PiBoSo Official Forum

GP Bikes => General Discussion => Topic started by: PiBoSo on September 30, 2016, 07:47:51 PM

Title: GP Bikes beta9
Post by: PiBoSo on September 30, 2016, 07:47:51 PM

GP Bikes beta9 released:
http://www.gp-bikes.com/?page=news

Download:
http://www.gp-bikes.com/?page=downloads
( download mirrors would be extremely helpful and welcome )
Title: Re: GP Bikes beta9
Post by: PiBoSo on September 30, 2016, 07:48:03 PM
Release notes:
- a clean installation is strong recommended
- replays are not compatible with the previous versions
- pressing the reset button for three seconds the bike is reset to the track ( but only if the check lines have been generated )

Known bugs
- Unfortunately, the 125 bikes are completely unplayable, for reasons yet to be discovered, despite trying to constantly improve the physics and the data realism.

Sadly, the 125 is also the only bike in the demo, that thus becomes like a trial of faith:
http://www.youtube.com/v/NkGTyndJC1w

However, it is now clear that GP Bikes is purely a modding platform, that hopefully keeps getting better.
Title: Re: GP Bikes beta9
Post by: matty0l215 on September 30, 2016, 08:38:14 PM
Excellent ;D

As for the 125, Why not switch the bike in the demo? Let people see what they want, Then let them mod the game.
Title: Re: GP Bikes beta9
Post by: Hawk on September 30, 2016, 08:38:47 PM
GPBikes Beta 9 - Mirror Download Link: https://mega.nz/#!TJkgRQBQ!A25Vh5aQgfxB1l-Wp2FYboZyPenk9Zmpi4lDEgMcX9w

Hawk.
PS:@Piboso - You can add this mirror link to your 1st post and delete this post if you wish to keep this thread clean. The link doesn't have any time or download limits on it.  ;)
Title: Re: GP Bikes beta9
Post by: Alone on September 30, 2016, 08:52:18 PM
From a fast test, the impression is that is far better than lasts betas. The suspensions seems to work better on bumps, feels softer. Also the problems with up/down hill seems fixed! Great to have a more realistic reposition after a fall (some tracks must to be tweaking :) ) Is nice to have 2 rider styles, and the POV is diferent on each one.
Thank you, looks like a big step. Now multiplayer?  :)
Title: Re: GP Bikes beta9
Post by: Davide74 on September 30, 2016, 08:56:59 PM
thanks piboso
Title: Re: GP Bikes beta9
Post by: matty0l215 on September 30, 2016, 09:08:31 PM
Quote from: ptrshpt on September 30, 2016, 09:02:19 PM
In one situation i ran offtrack and crashed. After i reseted the bike i stalled the engine.
Pressing the reset button again did nothing. I had to return to pit.

I came here to say this as well, I'm using manual clutch and once stalled there is no way to re start the bike.
Title: Re: GP Bikes beta9
Post by: knn54sofuoglu on September 30, 2016, 09:11:20 PM
thank you piboso it's nice to see game is under improvement
Title: Re: GP Bikes beta9
Post by: Blackheart on September 30, 2016, 09:22:41 PM
First 2 laps to Victoria, i like it, it all seems more stable and real, the new anims are very cool.



Title: Re: GP Bikes beta9
Post by: Davide74 on September 30, 2016, 09:48:23 PM
More more easy
You can brake very late and did not fall even with the 500, Muramasa with no control traction full throttle and does not lose grip .. arcade ..You will not fall dela bike or forcing or being aggressive

I No .. I will give more laps but my first impression is that ..

Sorry for my bad english google traductor :-X
Title: Re: GP Bikes beta9
Post by: Vini on September 30, 2016, 09:50:24 PM
the new rider movements look very cool but i will need some time to get used to it to give proper feedback (atm, L/R feels bit too sensitive around the middle position and not enough "backwards lean").
kerb and dirt handling much better!


i got the same stall/reset problem and i couldn't reset a runaway bike that was going 25km/h.

now the bad news: lowside detection is worse than before.
https://www.youtube.com/v/J_aumfKlV7E

p.s.: as realistic as the new reset system may be, it's a giant pain in the ass :D
Title: Re: GP Bikes beta9
Post by: Blackheart on September 30, 2016, 10:09:37 PM
With the official bike I havent "rider-off" i tried on Spa. That corner it is in the vid?
Title: Re: GP Bikes beta9
Post by: RiccoChicco on September 30, 2016, 10:20:26 PM
Quote from: matty0l215 on September 30, 2016, 08:38:14 PM
As for the 125, Why not switch the bike in the demo? Let people see what they want, Then let them mod the game.

IMHO, I think adding every default bikes to the demo would be the solution. Even if default bikes are really nice and enjoyable (at least on b8), the core of the simulator is what make people buying the licence, then they usually plan to download mods. Let's be honnest, if we exclude the core physics, something like 90% of what GPB players use is made by the great B.E.S and CAWS teams, independent modders such as the great JC#21 or very talented people such as MaX with his incredible plugins.  Let's do not forget online "entertainers" such as Alibaskins and Dibu. When I bought GPB few years ago, I wasn't sure about my bet since the 125 wasn't riding really good. Trying the Varese and Murasama make me be really happy about my choice to buy a licence, but I can understand a potential new player feeling about that. Moreover, as you seem to tell (did not try the b9 yet), the 125cc is unridable. How can you sell more licences if the demo is unridable?

I would really consider to change the demo content, since the default full version doesn't bring that much itself.
Title: Re: GP Bikes beta9
Post by: Davide74 on September 30, 2016, 10:29:57 PM
I tried to M1 (2015 Motogp Manu) and liked me something else, with the grip which has now I can drive without TC
Title: Re: GP Bikes beta9
Post by: doubledragoncc on September 30, 2016, 10:30:35 PM
Okay.......................I am in a world of woohoo and oh shit!!!

I guess it means I ave to remake all the servers and have just walked in the door!!!

So guys................give me a day to get my head out of building systems and back to how the fuck I set up servers....................NICK HELP lol

THANK YOU PIBOSO.........................If your female I want to marry you lol

WOOFUCKINHOO!!!

DD

EDIT: Fuck I had a date tomorrow now Im fucked!!!
Title: Re: GP Bikes beta9
Post by: doubledragoncc on September 30, 2016, 10:41:45 PM
Mirror for download of beta9 no limits:

http://www.mediafire.com/file/7aldx5roi05cutr/gpbikes-beta9.exe (http://www.mediafire.com/file/7aldx5roi05cutr/gpbikes-beta9.exe)

DD

EDIT: Can you please ask me if I have a date with a hot chick before you release the next update??? Thanks

Apart from timing THANK YOU so much P
Title: Re: GP Bikes beta9
Post by: Hawk on September 30, 2016, 11:29:25 PM
Bug Fix to the rear suspension:
@Piboso: Just so we're all clear about this - I know you said the old beta 8 bikes will work on beta 9, but are there any changes to the rear suspension beta 8 bikes that would need to be adjusted for the beta 9 rear suspension bug fix to work properly? Or do the current beta 8 bike rear suspension settings work correctly as they should in beta 9 without any adjustments needed?

Hawk.
Title: Re: GP Bikes beta9
Post by: JamoZ on September 30, 2016, 11:48:20 PM
Is it me or is the xinput plugin not working anymore? it`s in the correct folder but i can`t use independant triggers...kind of a big deal as i manually blip the throttle during downshifts...
Title: Re: GP Bikes beta9
Post by: iVolution on September 30, 2016, 11:49:24 PM
Quote from: Alone on September 30, 2016, 08:52:18 PM
From a fast test, the impression is that is far better than lasts betas. The suspensions seems to work better on bumps, feels softer. Also the problems with up/down hill seems fixed! Great to have a more realistic reposition after a fall (some tracks must to be tweaking :) ) Is nice to have 2 rider styles, and the POV is diferent on each one.
Thank you, looks like a big step. Now multiplayer?  :)
I totally agree, did a first few laps with the murasama, bike feels more confident through corners and havent had any weird physics bugs on Victoria yet. Like the rider reset off track but it should always be reset in the direction of the track facing in the right direction. Resetting the bike in the direction that if stopped moving could spell drama in races where you would have to turn on track with possible riders incomming.

So as far as i am concerned (and can judge by a few laps) the physics seem greatly improved, fixing multiplayer should be next (and only) thing on your checklist before a version 1
Title: Re: GP Bikes beta9
Post by: Docfumi on October 01, 2016, 12:19:13 AM
THANKS  ;D ;D ;D
Title: Re: GP Bikes beta9
Post by: Reactive on October 01, 2016, 02:13:37 AM
Are you sure the "brand new reset" working correct? I had tested it on Victoria with Murasama and... on one hand i understand how big was the work with new beta, but on another hand its outside of my common sense.
Title: Re: GP Bikes beta9
Post by: MultiCOOLFRESH on October 01, 2016, 08:10:17 AM
I need some help,

with the new beta my screen resolution is fucked. It is so high, that I can not go to the graphics section in the settings. I tried to change the resolution in the profile section in my documents, but everything it says is: [info]
name=Multicoolfresh
race_number=46

[guide]
profiles=1
settings=0

[misc]
showfps=0

[ui]
home_cameraanglex=-30.000000
home_cameraangley=5.000000
home_cameradistance=3.000000
home_camerashiftx=-0.450000
home_camerashifty=0.000000
home_camera2anglex=-45.000000
home_camera2angley=5.000000
home_camera2distance=3.700000
home_camera2shiftx=0.000000
home_camera2shifty=0.000000

Can someone help me? :-\
Title: Re: GP Bikes beta9
Post by: Toomes1 on October 01, 2016, 08:46:11 AM
As always people might tend to disagree but I for one thank you Piboso for the lovely update you've given us. Defiantly a step up from previous.
Title: Re: GP Bikes beta9
Post by: Stout Johnson on October 01, 2016, 09:14:09 AM
+1 Toomes.

