basically, I'm out. Really tried to help with anything I could with GP Bikes but I guess I'm just computer illiterate after a decade of trying my hardest to understand this stuff.


I'll leave the modding to you guys, thanks for explaining some of this to me though, wish I could be more helpful, but, I guess it's just real motorcycles are where my mind functions, numbers and calculations in cyber space is beyond my abilities. Best of luck getting this bike dialed in, I'll love to try it out when it actually hits download worthy status.  ;)
Title: Re: Honda CBR900RR
Post by: Blackheart on August 31, 2016, 07:35:49 PM
I understand the frustration. We are working with incomplete tools or with nothing.   :(

I will see with the other team members, what can be done, for now the focus is having the best possible physics.

Title: Re: Honda CBR900RR
Post by: grimm on August 31, 2016, 07:53:19 PM
Far as I've tested, the physics are getting very good both in the beta's and in the mod bikes, your CBR900RR is probably one of the best mod bikes I've ridden yet as it is stable and still flickable, the engine power is great, and it feels like my 900RR as much as any sim can come close to it. I'll still stay on finding a way to record good sound samples, but, like I said, I'm pretty sure someone with far more knowledge with modding will be able to do a far better job than me.  :)
Title: Re: Honda CBR900RR
Post by: Warlock on August 31, 2016, 08:11:50 PM
Grimm you don't have to do it man, there are people here capable of that, but the hardest part is to find the good samples. And there is where you can help, that Dyno run surrounded of mics is waiting for you ;D
Title: Re: Honda CBR900RR
Post by: Blackheart on August 31, 2016, 08:45:03 PM
@grimm

thx I appreciate your positive opinion on my work, engine and geometries need a restyle, be more real as possible.

I agree with Warlock, have clean samples is already a lot! U dont need learn nothing to be very helpful  ;)
Title: Re: Honda CBR900RR
Post by: IronHorse on September 01, 2016, 11:24:07 AM
This is going to be so freakin kool. You are doing a fantastic job blackheart. Im really blown away at the work that goes into this.
Title: Re: Honda CBR900RR
Post by: Blackheart on September 01, 2016, 11:34:20 AM
Quote from: IronHorse on September 01, 2016, 11:24:07 AM
This is going to be so freakin kool. You are doing a fantastic job blackheart. Im really blown away at the work that goes into this.

ty very much  :D

Title: Re: Honda CBR900RR
Post by: Eagle on September 01, 2016, 07:42:35 PM
QuoteI totally get where you're coming from, the lack of documentation on anything GPB related with modding is frustrating to say the least.
That's true. Most of the information I have about GPBikes' systems is from tests and a bit from the modding wiki that is sadly quite empty and probably outdated since.
QuoteWAV files associated with the default bikes seem to not be able to be played on any program I have, let alone one that would let me figure out (reverse engineer) the way this is all structured so I could find the proper length and sound to replace each file with.
The native bikes' samples are encrypted; which mean they can't be read nor edited by extern programs. You can still use other files or a full bike as a testbed and figure out how things work. I think that's how we all do/did to learn. For sample length and rev levels, I think they are relative to the studied engine; it's all a matter of needs. You can also use Max's GUI SCL editor for a simpler configuration. Before this magical tool, everything had to be calculated (with some formula etc...), worked on raw text and then tested in-game. I can guarantee you much more time and effort was spent this way!
QuoteSo, basically, I'm out. Really tried to help with anything I could with GP Bikes but I guess I'm just computer illiterate after a decade of trying my hardest to understand this stuff.
Don't down yourself. It is often difficult to get used to a certain workflow. And for the race analogy, sometimes you loose speed, sometimes you even crash! But who knows ? Someday you could even get the best lap!

Heh, anyway. I am not forcing you to do anything; it's all up to you. If you have enough motivation and passion, I think you can do this.
Title: Re: Honda CBR900RR
Post by: grimm on September 01, 2016, 09:01:24 PM
I very much appreciate the kind words from you guys, knowing the default sounds are encrypted explains a ton, I thought it was some format I've ever seen before. Guess I'm overthinking this big time. Always wanted to learn at least something about modding on GP Bikes and messing about with the latest .eng equipped test of the 900RR really showed me that I wasn't off the mark at all with the one I had made, just needed some finer tuning in the files associated with it and it would have worked decently, even found the actual rev counter line in the config for the 3rd person view and toned down the 15k redline to the actual 12k the 900 rev's out to in actuality. Despite the onboard being fantastic, controlling proper wheelies can be done a little better from 3rd person in some instances so it helps having the option to switch between available views.


I'll mess about with some things and report back on what I find. Even just getting a custom sound, regardless of how good or bad it is, might be worth exploring just for experience sake. Who knows, maybe someday I'll be a "go to" guy when it comes to certain aspects of mod bikes on GP Bikes. Every little bit helps to create a strong community of modders.  8)
Title: Re: Honda CBR900RR
Post by: Warlock on September 01, 2016, 09:24:52 PM
For sure.  :)

Nobody here was born with the knowledge, we all learned putting time and effort, so everyone with some patience can learn.
There is enough talent in this forum to help anyone who want to learn. So, go for it  ;)
Title: Re: Honda CBR900RR
Post by: Blackheart on September 01, 2016, 09:41:05 PM
@Grimm I have not changed certain things purposely, in this case because the engine map its not definitive. Its an Alpha, also the rear brake need changes but when the geometries it will be completed.

Anyway I lost (a bit) motivation, when all the modders were at the same level in the forum I enjoyed a lot, not now. And of course as always I'm talking for myself.

Now I'm waiting for some nice changes by jorge, probably with them will come back my enthusiasm.  :)
Title: Re: Honda CBR900RR
Post by: JorgeNsr on September 02, 2016, 03:08:44 AM
work in progress...
Title: Re: Honda CBR900RR
Post by: doubledragoncc on September 02, 2016, 06:25:16 AM
YEP the rear brake needs to be far stronger. I find most bikes have a very weak back brake compared to real life.

DD
Title: Re: Honda CBR900RR
Post by: Blackheart on September 05, 2016, 08:08:08 PM
I have to redo the 3d model because I made a huge and stupid mistake, but the good news is that it will be much nicer.  ;D

This takes some days.  ;)
Title: Re: Honda CBR900RR
Post by: doubledragoncc on September 05, 2016, 08:56:57 PM
???
What be the HUGE fuckyuppy bro

Can you make sure to have files for wheels and pipe with this one in tga if possible.

Look forward to the better(WOW) bike model

DD

PS: Thanks for being caring enough to care about getting it right, means a lot Blacky
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: Blackheart on September 12, 2016, 01:32:32 PM
Considering that I start to get bored working only to CBR900RR so I decided to complete a my other old work ...
(http://i65.tinypic.com/285k0h.png)
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: r1rossi on September 12, 2016, 01:51:28 PM
SHAWEEET .

Looking forward to this
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: matty0l215 on September 12, 2016, 01:51:52 PM
600rr??
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: Blackheart on September 12, 2016, 02:04:51 PM
1000, the 600 is almost visually identical.  :P
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: doubledragoncc on September 12, 2016, 05:16:04 PM
Thats just teasing me now lol
Great news Blacky

DD
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: BOBR6 84 on September 12, 2016, 05:53:46 PM
Nice Nice!!!  8) Although i hate the 04-05 bodywork.. 06-07 models changed slightly, nicer! oh well.. its a blade!! cheers  ;)
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: doubledragoncc on September 12, 2016, 08:52:53 PM
Quit ya bitchin BOBPPPPPPPPPPP lol

DD
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: Blackheart on September 14, 2016, 06:47:06 AM
New Tires  8)

(http://i67.tinypic.com/n3p5vs.png)
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: doubledragoncc on September 14, 2016, 07:39:28 AM
Lookin so sweet........................

Now stop teasin me and give me the dang bike lol

Great work Blacky cant wait mate

DD
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: SirDouche on September 14, 2016, 08:28:37 AM
when could we try the bike? <3 <3
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: Boerenlater on September 14, 2016, 08:32:24 AM
Quote from: doubledragoncc on September 14, 2016, 07:39:28 AM
Lookin so sweet........................