Quick thoughts from 1hr of testing this morning.

pros:
+ wheel alignment, suspension simulation much improved. from my impression it is not perfect, but much better
+ overall suspension behaviour seems to be improved
+ lovely rider animations
+ very good new reset function imo
+ bike behaviour in dirt, sand much improved

cons:
- too much grip on tarmac (without TC rear wheel only spins in extreme lean and even then very predictive; front wheel also has too much grip, when braking hard and abruptly mostly the rear comes up, whereas the front should fade even in small lean angles when all brake power is applied abruptly, before weight is transferred to front, during lean; the front only fades in high lean angles)

Generally some nice improvements. But with those super-gripping tyres it feels very arcade-ish. If you can get the grip right and allow for the right amount of wheel spin like irl, GPB would be almost perfect physics-wise.

Edit: xinput plugin really does not seem to work anymore
Title: Re: GP Bikes beta9
Post by: PeterV on October 01, 2016, 09:25:01 AM
@Piboso

What is changed on the server side? how does replay work now?
fix: dedicated server replay save split by session

Also saw the fixed rider setup under [settings] (previously [Hardcore] )
that is a nice option too have , thank you.

Anything else server admins need to know or can do in Beta 9?
Title: Re: GP Bikes beta9
Post by: PiBoSo on October 01, 2016, 09:33:27 AM
Quote from: PeterV on October 01, 2016, 09:25:01 AM
@Piboso

What is changed on the server side? how does replay work now?
fix: dedicated server replay save split by session

Also saw the fixed rider setup under [settings] (previously [Hardcore] )
that is a nice option too have , thank you.

Anything else server admins need to know or can do in Beta 9?

The "hardcore" section hasn't been changed, and there is no fixed setup option in GP Bikes. It doesn't make much sense for motorcycles.
Title: Re: GP Bikes beta9
Post by: PeterV on October 01, 2016, 09:39:29 AM
oke then my bad thanks
Title: Re: GP Bikes beta9
Post by: PiBoSo on October 01, 2016, 09:58:23 AM
Quote from: Hawk on September 30, 2016, 11:29:25 PM
Bug Fix to the rear suspension:
@Piboso: Just so we're all clear about this - I know you said the old beta 8 bikes will work on beta 9, but are there any changes to the rear suspension beta 8 bikes that would need to be adjusted for the beta 9 rear suspension bug fix to work properly? Or do the current beta 8 bike rear suspension settings work correctly as they should in beta 9 without any adjustments needed?

Hawk.

http://forum.piboso.com/index.php?topic=3769.0
Title: Re: GP Bikes beta9
Post by: Hawk on October 01, 2016, 10:03:18 AM
Thanks Piboso, really appreciated.  ;) 8)

Hawk.
Title: Re: GP Bikes beta9
Post by: Stout Johnson on October 01, 2016, 10:28:58 AM
Update: Did my first testing on Victoria. Now I did some laps on Aragon and I have to say Congrutalions Piboso!!! It is really a huge step into the right direction phyics-wise. The improvements in the rear suspension simulation are huge. In general one can now ride the lines like in real life, because under load the bike now has the tendency to get the front towards the inside (towards oversteer). I think this will be great for MXB too.

In corners with slope there is however still some weird suspension/wheel alignment behaviour noticeable and the bike also understeers noticeably.

@Piboso: Can you please elaborate on what you standpoint on the grip level in GPB is (Davide and myself already gave feedback on the seemingly to much grip). Do you acknowledge it being to high? It would be interesting and possibly fruitful to engage in a conversation on that from a physics stand-point. I think if you can nail this, you could really make the physics almost perfect and allow for realistic power slides and trail braking. Realistic sliding and wheel spin behaviour are also especially important for MXB, so I think this would be important across those 2 sims.
Title: Re: GP Bikes beta9
Post by: PiBoSo on October 01, 2016, 10:33:57 AM
Quote from: Stout Johnson on October 01, 2016, 10:28:58 AM
@Piboso: Can you please elaborate on what you standpoint on the grip level in GPB is (Davide and myself already gave feedback on the seemingly to much grip). Do you acknowledge it being to high? It would be interesting and possibly fruitful to engage in a conversation on that from a physics stand-point. I think if you can nail this, you could really make the physics almost perfect and allow for realistic power slides and trail braking. Realistic sliding and wheel spin behaviour are also especially important for MXB, so I think this would be important across those 2 sims.

The tyres' physics data must be tuned to loose more longitudinal grip at high camber angles.
Title: Re: GP Bikes beta9
Post by: Hawk on October 01, 2016, 10:54:56 AM
Quote from: Stout Johnson on October 01, 2016, 10:28:58 AM
Update: Did my first testing on Victoria. Now I did some laps on Aragon and I have to say Congrutalions Piboso!!! It is really a huge step into the right direction phyics-wise. The improvements in the rear suspension simulation are huge. In general one can now ride the lines like in real life, because under load the bike now has the tendency to get the front towards the inside (towards oversteer). I think this will be great for MXB too.

In corners with slope there is however still some weird suspension/wheel alignment behaviour noticeable and the bike also understeers noticeably.

@Piboso: Can you please elaborate on what you standpoint on the grip level in GPB is (Davide and myself already gave feedback on the seemingly to much grip). Do you acknowledge it being to high? It would be interesting and possibly fruitful to engage in a conversation on that from a physics stand-point. I think if you can nail this, you could really make the physics almost perfect and allow for realistic power slides and trail braking. Realistic sliding and wheel spin behaviour are also especially important for MXB, so I think this would be important across those 2 sims.

Quote from: PiBoSo on October 01, 2016, 10:33:57 AM
Quote from: Stout Johnson on October 01, 2016, 10:28:58 AM
@Piboso: Can you please elaborate on what you standpoint on the grip level in GPB is (Davide and myself already gave feedback on the seemingly to much grip). Do you acknowledge it being to high? It would be interesting and possibly fruitful to engage in a conversation on that from a physics stand-point. I think if you can nail this, you could really make the physics almost perfect and allow for realistic power slides and trail braking. Realistic sliding and wheel spin behaviour are also especially important for MXB, so I think this would be important across those 2 sims.

The tyres' physics data must be tuned to loose more longitudinal grip at high camber angles.

CAWS has been testing new(tuned) tyre physics models on bikes and are starting to really get some good realistic results with tyre grip characteristics that give progressive grip qualities related to speed/power/throttle inputs/lean angles instead of all or nothing type grip we often see on default tyre models. This is leading to realistic tyre performances in our tests, but for sure tuning the tyre physics data is making a massive difference to the feel and realism of the tyres. We'll keep testing until we feel we've really pinned these qualities down correctly and will be adding these updates to our bikeMODS(CAWS) hopefully soon ;)

Hawk.
Title: Re: GP Bikes beta9
Post by: teeds on October 01, 2016, 10:59:32 AM
Good update, really like the feel and the new reset. VR is fantastic despite some menu problems as stated. The biggest issue I found though was crashing at high speed, made me feel nauseated when the bike starts spinning around, ended up closing my eyes to combat it. Could do with the text being locked to the bike and not around the edges of the screens, can't quite read it although you can see it's there. Going to be a little bit slow for a while.

8)

https://www.youtube.com/v/3mv1sPYXuj0&feature=youtu.be
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 01, 2016, 12:07:20 PM
Quote from: PiBoSo on October 01, 2016, 10:33:57 AM
Quote from: Stout Johnson on October 01, 2016, 10:28:58 AM
@Piboso: Can you please elaborate on what you standpoint on the grip level in GPB is (Davide and myself already gave feedback on the seemingly to much grip). Do you acknowledge it being to high? It would be interesting and possibly fruitful to engage in a conversation on that from a physics stand-point. I think if you can nail this, you could really make the physics almost perfect and allow for realistic power slides and trail braking. Realistic sliding and wheel spin behaviour are also especially important for MXB, so I think this would be important across those 2 sims.

The tyres' physics data must be tuned to loose more longitudinal grip at high camber angles.
You mean that ? http://forum.piboso.com/index.php?topic=3760.0 (http://forum.piboso.com/index.php?topic=3760.0)
Because at the moment I don't see any longitudinal grip drop with camber, due to the above.
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 01, 2016, 12:10:42 PM
Quote from: JamoZ on September 30, 2016, 11:48:20 PM
Is it me or is the xinput plugin not working anymore? it`s in the correct folder but i can`t use independant triggers...kind of a big deal as i manually blip the throttle during downshifts...

Quote from: Stout Johnson on October 01, 2016, 09:14:09 AM
Edit: xinput plugin really does not seem to work anymore

It works fine for me, separate triggers.
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 01, 2016, 12:29:18 PM
And yeah, I love the new respawn as it is, even if you may respawn mid-track in the wrong direction  (you can always "walk" the bike).

As reported by others, the fact that if you stall the engine without falling then your only option is to go back to garage should be corrected.
Maybe just allow to restart or, if we want to get fancy, push start (same as in KRP) unless a bike has an electric starter (in which case if you stall or fall, then you have to restart the engine pressing the button).
Title: Re: GP Bikes beta9
Post by: doubledragoncc on October 01, 2016, 12:34:39 PM
Thanks Piboso. Seems better and love to be able to chose riding style too now.

I have had a few core crashes coming offline??? I just setup the servers and need to test them fully but seemed odd as never happened before in beta8

I had a weird thing as well after watching a replay of a local hosted test. As I left the server and was back at the GPB start screen I still had the top overlay from the replay showing on screen. Only happened once but thought ot point it out.

It really was a step in the right direction. Great work

DD
Title: Re: GP Bikes beta9
Post by: Stout Johnson on October 01, 2016, 12:55:58 PM
Quote from: PiBoSo on October 01, 2016, 10:33:57 AM
Quote from: Stout Johnson on October 01, 2016, 10:28:58 AM
@Piboso: Can you please elaborate on what you standpoint on the grip level in GPB is (Davide and myself already gave feedback on the seemingly to much grip). Do you acknowledge it being to high? It would be interesting and possibly fruitful to engage in a conversation on that from a physics stand-point. I think if you can nail this, you could really make the physics almost perfect and allow for realistic power slides and trail braking. Realistic sliding and wheel spin behaviour are also especially important for MXB, so I think this would be important across those 2 sims.

The tyres' physics data must be tuned to loose more longitudinal grip at high camber angles.
Ok, thanks for the info.