Now stop teasin me and give me the dang bike lol

Great work Blacky cant wait mate

DD
Haha exactly this :D
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: Manu on September 14, 2016, 08:46:57 AM
Sweet!!
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: doubledragoncc on September 14, 2016, 09:23:17 AM
The Alpha4 is great so I KNOW the next build will be fucking great lol

DD
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: Blackheart on September 14, 2016, 03:59:25 PM
Quote from: SirDouche on September 14, 2016, 08:28:37 AM
when could we try the bike? <3 <3

I'm waiting for the new geometry from the rest of the team, when I have it, I can make a pubblic release in max 2 days.
Title: Re: Honda CBR900RR & CBR1000RR Fireblade
Post by: SirDouche on September 14, 2016, 04:27:25 PM
awesome...can't wait
Title: Re: [Release] Honda CBR900RR
Post by: Blackheart on September 26, 2016, 06:47:16 AM
First the "bad news"; I cant works on the 1000rr, because i havent time now, but yesterday evening I had 1-2 hours to correct all things reported by testers, so I think it's a good job this 900rr 1.0.0.  ;)

Download CBR900rr v.1.0.0: https://www.dropbox.com/s/6f40c7vf6w5duwr/Honda_CBR_900RR_1.0.rar?dl=0
(https://www.dropbox.com/s/6f40c7vf6w5duwr/Honda_CBR_900RR_1.0.rar?dl=0)

All my tests are were made with:

QuoteSetup: Default
Tracks: Victoria, Ulster GP V.0.6_NDS and Mallory Park.
Riding Aids: Automatic Clutch, Automatic Rider L/R Lean

Cockpit view: FOV 65, Pitch 50, Tilt 0, Corner anticipation 0

Direct lean: 30%



Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: matty0l215 on September 26, 2016, 07:42:09 AM
Nice work Blackheart! :D

I'll put this in the next BikeMOD :)
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: doubledragoncc on September 26, 2016, 08:23:18 AM
Brilliant work Blacky.

Thanks so much for this bike. One wish down now all I need is Nordschliefe and I am a happy bunny lol

Will put a server up for this baby hehe

DD

EDIT:hat is the name for the rim tga Blacky?
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Blackheart on September 26, 2016, 08:40:58 AM
@Matty thx mate

@DD Ok (I would choose Ulster 0.6_NDS  ;D ). For change the wheels colour "cerchioni.tga" 512x512

P.S. Next weekend I will try to make a quicky template (is possible make skins with the actual texture, but is too confusing)  :P

Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: matty0l215 on September 26, 2016, 08:50:47 AM
Tut tut. Don't you know how to unwrap the UV's yet ;)
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: doubledragoncc on September 26, 2016, 09:08:48 AM
I made a paint set for this bike matty but Blacky changed the wheels so I wanted to know what the correct name for creating a tga is.

He used English and other language in the alpha of this bike.

DD
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Boerenlater on September 26, 2016, 09:29:43 AM
Thank you for your hard work.
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Blackheart on September 26, 2016, 09:34:59 AM
Quote from: matty0l215 on September 26, 2016, 08:50:47 AM
Tut tut. Don't you know how to unwrap the UV's yet ;)

Naah

(http://i68.tinypic.com/okrgqc.png)
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: BozoCRO on September 26, 2016, 09:37:11 AM
Great job guys, this finally feels like a road bike!
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: matty0l215 on September 26, 2016, 10:25:42 AM
Quote from: Blackheart on September 26, 2016, 09:34:59 AM
Quote from: matty0l215 on September 26, 2016, 08:50:47 AM
Tut tut. Don't you know how to unwrap the UV's yet ;)

Naah

Lazy bastard :P

At least make it look like you've done the model ;D
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: doubledragoncc on September 26, 2016, 10:40:35 AM
So where is the area for wheel colour???

Please clarify this

DD
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: doubledragoncc on September 26, 2016, 10:41:22 AM
Quote from: Blackheart on September 26, 2016, 08:40:58 AM
@Matty thx mate

@DD Ok (I would choose Ulster 0.6_NDS  ;D ). For change the wheels colour "cerchioni.tga" 512x512

P.S. Next weekend I will try to make a quicky template (is possible make skins with the actual texture, but is too confusing)  :P

AH okay just seen it thanks m8

DD
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Vini on September 26, 2016, 01:30:14 PM
don't know if intended or not but the engine brake setting doesn't work and the default value is basically unusable, especially with the short second gear.

love the sound!

front suspension needs some work, wobbling around and random washouts (without any warnings).

i know you purposely made the upshifts longer but could you maybe reduce the clutch time so that you can get quicker (realistic) upshifts by chopping the throttle (without the clutch interfering)?
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Harrytmj66 on September 26, 2016, 06:04:45 PM
Ive put the bike in the bike folder but when i try to go into server it just comes up with.