Quote from: HornetMaX on October 01, 2016, 12:10:42 PM
Quote from: JamoZ on September 30, 2016, 11:48:20 PM
Is it me or is the xinput plugin not working anymore? it`s in the correct folder but i can`t use independant triggers...kind of a big deal as i manually blip the throttle during downshifts...

Quote from: Stout Johnson on October 01, 2016, 09:14:09 AM
Edit: xinput plugin really does not seem to work anymore

It works fine for me, separate triggers.

I did overwrite with my old plugin file from beta8 and now it works fine.
Title: Re: GP Bikes beta9
Post by: Timbo on October 01, 2016, 01:10:16 PM
Quote from: PiBoSo on September 30, 2016, 07:48:03 PM
Known bugs
- Unfortunately, the 125 bikes are completely unplayable, for reasons yet to be discovered, despite trying to constantly improve the physics and the data realism.

Not for me - 125 is awesome (maybe too good) - I was straight into the 1:42s around Victoria and soon in the low 1:40s which is way faster than I've been before.

Maybe there is too much grip (as some have said) but it is fantastic fun! Anyway great job PiBoSo!!
Title: Re: GP Bikes beta9
Post by: Saemon No Jyo on October 01, 2016, 01:16:45 PM
 ;D Thank You

     Arigato
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 01, 2016, 01:27:08 PM
Quote from: Stout Johnson on October 01, 2016, 12:55:58 PM
Quote from: HornetMaX on October 01, 2016, 12:10:42 PM
It works fine for me, separate triggers.

I did overwrite with my old plugin file from beta8 and now it works fine.
I did nothing special, just plain GPB beta9 install and xinput is working fine. Strange you (and Jamoz) have the issue.
Title: Re: GP Bikes beta9
Post by: Steven on October 01, 2016, 03:35:40 PM
Quote from: HornetMaX on October 01, 2016, 12:29:18 PM
As reported by others, the fact that if you stall the engine without falling then your only option is to go back to garage should be corrected.
I think min/max lines and the new checkpoint lines (http://forum.piboso.com/index.php?topic=3565.msg63697#msg63697 (http://forum.piboso.com/index.php?topic=3565.msg63697#msg63697)) have to be created for all the tracks to make this work as intended.
Title: Re: GP Bikes beta9
Post by: Davide74 on October 01, 2016, 03:36:06 PM
Quote from: Stout Johnson on October 01, 2016, 09:14:09 AM
+1 Toomes.

Quick thoughts from 1hr of testing this morning.

pros:
+ wheel alignment, suspension simulation much improved. from my impression it is not perfect, but much better
+ overall suspension behaviour seems to be improved
+ lovely rider animations
+ very good new reset function imo
+ bike behaviour in dirt, sand much improved

cons:
- too much grip on tarmac (without TC rear wheel only spins in extreme lean and even then very predictive; front wheel also has too much grip, when braking hard and abruptly mostly the rear comes up, whereas the front should fade even in small lean angles when all brake power is applied abruptly, before weight is transferred to front, during lean; the front only fades in high lean angles)

Generally some nice improvements. But with those super-gripping tyres it feels very arcade-ish. If you can get the grip right and allow for the right amount of wheel spin like irl, GPB would be almost perfect physics-wise.

Edit: xinput plugin really does not seem to work anymore

+1 friend
Title: Re: GP Bikes beta9
Post by: Hawk on October 01, 2016, 04:10:41 PM
Quote from: Steven on October 01, 2016, 03:35:40 PM
Quote from: HornetMaX on October 01, 2016, 12:29:18 PM
As reported by others, the fact that if you stall the engine without falling then your only option is to go back to garage should be corrected.
I think min/max lines and the new checkpoint lines (http://forum.piboso.com/index.php?topic=3565.msg63697#msg63697 (http://forum.piboso.com/index.php?topic=3565.msg63697#msg63697)) have to be created for all the tracks to make this work as intended.

If the checklines mean bikes are respawned onto the track surface then why would we want to update the tracks with this? Min/Max lines also are useless for respawn as we know from previous betas.  :)

Current new respawn is exactly how it should be, brilliant!  ;D

Hawk.
Title: Re: GP Bikes beta9
Post by: Vini on October 01, 2016, 04:23:31 PM
Quote from: Hawk on October 01, 2016, 04:10:41 PMCurrent new respawn is exactly how it should be, brilliant!  ;D
except for the runaway bikes.
Title: Re: GP Bikes beta9
Post by: giorjoe on October 01, 2016, 04:26:24 PM
mirror down :'(
Title: Re: GP Bikes beta9
Post by: BOBR6 84 on October 01, 2016, 04:36:10 PM
Beta9 after a few laps of victoria with the 990 is sweet as a nut!

TY very much  8)

Bike feels alive lol suspension works alot better and throttle/trigger response is nice nice! gonna do some more laps now  :)
Title: Re: GP Bikes beta9
Post by: Vini on October 01, 2016, 04:39:07 PM
Quote from: Blackheart on September 30, 2016, 10:09:37 PM
With the official bike I havent "rider-off" i tried on Spa. That corner it is in the vid?
it was suzuka and i haven't been able to replicate the bug on the mura.

some information for the modders on how to get rid of the bug would be great, piboso.
Title: Re: GP Bikes beta9
Post by: Hawk on October 01, 2016, 04:42:54 PM
Quote from: vin97 on October 01, 2016, 04:23:31 PM
Quote from: Hawk on October 01, 2016, 04:10:41 PMCurrent new respawn is exactly how it should be, brilliant!  ;D
except for the runaway bikes.

I've yet to test the checkline respawn after 3 secs of holding reset button, but if it does respawn onto the track surface(which I suspect it does) then why would we want that? That would be just as bad a respawn procedure as beta 8 was, and that would negate the new respawn procedure totally because everyone would want to get back on track as quick as possible?
But I agree, the runaway bike issue does need sorting, but certainly not at the expense of bikes respawning on track in front of other riders during a race surely?

Hawk.
Title: Re: GP Bikes beta9
Post by: Hawk on October 01, 2016, 04:46:17 PM
Quote from: vin97 on October 01, 2016, 04:39:07 PM
Quote from: Blackheart on September 30, 2016, 10:09:37 PM
With the official bike I havent "rider-off" i tried on Spa. That corner it is in the vid?
it was suzuka and i haven't been able to replicate the bug on the mura.

some information for the modders on how to get rid of the bug would be great, piboso.

Have you checked the lean angle differences of the bikes? Just a thought off the top of my head, but the bike with rider jump-off maybe leaning at a greater angle than the one that doesn't?

Hawk.
Title: Re: GP Bikes beta9
Post by: Vini on October 01, 2016, 04:56:49 PM
Definitely wasn't more lean angle, it's the off camber beginning of the long left at Suzuka. Even if, the bike obviously still had traction and the rider's leg didn't even come close to clipping the bike/frame.

Quote from: Hawk on October 01, 2016, 04:42:54 PMBut I agree, the runaway bike issue does need sorting, but certainly not at the expense of bikes respawning on track in front of other riders during a race surely?
No but at the moment, the disadvantage of runaway bike outweighs the advantage of quicker (off-track) respawn in a race.
Title: Re: GP Bikes beta9
Post by: PiBoSo on October 01, 2016, 05:22:03 PM
Quote from: vin97 on October 01, 2016, 04:39:07 PM
Quote from: Blackheart on September 30, 2016, 10:09:37 PM
With the official bike I havent "rider-off" i tried on Spa. That corner it is in the vid?
it was suzuka and i haven't been able to replicate the bug on the mura.

some information for the modders on how to get rid of the bug would be great, piboso.

In Beta9 the rider collision detection doesn't move with lean anymore.
The reference point is the rider mass. Could it be that in this mod the rider mass is too low?
Title: Re: GP Bikes beta9
Post by: Hawk on October 01, 2016, 05:56:55 PM
I've just tested a track with the checklines/min/max lines and pitlane centreline: As suspected the 3 sec respawn function respawns the bikes back onto the track surface(Not good). Unless there is something I'm missing then I certainly shall not be updating tracks to include this function as it's use would totally negate the new beta 9 respawn function all together.

@Piboso: What exactly is the new Pitlane centrelines function in beta 9?

Hawk.
Title: Re: GP Bikes beta9
Post by: PiBoSo on October 01, 2016, 06:22:39 PM
Quote from: Hawk on October 01, 2016, 05:56:55 PM
@Piboso: What exactly is the new Pitlane centrelines function in beta 9?

Hawk.

So far it's unused.
Title: Re: GP Bikes beta9
Post by: Vini on October 01, 2016, 06:27:18 PM
gotten used to the rider now and i'd say that you can't get the rider to move back far enough under braking (while leaning him off the bike at the same time). i'm using a 360 controller, so no square input for the thumbsticks.

more importantly, though, the L/R lean behaves weirdly around the neutral/middle position.
the rider twists his body in the wrong direction when leaning (slightly) to one side (to the right in this pic):
(http://i.imgur.com/S8BRCxf.jpg)
I think the ass movement is causing this. When leaning to one side, it stays at the same position up to a certain point (as you can see in the pic) when in reality it's the first thing that moves (before the torso and head).
This would result in the torso pointing slightly to the left when the rider is leaning off the right side of the bike (https://www.youtube.com/watch?v=1WCLu9t1l08&t=44s) (the opposite is happening in GPB atm).
Title: Re: GP Bikes beta9
Post by: Syd on October 01, 2016, 07:48:26 PM
First impressions -
Overall, a big thumbs up for this release :)
I just had a short ride on each bike and all are enjoyable to ride, I get more of a feel of riding a real bike than in Beta 8.

Negatives so far;
1. Mura does have too much grip (to tc or aids). Even in wet. Possibly Varese too, I doubt I could get away with being rough with the throttle IRL on this bike. But it's not far off.
2. Bike crashing into trackside objects causes a core, offline, almost every other crash
3. 125 still has front end washout problem. Otherwise rides great. Maybe needs a little less maximum lean angle or increase tyre grip?
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 01, 2016, 08:02:43 PM
Quote from: Steven on October 01, 2016, 03:35:40 PM
Quote from: HornetMaX on October 01, 2016, 12:29:18 PM
As reported by others, the fact that if you stall the engine without falling then your only option is to go back to garage should be corrected.
I think min/max lines and the new checkpoint lines (http://forum.piboso.com/index.php?topic=3565.msg63697#msg63697 (http://forum.piboso.com/index.php?topic=3565.msg63697#msg63697)) have to be created for all the tracks to make this work as intended.
I don't think what you mention is related to the problem.
Title: Re: GP Bikes beta9
Post by: RaDiCaL on October 01, 2016, 10:35:21 PM
Great work...love the new riding style !
Keep it on !
Title: Re: GP Bikes beta9
Post by: r1rossi on October 01, 2016, 11:04:19 PM
When i crash on the bike in the game the game crashes completely. CORE

This is after fresh install of game.
Title: Re: GP Bikes beta9
Post by: PiBoSo on October 01, 2016, 11:34:25 PM
Quote from: Syd on October 01, 2016, 07:48:26 PM
1. Mura does have too much grip (to tc or aids). Even in wet. Possibly Varese too, I doubt I could get away with being rough with the throttle IRL on this bike. But it's not far off.

There were no changes in tyre grip or tyre physics.
The throttle mapping has been fixed, so there is now a lot less peak power in lower gears.
Title: Re: GP Bikes beta9
Post by: r1rossi on October 02, 2016, 04:50:57 AM
anytime i crash any bike at all the game crashes? Even does it with the Mur 990



Will i have to uninstall all bikes and re download them all?
Title: Re: GP Bikes beta9
Post by: Stout Johnson on October 02, 2016, 07:15:03 AM
Quote from: PiBoSo on October 01, 2016, 11:34:25 PM
Quote from: Syd on October 01, 2016, 07:48:26 PM
1. Mura does have too much grip (to tc or aids). Even in wet. Possibly Varese too, I doubt I could get away with being rough with the throttle IRL on this bike. But it's not far off.

There were no changes in tyre grip or tyre physics.
The throttle mapping has been fixed, so there is now a lot less peak power in lower gears.

That's strange, because now I can actually even ride without crashing instantly when leaning with slick tyres in wet. In beta8 when I tried to go out with slicks in wet, it was like riding on ice. So this does not seem to be power curve related, rather grip level, rider mass or something similar...

Also concerning wet track: I seem to get a game crash (ODE Internal) whenever I try to cross from pits onto actual track when there are rainy conditions. Have tried it numerous times and I always get that crash.
Title: Re: GP Bikes beta9
Post by: Davide74 on October 02, 2016, 09:54:30 AM
yesterday i was giving a few laps with loopateli in cbr cup and now battles are more fluid because the bike is more stable in turns and not have to go varying paths to avoid loss of the front wheel, big step forward for the battles racing.
Title: Re: GP Bikes beta9
Post by: Gzehoo on October 02, 2016, 11:03:08 AM
Great ;D I'm happy about this new respawn system... Oh wait :o

https://www.youtube.com/v/kMdTE92dH4c
Title: Re: GP Bikes beta9
Post by: LOOPATELI on October 02, 2016, 11:06:36 AM
really hard crash= out of the race  ;D ;D ;D
Title: Re: GP Bikes beta9
Post by: iVolution on October 02, 2016, 11:08:59 AM
Quote from: Hawk on October 01, 2016, 04:42:54 PM
But I agree, the runaway bike issue does need sorting, but certainly not at the expense of bikes respawning on track in front of other riders during a race surely?
In my opinion the bike should always reset on its current location after holding the reset button for 3 seconds facing in the direction of the track. This would solve the runaway bike problem and would not cause any more 'on track' spawns than in the current system. During a race it just sucks if your bike resets facing a barrier and you would have to walk backwards first. One crash could easily cost you 20+ sec which means race over. When a reset always keeps you facing in the direction of the track, the luck factor becomes smaller and crashes would cost everyone roughly the same amount of time. Dont want a similar situation as in old betas where some people could reset instantly and some had to wait 20 sec for the whole field to pass by.
Title: Re: GP Bikes beta9
Post by: Hawk on October 02, 2016, 11:50:41 AM
Quote from: iVolution on October 02, 2016, 11:08:59 AM
Quote from: Hawk on October 01, 2016, 04:42:54 PM
But I agree, the runaway bike issue does need sorting, but certainly not at the expense of bikes respawning on track in front of other riders during a race surely?
In my opinion the bike should always reset on its current location after holding the reset button for 3 seconds facing in the direction of the track. This would solve the runaway bike problem and would not cause any more 'on track' spawns than in the current system. During a race it just sucks if your bike resets facing a barrier and you would have to walk backwards first. One crash could easily cost you 20+ sec which means race over. When a reset always keeps you facing in the direction of the track, the luck factor becomes smaller and crashes would cost everyone roughly the same amount of time. Dont want a similar situation as in old betas where some people could reset instantly and some had to wait 20 sec for the whole field to pass by.

Basically I agree with what your saying iVo, but were I disagree is when you start talking about possible disadvantages for those that crash..... Firstly I'd say that crashing itself is the biggest waster of time a rider will have in GPB during a race, and let's face it, if you crash in GPB it's generally your own fault in that your either going too fast or through your impatience at getting past another rider and causing a collision, so maybe riders should be more aware of just how much time they will waste if they crash now in beta9 and ride accordingly.  :)

As far as the respawn making sure the bike is pointing in the right direct - If you crashed your bike in reality does your bike automatically sit-up and point in the correct direction? Why should it be any different in GPB when you take into consideration that it's your fault you crashed in the first place and any subsequent time you take to get back on track is a result of your failure to stay on the bike? :P

The fact is that if you crashed in a race in reality the chances are that your race would be over anyway, so in GPB the chances are that your going to actually be gaining another chance to get back into the race? So think of it as a bonus instead of a negative.  ;D
This new beta 9 respawn is not only more realistic than in previous betas but will also(hopefully) promote more sensible riding instead of the all for nothing Kamakazi attitude because riders know they could respawn straight away in previous betas and get straight back into the race.
I'm sure if those that currently see disadvantages in the new respawn give themselves time and a chance to get used to it then they will come to really like the results it will bring to GPB race events.  :)

Hawk.
Title: Re: GP Bikes beta9
Post by: r1rossi on October 02, 2016, 02:08:55 PM
Ok....

*update* when using keyboard not either of my 2 xbox one controllers is doesn't crash

I have deleted every file all bikes tracks etc and fresh installed.....

EVERY time i crash the game core.exe....

WTF

Can anyone help?
Title: Re: GP Bikes beta9
Post by: Stout Johnson on October 02, 2016, 02:32:31 PM
I agree 100% with how Hawk put it. The new system is great. It does not require the one that crashed to wait until the track is clear which can be frustrating. The one who crashed can immediately try to go back to track. And you can not argue that it somehow is a disadvantage if you are facing a barrier or something. In a real race it takes much more time to jog to your bike, lift it up, mostly start the engine, face it in the right direction and then continue. And most of the time you couldn't go on anyhow.

According to my personal taste, it should be even more restrictive. It should take more time to get the bike going again. And if the crash exceeds a certain g-force at crash time, the bike should be considered "totalled" and it should be over (race, or start back from pits in practice). And it would be cool, if the number of bikes available to be totalled for a session could be restricted for a session. So I would like to have it even more restrictive.
Title: Re: GP Bikes beta9
Post by: JamoZ on October 02, 2016, 02:42:10 PM
Quote from: Hawk on October 02, 2016, 11:50:41 AM
like the results it will bring to GPB race events.  :)
Hawk.

Like even more people quitting after a crash because of the even bigger time loss? Mot people can`t even finish 2 laps without crashing, how do you think they`re going to like this system? Just because something is more "realistic" doesn`t always mean it`s good. You`re still playing a computer game in front of a screen with a toy controller.

And with all respect Hawk, If you think something like this will make people race more sensible, you might not you have enough online (race) gaming experience  ;D (you still have reckless driving in iRacing and AC with rating systems and damage enabled). Everything will stay the same, the same riders will be at the front, and the same riders will be at the back of the field...just with a more stretched out field because of all the different kinds of crashes.

I`m all for realism, but sometimes realism has to be sacrifised in order to keep the fun aspect of a game alive. Having people quit after 1 crash and a stretched out field with 30 seconds between every player is not my idea of fun.

I`d like to have a respawn system in between the new and the old one. There is a huge need for off track spawning, but not in the extremes like this. I`d rather put the bike 2 meters on the grass facing the track direction after a respawn. This way you still lose time driving off the grass carefully, and the need to take it easy till the tires are clean, but you`ll still encourage people to keep racing as you didn`t just lose 30 seconds on other players....
Title: Re: GP Bikes beta9
Post by: Hawk on October 02, 2016, 04:07:21 PM
Quote from: JamoZ on October 02, 2016, 02:42:10 PM
Quote from: Hawk on October 02, 2016, 11:50:41 AM
like the results it will bring to GPB race events.  :)
Hawk.

Like even more people quitting after a crash because of the even bigger time loss? Mot people can`t even finish 2 laps without crashing, how do you think they`re going to like this system? Just because something is more "realistic" doesn`t always mean it`s good. You`re still playing a computer game in front of a screen with a toy controller.

And with all respect Hawk, If you think something like this will make people race more sensible, you might not you have enough online (race) gaming experience  ;D (you still have reckless driving in iRacing and AC with rating systems and damage enabled). Everything will stay the same, the same riders will be at the front, and the same riders will be at the back of the field...just with a more stretched out field because of all the different kinds of crashes.

I`m all for realism, but sometimes realism has to be sacrifised in order to keep the fun aspect of a game alive. Having people quit after 1 crash and a stretched out field with 30 seconds between every player is not my idea of fun.

I`d like to have a respawn system in between the new and the old one. There is a huge need for off track spawning, but not in the extremes like this. I`d rather put the bike 2 meters on the grass facing the track direction after a respawn. This way you still lose time driving off the grass carefully, and the need to take it easy till the tires are clean, but you`ll still encourage people to keep racing as you didn`t just lose 30 seconds on other players....