Catagory:??????
Bike: Murasama.

What am i doing wrong?
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: doubledragoncc on September 26, 2016, 06:25:37 PM
Make sure the bikes folder name is  Road_Honda_900RR or it wont work

DD
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Harrytmj66 on September 26, 2016, 06:28:30 PM
Yeah it is but still won't work
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: doubledragoncc on September 26, 2016, 06:30:24 PM
Did you try joining my server that is set to ROAD bikes?

DD
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Harrytmj66 on September 26, 2016, 06:31:08 PM
Yes. I can't even use the bike in testing or anything
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: doubledragoncc on September 26, 2016, 06:33:23 PM
Download it again is best bet. Then try it

DD
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Harrytmj66 on September 26, 2016, 06:34:44 PM
Ok mate. I get Core.EXE every time i try to selec road catagory
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: doubledragoncc on September 26, 2016, 06:40:01 PM
well remove the 900rr and see what happens.


You may have a GPB problem and might need to over install GPB again or fresh install

DD
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: matty0l215 on September 26, 2016, 06:40:38 PM
Quote from: Harrytmj66 on September 26, 2016, 06:34:44 PM
Ok mate. I get Core.EXE every time i try to selec road catagory

Go to you Piboso\GP Bikes\Profiles\Harrytmj66 folder in your Documents folder. Open the profile.ini and delete "murasama_rc990_03" from the "bikeid=" line.

That should fix it, there is an issue i have found when trying to select different bikes from the Murasama
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Davide74 on September 26, 2016, 06:45:48 PM
thanks Blaky!!
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: knn54sofuoglu on September 27, 2016, 03:20:33 PM
guys what is cbrcup ? why i can't join that server
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Blackheart on September 27, 2016, 03:43:11 PM
Quote from: knn54sofuoglu on September 27, 2016, 03:20:33 PM
guys what is cbrcup ? why i can't join that server

http://forum.piboso.com/index.php?topic=3753.0 (http://forum.piboso.com/index.php?topic=3753.0)
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: knn54sofuoglu on September 27, 2016, 09:59:14 PM
Quote from: Blackheart on September 27, 2016, 03:43:11 PM
Quote from: knn54sofuoglu on September 27, 2016, 03:20:33 PM
guys what is cbrcup ? why i can't join that server

http://forum.piboso.com/index.php?topic=3753.0 (http://forum.piboso.com/index.php?topic=3753.0)

thanks mate btw 900 is awesome nice work good job
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: doubledragoncc on October 01, 2016, 12:38:02 PM
Hi Blacky.

Really finding the over strong engine braking terrible compared to the alpha.

The cockpit view feel way to far away and no matter how I try it is just like I am on a mini moto to look at!!!!

Hope you can fix these points otherwise I love her lol

DD
Title: Re: [Release] Honda CBR900RR 1.0.0
Post by: Blackheart on October 01, 2016, 02:18:42 PM
Version for the beta 9 (1.1): http://forum.piboso.com/index.php?topic=3755.msg63897#msg63897  (http://forum.piboso.com/index.php?topic=3755.msg63897#msg63897)
Title: Re: [Release] Honda CBR900RR 1.1
Post by: doubledragoncc on October 01, 2016, 05:33:31 PM
Oh what a lovely chappy you are Blacky

Thanks bro

DD
Title: Re: [Release] Honda CBR900RR 1.2
Post by: doubledragoncc on October 05, 2016, 07:46:36 PM
I find the gearbox is not as good as it used to be. On up shift it is too slow and the back wheel grabs and if no clutch is used it throws you off, not real for the real 900.

I get a lot of wobbles but have direct lean at 100% as it should be, the alpha was better, more flickable. The bike has less turn in than before and find it cant take tracks like Brno as fast as before. I recommend giving a 14 tooth option for the front sprocket

I will make a video so you can see what I mean.

Still love this bike just needs some tweekin still

Great work as ever

DD
Title: Re: [Release] Honda CBR900RR 1.2
Post by: Blackheart on October 05, 2016, 08:26:28 PM
Quote from: doubledragoncc on October 05, 2016, 07:46:36 PM
I find the gearbox is not as good as it used to be. On up shift it is too slow and the back wheel grabs and if no clutch is used it throws you off, not real for the real 900.