With all due respect JamoZ, anyone organising a race event doesn't want the type of riders taking part who rage quit or quit just because they feel they have no chance of winning the race; we all know the type of person I'm talking about, gameboy types(we could probably even name some on this forum who have a nasty habit of doing such things), so there would be no negative in losing those type of people taking part in race events.... Personally I'd want to ban riders with that attitude from future events if I was organising things because it's not professional, in fact it's a very childish attitude considering the time and efforts of the people who organise the event have put into it for the community.  :P

As for fun..... THIS IS FUN JamoZ!  Embrace it man! ;D ;D
But maybe your talking about the sort of fun that resides in the online FPS games were you can run around without fear of getting shot because you know you can respawn straight away and continue unimpeded? They would be much more fun if one shot and you were dead and out of the game, but they pander to the mass market of Gameboys who think respawn even after your shot is better fun... Mmm, I'd hate to see that sort of attitude come to simulation related events.

Server hosts and event organisers hold most of the power, if they'd actively help stamp out the gameboy attitudes then online events would be so much better.  :P  ;)

Just give the new respawn time mate, it'll grow on you!  ;)

Hawk
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 02, 2016, 04:28:31 PM
I'd only fix the engine stall problem (engine stall without falling = must go to pits): that's annoying *and* unrealistic.
Title: Re: GP Bikes beta9
Post by: Stout Johnson on October 02, 2016, 04:29:42 PM
Quote from: JamoZ on October 02, 2016, 02:42:10 PM
And with all respect Hawk, If you think something like this will make people race more sensible, you might not you have enough online (race) gaming experience  ;D (you still have reckless driving in iRacing and AC with rating systems and damage enabled). Everything will stay the same, the same riders will be at the front, and the same riders will be at the back of the field...just with a more stretched out field because of all the different kinds of crashes.
Simply not true. I have raced in iRacing long enough to be able to tell you, there is a lot more thoughtful races there. Maybe in rookie class you might have the bad luck to come across a bad field of rage racers and quiters, but in the later classes it is not typical. And those rage racers won't be around very long anyhow. So the penalty system indeed does make a difference. It is only logical, because the human per se is making a risk/reward calculation. And if the penalty of crashing is high enough, he will try to take calculated risks only. In general it does make for more thoughtful and realistic racing.

Quote from: JamoZ on October 02, 2016, 02:42:10 PM
I`m all for realism, but sometimes realism has to be sacrifised in order to keep the fun aspect of a game alive. Having people quit after 1 crash and a stretched out field with 30 seconds between every player is not my idea of fun.
It is not my understanding of fun to have people take unbalanced risks because they know if they do crash, they can hop back onto the bike on track within miliseconds. Also the system we had before does lead to the situation where people that are fast, but crash every second lap might end up in front of someone that is a bit slower but manages to not crash a single time. A skillful rider sometimes only loses about 5seconds with a crash (maybe even less if the crash happens in a slow corner). And that is not fun and not realistic at all. Racing should not only be about being fast, but also being about being able to not crash constantly.
Title: Re: GP Bikes beta9
Post by: Vini on October 02, 2016, 04:48:41 PM
Quote from: iVolution on October 02, 2016, 11:08:59 AMIn my opinion the bike should always reset on its current location after holding the reset button for 3 seconds facing in the direction of the track. This would solve the runaway bike problem and would not cause any more 'on track' spawns than in the current system.
Quote from: JamoZ on October 02, 2016, 02:42:10 PMLike even more people quitting after a crash because of the even bigger time loss? Mot people can`t even finish 2 laps without crashing, how do you think they`re going to like this system? Just because something is more "realistic" doesn`t always mean it`s good. You`re still playing a computer game in front of a screen with a toy controller.
+1

I like iVo's suggestion very much and I would add to that an adjustable minimum time limit for how quick after a crash you can reset the bike (if it doesn't fall on it's own). The runaway bike is completely unrealistic and it will ruin races.
More importantly, Jamoz is right in that this reset system will be a massive turn off for newbies trying to get into the game.


...Any thoughts on the ass movement of the new rider (http://forum.piboso.com/index.php?topic=3764.msg63947#msg63947), snappe?
Title: Re: GP Bikes beta9
Post by: iVolution on October 02, 2016, 09:29:37 PM
Jamoz, could not agree more, my thoughts exactly

Quote from: Hawk on October 02, 2016, 04:07:21 PM
With all due respect JamoZ, anyone organising a race event doesn't want the type of riders taking part who rage quit or quit just because they feel they have no chance of winning the race; we all know the type of person I'm talking about...

As for fun..... THIS IS FUN JamoZ!  Embrace it man! ;D ;D
But maybe your talking about the sort of fun that resides in the online FPS games were you can run around without fear of getting shot because you know you can respawn straight away and continue unimpeded? They would be much more fun if one shot and you were dead and out of the game, but they pander to the mass market of Gameboys who think respawn even after your shot is better fun... Mmm, I'd hate to see that sort of attitude come to simulation related events.

Server hosts and event organisers hold most of the power, if they'd actively help stamp out the gameboy attitudes then online events would be so much better.  :P  ;)

Just give the new respawn time mate, it'll grow on you!  ;)

Hawk
It think what jamoz meant was aside from people that quit before the finish in casual events, crashing your bike in a race (could be someone elses fault) and completely losing sight of anyone for the next twenty laps is just no fun. If i lose 10 sec i know there is a chance to make up for it with good driving, but if i lose 30 sec because of an unlucky reset all competitiveness is gone and anything to race for is lost. Yes i will still finish the race but in my mind i already quit since a 30sec gap you will realistically not close within the same race. The variable time it will take for people to get back on track after a crash will completely spread out the field and it will basically be a single player experience. People that crash together always were able to continue the battle because of similar resets, same holds for peope that crashed the same amount of time, in previous betas they would still be relatively close to each other. And yeah i am all for realism but there is a limit, a real bike you just dont crash that often because of all the extra feedback and controls so dont compare gpbikes to real life. As long as i need to steer the bike with one thumbstick that maybe moves 2cm, have brakes witout feedback and no sense of grip except for visual clues or 1:1 physics, let it just be a game and keep some unrealistic elements in just for the sake of competitivity. Everyone crashes and 95% will do it at least once in a race, those people will stop racing after a few races of solitary driving and that is not what we want. Yeah i will give the new system a shot, wont have much of a choice i guess anyway, but there is simply no chance i am wrong about this unless everyone suddenly knows how to drive and stopped crashing.

As for Stout, yes i will argue it is a disadvantage if you end up facing a barrier after reset because it didnt have anything to do with how hard you crashed or how much risk you took. Facing the barrier is simply being extra unlucky after making a mistake or being hit by someone else, there is no skill involved in having a good resetting position = completely random = frustrating. Lets see how you wiĺl enjoy it being knocked off in the first corner, no chance of victory and the guy responsible leading you by 10 sec just because he had an easier reset. And this is not an uncommon scenario as you know but usually happens at least to someone during the first lap.
Title: Re: GP Bikes beta9
Post by: Hawk on October 02, 2016, 10:32:41 PM
Quote from: iVolution on October 02, 2016, 09:29:37 PM
Jamoz, could not agree more, my thoughts exactly

Quote from: Hawk on October 02, 2016, 04:07:21 PM
With all due respect JamoZ, anyone organising a race event doesn't want the type of riders taking part who rage quit or quit just because they feel they have no chance of winning the race; we all know the type of person I'm talking about...

As for fun..... THIS IS FUN JamoZ!  Embrace it man! ;D ;D
But maybe your talking about the sort of fun that resides in the online FPS games were you can run around without fear of getting shot because you know you can respawn straight away and continue unimpeded? They would be much more fun if one shot and you were dead and out of the game, but they pander to the mass market of Gameboys who think respawn even after your shot is better fun... Mmm, I'd hate to see that sort of attitude come to simulation related events.

Server hosts and event organisers hold most of the power, if they'd actively help stamp out the gameboy attitudes then online events would be so much better.  :P  ;)

Just give the new respawn time mate, it'll grow on you!  ;)

Hawk
It think what jamoz meant was aside from people that quit before the finish in casual events, crashing your bike in a race (could be someone elses fault) and completely losing sight of anyone for the next twenty laps is just no fun. If i lose 10 sec i know there is a chance to make up for it with good driving, but if i lose 30 sec because of an unlucky reset all competitiveness is gone and anything to race for is lost. Yes i will still finish the race but in my mind i already quit since a 30sec gap you will realistically not close within the same race. The variable time it will take for people to get back on track after a crash will completely spread out the field and it will basically be a single player experience. People that crash together always were able to continue the battle because of similar resets, same holds for peope that crashed the same amount of time, in previous betas they would still be relatively close to each other. And yeah i am all for realism but there is a limit, a real bike you just dont crash that often because of all the extra feedback and controls so dont compare gpbikes to real life. As long as i need to steer the bike with one thumbstick that maybe moves 2cm, have brakes witout feedback and no sense of grip except for visual clues or 1:1 physics, let it just be a game and keep some unrealistic elements in just for the sake of competitivity. Everyone crashes and 95% will do it at least once in a race, those people will stop racing after a few races of solitary driving and that is not what we want. Yeah i will give the new system a shot, wont have much of a choice i guess anyway, but there is simply no chance i am wrong about this unless everyone suddenly knows how to drive and stopped crashing.

As for Stout, yes i will argue it is a disadvantage if you end up facing a barrier after reset because it didnt have anything to do with how hard you crashed or how much risk you took. Facing the barrier is simply being extra unlucky after making a mistake or being hit by someone else, there is no skill involved in having a good resetting position = completely random = frustrating. Lets see how you wiĺl enjoy it being knocked off in the first corner, no chance of victory and the guy responsible leading you by 10 sec just because he had an easier reset. And this is not an uncommon scenario as you know but usually happens at least to someone during the first lap.
Yes of course there has to be limitations to realism due to the lack of physical feedback from a virtual bike, but that has nothing to do with bike resets after crashing in GPB.

As far as the new beta 9 reset is concerned, we obviously have a differing opinion and that's okay, this is what forums are all about. I personally love the new beta 9 bike reset after a crash..... The only thing I want to see done better is when the bike runs off on it's own. I still think Piboso could create a check routine to check if the bike is upright without the rider onboard and if so then to maybe fully apply the front brake after 3 secs to make it stop and fall over? I think that would be a pretty good solution for that problem?

Hawk.


Title: Re: GP Bikes beta9
Post by: Urban Chaos 2.0 on October 02, 2016, 10:55:18 PM
Very very nice. Everything is much improved. Bikes are more stable, and grip levels are much more realistic as well.
Title: Re: GP Bikes beta9
Post by: RaDiCaL on October 03, 2016, 01:26:09 AM
Quote from: Urban Chaos 2.0 on October 02, 2016, 10:55:18 PM
Very very nice. Everything is much improved. Bikes are more stable, and grip levels are much more realistic as well.
absolutely agree with you !
Title: Re: GP Bikes beta9
Post by: JamoZ on October 03, 2016, 05:25:45 AM
Quote from: Urban Chaos 2.0 on October 02, 2016, 10:55:18 PM
Very very nice. Everything is much improved. Bikes are more stable, and grip levels are much more realistic as well.

The one thing that didn`t become more realistic are the grip levels. Opening up a motogp bike under quite an angle and without traction control in 1st, 2nd or 3rd gear should almost always result in a highsider or at least the rear wheel stepping out quite violently. Right now i can just floor it in 1st gear coming out of a hairpin and the bike just has perfect grip without TC.

Now i understand why you think pCARS is a sim...
Title: Re: GP Bikes beta9
Post by: JamoZ on October 03, 2016, 05:28:51 AM
Quote from: Hawk on October 02, 2016, 10:32:41 PM
Quote from: iVolution on October 02, 2016, 09:29:37 PM
Jamoz, could not agree more, my thoughts exactly

Quote from: Hawk on October 02, 2016, 04:07:21 PM
With all due respect JamoZ, anyone organising a race event doesn't want the type of riders taking part who rage quit or quit just because they feel they have no chance of winning the race; we all know the type of person I'm talking about...

As for fun..... THIS IS FUN JamoZ!  Embrace it man! ;D ;D
But maybe your talking about the sort of fun that resides in the online FPS games were you can run around without fear of getting shot because you know you can respawn straight away and continue unimpeded? They would be much more fun if one shot and you were dead and out of the game, but they pander to the mass market of Gameboys who think respawn even after your shot is better fun... Mmm, I'd hate to see that sort of attitude come to simulation related events.

Server hosts and event organisers hold most of the power, if they'd actively help stamp out the gameboy attitudes then online events would be so much better.  :P  ;)

Just give the new respawn time mate, it'll grow on you!  ;)

Hawk
It think what jamoz meant was aside from people that quit before the finish in casual events, crashing your bike in a race (could be someone elses fault) and completely losing sight of anyone for the next twenty laps is just no fun. If i lose 10 sec i know there is a chance to make up for it with good driving, but if i lose 30 sec because of an unlucky reset all competitiveness is gone and anything to race for is lost. Yes i will still finish the race but in my mind i already quit since a 30sec gap you will realistically not close within the same race. The variable time it will take for people to get back on track after a crash will completely spread out the field and it will basically be a single player experience. People that crash together always were able to continue the battle because of similar resets, same holds for peope that crashed the same amount of time, in previous betas they would still be relatively close to each other. And yeah i am all for realism but there is a limit, a real bike you just dont crash that often because of all the extra feedback and controls so dont compare gpbikes to real life. As long as i need to steer the bike with one thumbstick that maybe moves 2cm, have brakes witout feedback and no sense of grip except for visual clues or 1:1 physics, let it just be a game and keep some unrealistic elements in just for the sake of competitivity. Everyone crashes and 95% will do it at least once in a race, those people will stop racing after a few races of solitary driving and that is not what we want. Yeah i will give the new system a shot, wont have much of a choice i guess anyway, but there is simply no chance i am wrong about this unless everyone suddenly knows how to drive and stopped crashing.

As for Stout, yes i will argue it is a disadvantage if you end up facing a barrier after reset because it didnt have anything to do with how hard you crashed or how much risk you took. Facing the barrier is simply being extra unlucky after making a mistake or being hit by someone else, there is no skill involved in having a good resetting position = completely random = frustrating. Lets see how you wiĺl enjoy it being knocked off in the first corner, no chance of victory and the guy responsible leading you by 10 sec just because he had an easier reset. And this is not an uncommon scenario as you know but usually happens at least to someone during the first lap.
Yes of course there has to be limitations to realism due to the lack of physical feedback from a virtual bike, but that has nothing to do with bike resets after crashing in GPB.

As far as the new beta 9 reset is concerned, we obviously have a differing opinion and that's okay, this is what forums are all about. I personally love the new beta 9 bike reset after a crash..... The only thing I want to see done better is when the bike runs off on it's own. I still think Piboso could create a check routine to check if the bike is upright without the rider onboard and if so then to maybe fully apply the front brake after 3 secs to make it stop and fall over? I think that would be a pretty good solution for that problem?

Hawk.

If we are going all for 100% realism you should actually uninstall GP bikes after a crash, transfer 2500 dollars for repairs to piboso and wait 2 weeks until your virtual bike is "fixed"

::)
Title: Re: GP Bikes beta9
Post by: Vini on October 03, 2016, 06:16:12 AM
Are you talking about the Mura or Manu's MotoGP bikes, Jamoz?
Title: Re: GP Bikes beta9
Post by: JamoZ on October 03, 2016, 06:51:21 AM
Quote from: vin97 on October 03, 2016, 06:16:12 AM
Are you talking about the Mura or Manu's MotoGP bikes, Jamoz?

The Murusama Vin. I never test a new beta with modded bikes
Title: Re: GP Bikes beta9
Post by: Urban Chaos 2.0 on October 03, 2016, 08:27:51 AM
Quote from: JamoZ on October 03, 2016, 05:25:45 AM
Quote from: Urban Chaos 2.0 on October 02, 2016, 10:55:18 PM
Very very nice. Everything is much improved. Bikes are more stable, and grip levels are much more realistic as well.

The one thing that didn`t become more realistic are the grip levels. Opening up a motogp bike under quite an angle and without traction control in 1st, 2nd or 3rd gear should almost always result in a highsider or at least the rear wheel stepping out quite violently. Right now i can just floor it in 1st gear coming out of a hairpin and the bike just has perfect grip without TC.

Now i understand why you think pCARS is a sim...

A 31 year old man should have better things to do with his life than bitch about videogames. Furthermore, he should be smart enough to know the difference between a Motogp bike and a videogame bike mod (which wasn't made by the same folks who engineered the Moto GP bike).

Seeing as how you seem not to meet the requirements of either of the aforementioned (and the fact that you play GP Bikes in 3rd person), I understand why you think the grip levels are less realistic, and why you think pCARS isn't a sim.

Do you know how suspension affects grip levels? I don't think you do. Look it up. GP Bikes Beta 9 has a much improved suspension model. What do you think will happen to the grip levels of bikes which were created for beta 8, when played on beta 9? Think about that...

Jamoz, I don't think I need to say anything more about that, so I won't go about causing the redundancy. I won't read your next response either FYI ;).


Edit: You say you're talking about the Murasama. In which case, everything I've said still stands. However, you should now also factor in the fact that the Piboso says he's changed the engine map (for the better).

Title: Re: GP Bikes beta9
Post by: JamoZ on October 03, 2016, 08:44:46 AM
Quote from: Urban Chaos 2.0 on October 03, 2016, 08:27:51 AM
A 31 year old man should have better things to do with his life than bitch about videogames. Furthermore, he should be smart enough to know the difference between a Motogp bike and a videogame bike mod (which wasn't made by the same folks who engineered the Moto GP bike).

Seeing as how you seem not to meet the requirements of either of the aforementioned (and the fact that you play GP Bikes in 3rd person), I understand why you think the grip levels are less realistic, and why you think pCARS isn't a sim.

Do you know how suspension affects grip levels? I don't think you do. Look it up. GP Bikes Beta 9 has a much improved suspension model. What do you think will happen to the grip levels of bikes which were created for beta 8, when played on beta 9? Think about that...

Jamoz, I don't think I need to say anything more about that, so I won't go about causing the redundancy. I won't read your next response either FYI ;).

Edit: You say you're talking about the Murasama. In which case, everything I've said still stands. However, you should now also factor in the fact that the Piboso says he's changed the engine map (for the better).

(http://i1.kym-cdn.com/photos/images/newsfeed/000/583/040/cff.png)

The fact you need to insult on a personal level tells alot about your personality.

The fact this video exists tells me you`re making false statements, just like the ones stating pCARS is a sim...

http://www.youtube.com/v/uDVvrMNXE_Y

Oh, and you`re totally reading this....stop lying  ;D
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 03, 2016, 08:47:40 AM
Quote from: iVolution on October 02, 2016, 11:08:59 AM
When a reset always keeps you facing in the direction of the track, the luck factor becomes smaller and crashes would cost everyone roughly the same amount of time.
But when you stop 200m from the track, how do you define "facing the direction of the track" ? Maybe it could be something like: if you stop on track, spawn in the direction of the track. But if you spawn off-track, spawn in the direction orthogonal to the track (i.e. pointing at the track).

Personally I'm not bothered by the current "respawn as you stop" method: it's just like in real life. If your bikes stops facing the barrier, then you have to deal with it. Bad luck indeed, but that's life. You can't remove all the luck factor and eve if you can, well you shouldn't.

Take for example a car sim: when you crash, do you want the direction of your car to be altered by the sim just to make it easier to go back on track ? I guess we all agree the answer is a big fat no, so I don't see why it would be any different for a bike sim.
Title: Re: GP Bikes beta9
Post by: PiBoSo on October 03, 2016, 08:55:08 AM
Quote from: JamoZ on October 03, 2016, 05:25:45 AM
Quote from: Urban Chaos 2.0 on October 02, 2016, 10:55:18 PM
Very very nice. Everything is much improved. Bikes are more stable, and grip levels are much more realistic as well.