I get a lot of wobbles but have direct lean at 100% as it should be, the alpha was better, more flickable. The bike has less turn in than before and find it cant take tracks like Brno as fast as before. I recommend giving a 14 tooth option for the front sprocket

I will make a video so you can see what I mean.

Still love this bike just needs some tweekin still

Great work as ever

DD

Aplha was a big shit compared  to this version (in all areas)... sorry but i know this because... is a my bike! 

The gearbox is a good point, but It had already been reported by Vin and planned for the next update.


Title: Re: [Release] Honda CBR900RR 1.2
Post by: doubledragoncc on October 05, 2016, 09:02:31 PM
You have to remember I ride with direct lean at 100% and have a different controller so my opinion is based on that and not a gamepad. I am just trying to give a feedback that is from another angle.

DD
Title: Re: [Release] Honda CBR900RR 1.2
Post by: Blackheart on October 05, 2016, 10:44:44 PM
Here the 1.3 changelog (http://forum.piboso.com/index.php?topic=3782.msg64054#msg64054)
Title: Re: [Release] Honda CBR900RR 1.2
Post by: doubledragoncc on October 05, 2016, 11:09:07 PM
Great log,

Look forward to the release thanks Blacky

DD
Title: Re: [Release] Honda CBR900RR 1.3
Post by: Blackheart on October 08, 2016, 01:40:56 PM
Version 1.3 (i hope its the final...) released: http://forum.piboso.com/index.php?topic=3755.msg64407#msg64407 (http://forum.piboso.com/index.php?topic=3755.msg64407#msg64407)

Update 1.3b:    CBR900rr Update 1.3b (https://www.dropbox.com/s/5lo51ycwv1kykry/Road_Honda_900RR.cfg?dl=0)
Title: Re: [Release] Honda CBR900RR 1.3b
Post by: Blackheart on October 15, 2016, 10:22:59 PM
Information: No more updates for this bike, so the final version is the 1.3b.

And... tomorrow works begins on a new bike, It will not be a road bike.  ;D

P.S. Dont ask me what is the bike lol
Title: Re: [Release] Honda CBR900RR 1.3b
Post by: Boerenlater on October 16, 2016, 07:42:34 AM
What bike will it be?  ;)
Title: Re: [Release] Honda CBR900RR 1.3b
Post by: RayBan on October 28, 2017, 08:17:36 AM
 :D

Thanks BlackHeart !

Works fine in gpb 12b.
Title: Re: [Release] Honda CBR900RR 1.3b
Post by: doubledragoncc on October 28, 2017, 08:22:35 AM
BRILLIANT work thanks so much Blacky.

Maybe one day a naked version lol

DD

Getting core crash going to track with 1.3b?
Title: Re: [Release] Honda CBR900RR 1.3b
Post by: RayBan on October 29, 2017, 12:34:20 PM
No crash on my system with Honda CBR900RR 1.3b on gpb 12b. And i 've gat the roads tyres file.

;)
Title: Re: [Release] Honda CBR900RR 1.3b
Post by: doubledragoncc on October 30, 2017, 09:40:22 AM
For some reason I can only use the 1.3 bike with 1.2 cfg file as the cfg that 1.3 comes with crashes my gpb. If I put the 1.3b cfg in the 1.3 bike folder it crashes my gpb? WTF am I doing wrong lol.

Date on cfg file that works is 27-10-17 (from 1.2)
1.3b cfg is 29-10-17
1.3 cfg is 5-10-17

Downloaded 3 times and always the same. 1.3 bike came with no tyre file btw?

DD
Title: Re: [Release] Honda CBR900RR 1.3b
Post by: Italian Mod Team on October 30, 2017, 01:06:13 PM
 ???

Here are links old of a year, October 2016...

The only updated version of this bike is in the IMT section not here. (Its not possible change the first post links)

http://forum.piboso.com/index.php?topic=5346.msg81955#msg81955 (http://forum.piboso.com/index.php?topic=5346.msg81955#msg81955)
Title: Re: [Release] Honda CBR900RR 1.3b
Post by: doubledragoncc on October 31, 2017, 09:47:41 PM
I am a plonka

I was thinking this was for beta12 its for 11 right, thats why no tyre files

DD