The one thing that didn`t become more realistic are the grip levels. Opening up a motogp bike under quite an angle and without traction control in 1st, 2nd or 3rd gear should almost always result in a highsider or at least the rear wheel stepping out quite violently. Right now i can just floor it in 1st gear coming out of a hairpin and the bike just has perfect grip without TC.

Now i understand why you think pCARS is a sim...

One more time: the tyre simulation and the tyre physics data HAVEN'T been changed.
The "throttle mapping", that due to a bug wasn't working at all, has been fixed.
This is what "throttle mapping" is: http://www.sportrider.com/2005-honda-rc211v-motogp-great-expectations
"In an effort to control the ever-increasing power of the RC211V, HRC introduced the Honda Intelligent Throttle Control System, a semimechanical/electronic forerunner to the now-common fly-by-wire throttle systems on MotoGP bikes. The twist-grip throttle cables rotated a throttle linkage shaft attached to a tiny planetary gear setup controlled by an ECU-actuated servo motor. The system would modify the amount of throttle-valve movement according to the gear selected, preventing excessive power in the lower gears. However, it was widely rumored that many of the Honda riders disliked the system, complaining that it affected the engine power too much."

The simulation is uncanny, since you complain exactly like the real riders  :P
Title: Re: GP Bikes beta9
Post by: Urban Chaos 2.0 on October 03, 2016, 08:58:59 AM
I think the new respawning system is ideal. I would however, like to see a change about how it has to behave when the bike stalls. There's no need to have to hold the reset button for three seconds and risk spawning in the pits. Perhaps include an ignition and starter feature for some bikes. Bikes like the Murasama should do with out that, but it could benefit other bikes, no?
Title: Re: GP Bikes beta9
Post by: doubledragoncc on October 03, 2016, 08:59:45 AM
HI Piboso.

The guys raced on Victoria with the CBR Cup last night and had big core issues. Did you change anything on Victoria for beta9 as I had the old track in the track folder for the server or does GPB read Victoria from the pkz file which was the beta9 version?

Just want to know if I screwed up or it is a problem with the mod bike on Victoria?

DD
Title: Re: GP Bikes beta9
Post by: JamoZ on October 03, 2016, 09:02:07 AM
Quote from: PiBoSo on October 03, 2016, 08:55:08 AM
Quote from: JamoZ on October 03, 2016, 05:25:45 AM
Quote from: Urban Chaos 2.0 on October 02, 2016, 10:55:18 PM
Very very nice. Everything is much improved. Bikes are more stable, and grip levels are much more realistic as well.

The one thing that didn`t become more realistic are the grip levels. Opening up a motogp bike under quite an angle and without traction control in 1st, 2nd or 3rd gear should almost always result in a highsider or at least the rear wheel stepping out quite violently. Right now i can just floor it in 1st gear coming out of a hairpin and the bike just has perfect grip without TC.

Now i understand why you think pCARS is a sim...

One more time: the tyre simulation and the tyre physics data HAVEN'T been changed.
The "throttle mapping", that due to a bug wasn't working at all, has been fixed.
This is what "throttle mapping" is: http://www.sportrider.com/2005-honda-rc211v-motogp-great-expectations
"In an effort to control the ever-increasing power of the RC211V, HRC introduced the Honda Intelligent Throttle Control System, a semimechanical/electronic forerunner to the now-common fly-by-wire throttle systems on MotoGP bikes. The twist-grip throttle cables rotated a throttle linkage shaft attached to a tiny planetary gear setup controlled by an ECU-actuated servo motor. The system would modify the amount of throttle-valve movement according to the gear selected, preventing excessive power in the lower gears. However, it was widely rumored that many of the Honda riders disliked the system, complaining that it affected the engine power too much."

The simulation is actually perfect, since you complain exactly like the real riders  :P

I knew the tire didn`t change, i thought you had to tweak them to provide a more realistic way of grip.
So basically this throttle mapping acts like some sort of TC?

Why did the bikes sometime highside that violently then back in those days? I never thought a bike like that would grip the rear without TC like it does currently ingame.
It almost feels tame in a way...

Title: Re: GP Bikes beta9
Post by: Urban Chaos 2.0 on October 03, 2016, 09:02:43 AM
Quote from: PiBoSo on October 03, 2016, 08:55:08 AM

One more time: the tyre simulation and the tyre physics data HAVEN'T been changed.
The "throttle mapping", that due to a bug wasn't working at all, has been fixed.
This is what "throttle mapping" is: http://www.sportrider.com/2005-honda-rc211v-motogp-great-expectations
"In an effort to control the ever-increasing power of the RC211V, HRC introduced the Honda Intelligent Throttle Control System, a semimechanical/electronic forerunner to the now-common fly-by-wire throttle systems on MotoGP bikes. The twist-grip throttle cables rotated a throttle linkage shaft attached to a tiny planetary gear setup controlled by an ECU-actuated servo motor. The system would modify the amount of throttle-valve movement according to the gear selected, preventing excessive power in the lower gears. However, it was widely rumored that many of the Honda riders disliked the system, complaining that it affected the engine power too much."

The simulation is actually perfect, since you complain exactly like the real riders  :P

Yep. You've done a great job with beta 9. Don't listen to the crybaby nutters.
Title: Re: GP Bikes beta9
Post by: JamoZ on October 03, 2016, 09:03:54 AM
Quote from: Urban Chaos 2.0 on October 03, 2016, 09:02:43 AM
Quote from: PiBoSo on October 03, 2016, 08:55:08 AM

One more time: the tyre simulation and the tyre physics data HAVEN'T been changed.
The "throttle mapping", that due to a bug wasn't working at all, has been fixed.
This is what "throttle mapping" is: http://www.sportrider.com/2005-honda-rc211v-motogp-great-expectations
"In an effort to control the ever-increasing power of the RC211V, HRC introduced the Honda Intelligent Throttle Control System, a semimechanical/electronic forerunner to the now-common fly-by-wire throttle systems on MotoGP bikes. The twist-grip throttle cables rotated a throttle linkage shaft attached to a tiny planetary gear setup controlled by an ECU-actuated servo motor. The system would modify the amount of throttle-valve movement according to the gear selected, preventing excessive power in the lower gears. However, it was widely rumored that many of the Honda riders disliked the system, complaining that it affected the engine power too much."

The simulation is actually perfect, since you complain exactly like the real riders  :P

Yep. You've done a great job with beta 9. Don't listen to the crybaby nutters.

Again a passive aggressive insult. Keep it up.
Noone said this beta wasn`t good...
Title: Re: GP Bikes beta9
Post by: PiBoSo on October 03, 2016, 09:05:22 AM
Quote from: PiBoSo on October 03, 2016, 08:55:08 AM
Quote from: JamoZ on October 03, 2016, 05:25:45 AM
Quote from: Urban Chaos 2.0 on October 02, 2016, 10:55:18 PM
Very very nice. Everything is much improved. Bikes are more stable, and grip levels are much more realistic as well.

The one thing that didn`t become more realistic are the grip levels. Opening up a motogp bike under quite an angle and without traction control in 1st, 2nd or 3rd gear should almost always result in a highsider or at least the rear wheel stepping out quite violently. Right now i can just floor it in 1st gear coming out of a hairpin and the bike just has perfect grip without TC.

Now i understand why you think pCARS is a sim...

One more time: the tyre simulation and the tyre physics data HAVEN'T been changed.
The "throttle mapping", that due to a bug wasn't working at all, has been fixed.
This is what "throttle mapping" is: http://www.sportrider.com/2005-honda-rc211v-motogp-great-expectations
"In an effort to control the ever-increasing power of the RC211V, HRC introduced the Honda Intelligent Throttle Control System, a semimechanical/electronic forerunner to the now-common fly-by-wire throttle systems on MotoGP bikes. The twist-grip throttle cables rotated a throttle linkage shaft attached to a tiny planetary gear setup controlled by an ECU-actuated servo motor. The system would modify the amount of throttle-valve movement according to the gear selected, preventing excessive power in the lower gears. However, it was widely rumored that many of the Honda riders disliked the system, complaining that it affected the engine power too much."

The simulation is uncanny, since you complain exactly like the real riders  :P

If you really want to complain about realism of the Murasama ( except for the obvious physics data that can always fine-tuned more ) then maybe you could argue that the 2003 RC211V didn't have traction control or anti-wheeling.
However, this bike is meant as a showcase of what the physics can do, as a reference for modders.
Title: Re: GP Bikes beta9
Post by: JamoZ on October 03, 2016, 09:12:49 AM
Well, to be honest i think the bike is near perfect now as it's easier to handle and that will allow for better racing.

It just didn't compare to what i thought those beasts would have handled back then  ::)

But maybe that's the reason i'm not a 9 times world champion ;D
Title: Re: GP Bikes beta9
Post by: doubledragoncc on October 03, 2016, 09:54:53 AM
Loopateli just posted about the cores on Victoria last night maybe this will help explain it better:

"yesterday I saw 2 types of cores:

1st and most common one. Dynamic surface track. every time the track had to much rubber, lap times started to lag and everyone started to have core exe. Then I restart the server and it went good for another 20-30mins (we where more than 10 riders in the server)

2nd and a new type of core (for me). With this new re spawn system sometimes when I crash and the bike stops I try to respawm and boommmm core exe."

beta9 is better, but we still get issues and it would seem another snuck in with the respawn system.

DD
Title: Re: GP Bikes beta9
Post by: Steven on October 03, 2016, 09:58:35 AM
Quote from: HornetMaX on October 02, 2016, 04:28:31 PM
I'd only fix the engine stall problem (engine stall without falling = must go to pits): that's annoying *and* unrealistic.
Maybe I really don't understand the problem, but when holding reset you only go to the pits when the new lines haven't been done. On Victoria (as the only example at the moment) you will spawn on the side of the track with the engine running and mostly like it's been before I think.

Quote from: Hawk on October 01, 2016, 04:10:41 PM
If the checklines mean bikes are respawned onto the track surface then why would we want to update the tracks with this? Min/Max lines also are useless for respawn as we know from previous betas.  :)
I haven't tried online yet but if you had to wait for others to pass before you can use the "hard reset", than doesn't this make perfect sense, since you could already spawn where you crashed and make it back to the track on your own?

Also remember when you started playing GPB and how long it took to make one lap without crashing (at least it took some time for me). If somebody starts playing GPB and spends more time off track trying to get back this might be quite frustrating for most people. Maybe also more rewarding when finally making a lap without crashing but since the demo bike didn't become easier to ride since the time I started with GPB I'm not sure I would spend so much time with it.

I don't think min/max lines have been completely useless. Without them you spawn at the centerline and with them you spawn at the side of the track.
Title: Re: GP Bikes beta9
Post by: Stout Johnson on October 03, 2016, 09:59:23 AM
@Piboso: Congratulations on addressing the "throttle mapping". But notwithstanding, grip-wise there definitely is tuning to do. But you already acknowledged that. At the moment it is more like digital grip/no grip. But in real life, there is constant wheel slippage and therefore some sort of wheel "sliding" when riding a highpowered motorcycle, even if that tyre slippage is not always noticeable to the spectator. Many do think that only under power sliding there is actual wheel slippage, but it is almost always there. So I think this should be resembled better. As well as more realistic tyre temp curves. Because at the moment I think if there is slippage at the moment, the tyres overheat too much (which causes its own problems).   

Some other short comments/questions.
1. concerning throttle mapping: My understanding is that this was only used for certain time by Honda for the RC211V. But in GPB the "throttle mapping" you just introduced can be turned off by modders if we for example want to make modern MotoGP mod, correct?
2. concerning throttle mapping: from my understanding the throttle mapping was used to prevent "excessive" power outage at lower rpm's which would have mostly caused high-siders out of slower corners; but it still did allow for massive power slides - this should be resembled!
https://www.youtube.com/v/ytq9o8xPEIY
3. I/we do acknowledge you have a very comprehensive simulation of motorcycle physics; but that does not mean that all parameters are set realistically. Please do not take our feedback/suggestions as bad critic, we try to help make your sim better. Many of us actually do have much experience with bikes, some even bike racing. Much more than you have, so please use this feedback, it is very helpful.
4. As you probably know, realistic tyre simulation is the most important aspect of a motorcycle simulator, as the tyre is the linkage between the bike and the tarmac. But it is also probably the hardest thing to simulate, because there just is not much data there. And the tyre simulation of a car sim just is not applicable to motorcycle physics in all aspects. So, you probably are doing pioneer work right there in trying to evolve a realistic motorcycle tyre sim. This could be something you could get credit for.
--> But please include some of us to help you develop such a tyre model... you cannot expect yourself to be an expert in programming and motorcycle racing irl (choose some among this forum, there are many good people available here that actually do have racing experience and can give you good, well-spoken feedback). Otherwise it is just trial and error for you.
5. in the article you linked above (http://www.sportrider.com/2005-honda-rc211v-motogp-great-expectations) there is also some nice info on "ECU-controlled solenoid valves bled air past the throttle plates when the system detected rear-wheel lockup". This sounds very interesting and could help to simulate manageable trail-braking. Are you planning to introduce this as well?
6. The reason realistic wheel slippage is so important - be it under throttle or under braking - is, that it just helps to take certain types of corners much faster. That is why it is being used in racing. It is not because it looks cool to power slide around a corner or to enter a turn sliding in over the rear wheel, it is being done because it just helps to be faster. And that is why you need that in GPB (and MXB) too if your sims want to qualify as being true sims.   

Regards, Stout
Title: Re: GP Bikes beta9
Post by: yan24 on October 03, 2016, 10:14:36 AM
Quote from: Stout Johnson on October 03, 2016, 09:59:23 AM
@Piboso: Congratulations on addressing the "throttle mapping". But notwithstanding, grip-wise there definitely is tuning to do. But you already acknowledged that. At the moment it is more like digital grip/no grip. But in real life, there is constant wheel slippage and therefore some sort of wheel "sliding" when riding a highpowered motorcycle, even if that tyre slippage is not always noticeable to the spectator. Many do think that only under power sliding there is actual wheel slippage, but it is almost always there. So I think this should be resembled better. As well as more realistic tyre temp curves. Because at the moment I think if there is slippage at the moment, the tyres overheat too much (which causes its own problems).   

Some other short comments/questions.
1. concerning throttle mapping: My understanding is that this was only used for certain time by Honda for the RC211V. But in GPB the "throttle mapping" you just introduced can be turned off by modders if we for example want to make modern MotoGP mod, correct?
2. concerning throttle mapping: from my understanding the throttle mapping was used to prevent "excessive" power outage at lower rpm's which would have mostly caused high-siders out of slower corners; but it still did allow for massive power slides - this should be resembled!
https://www.youtube.com/v/ytq9o8xPEIY
3. I/we do acknowledge you have a very comprehensive simulation of motorcycle physics; but that does not mean that all parameters are set realistically. Please do not take our feedback/suggestions as bad critic, we try to help make your sim better. Many of us actually do have much experience with bikes, some even bike racing. Much more than you have, so please use this feedback, it is very helpful.
4. As you probably know, realistic tyre simulation is the most important aspect of a motorcycle simulator, as the tyre is the linkage between the bike and the tarmac. But it is also probably the hardest thing to simulate, because there just is not much data there. And the tyre simulation of a car sim just is not applicable to motorcycle physics in all aspects. So, you probably are doing pioneer work right there in trying to evolve a realistic motorcycle tyre sim. This could be something you could get credit for.
--> But please include some of us to help you develop such a tyre model... you cannot expect yourself to be an expert in programming and motorcycle racing irl (choose some among this forum, there are many good people available here that actually do have racing experience and can give you good, well-spoken feedback). Otherwise it is just trial and error for you.
5. in the article you linked above (http://www.sportrider.com/2005-honda-rc211v-motogp-great-expectations) there is also some nice info on "ECU-controlled solenoid valves bled air past the throttle plates when the system detected rear-wheel lockup". This sounds very interesting and could help to simulate manageable trail-braking. Are you planning to introduce this as well?
6. The reason realistic wheel slippage is so important - be it under throttle or under braking - is, that it just helps to take certain types of corners much faster. That is why it is being used in racing. It is not because it looks cool to power slide around a corner or to enter a turn sliding in over the rear wheel, it is being done because it just helps to be faster. And that is why you need that in GPB (and MXB) too if your sims want to qualify as being true sims.   

Regards, Stout

+1
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 03, 2016, 10:22:09 AM
To be honest, it feels "too grippy" even to me, even accounting for the now working throttle map (and with no TC).

Random thought: could it be that the grip levels were OK with the buggy rear suspension of previous betas, but now that the suspension works as it should they are too high ? (ultra-long shot, I know).

Quote from: Steven on October 03, 2016, 09:58:35 AM
Quote from: HornetMaX on October 02, 2016, 04:28:31 PM
I'd only fix the engine stall problem (engine stall without falling = must go to pits): that's annoying *and* unrealistic.
Maybe I really don't understand the problem, but when holding reset you only go to the pits when the new lines haven't been done. On Victoria (as the only example at the moment) you will spawn on the side of the track with the engine running and mostly like it's been before I think.
Go on the track (Victoria) and let the engine stall *without* falling (i.e. you're still on the bike, but the engine is off). Pressing the reset key/button does nothing, you don't respawn.
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 03, 2016, 10:25:30 AM
Quote from: Stout Johnson on October 03, 2016, 09:59:23 AM
5. in the article you linked above (http://www.sportrider.com/2005-honda-rc211v-motogp-great-expectations) there is also some nice info on "ECU-controlled solenoid valves bled air past the throttle plates when the system detected rear-wheel lockup". This sounds very interesting and could help to simulate manageable trail-braking. Are you planning to introduce this as well?
ABS on engine brake :)
Title: Re: GP Bikes beta9
Post by: Steven on October 03, 2016, 10:51:05 AM
Quote from: HornetMaX on October 03, 2016, 10:22:09 AM
Quote from: Steven on October 03, 2016, 09:58:35 AM
Quote from: HornetMaX on October 02, 2016, 04:28:31 PM
I'd only fix the engine stall problem (engine stall without falling = must go to pits): that's annoying *and* unrealistic.
Maybe I really don't understand the problem, but when holding reset you only go to the pits when the new lines haven't been done. On Victoria (as the only example at the moment) you will spawn on the side of the track with the engine running and mostly like it's been before I think.
Go on the track (Victoria) and let the engine stall *without* falling (i.e. you're still on the bike, but the engine is off). Pressing the reset key/button does nothing, you don't respawn.
PiBoSo didn't mention specifically but you can now hold the reset key for some time for a second reset option. I think that's the point of misunderstanding?
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 03, 2016, 11:33:44 AM
Quote from: Steven on October 03, 2016, 10:51:05 AM
PiBoSo didn't mention specifically but you can now hold the reset key for some time for a second reset option. I think that's the point of misunderstanding?
Ah, missed that, thx. But if I'm off-track with engine stalled and I press-and-hold, where do I respawn ? Where I am or somewhere else ?
Title: Re: GP Bikes beta9
Post by: BOBR6 84 on October 03, 2016, 11:53:21 AM
Grip levels feel ok to me.. Had plenty of slides, drifts and sudden step out's etc all seems good.. Throttle map has given us alot more control.. Noticed that on turn 2 victoria straight away! Holding constant throttle used to send the bike wide but now it feels good!

Braking... Although it seems great how the bike behaves on the brakes now, it doesn't translate to what im doing with the trigger... Way too forgiving! Also if i brake with some lean angle the bike should want to sit up and stop me from turning.
Title: Re: GP Bikes beta9
Post by: r1rossi on October 03, 2016, 12:37:51 PM
Hi guys. i still have had no luck with this and have tried LOTS of things...... Any help would be great....

I did a complete fresh install of GPbikes

Deleted gpbikes folder and piboso info...

When riding ANY bike on ANY track when i crash the game core.exe every time.

Ive tried a fresh install with no aftermarket bikes and still does it.
Title: Re: GP Bikes beta9
Post by: Steven on October 03, 2016, 12:50:27 PM
Quote from: HornetMaX on October 03, 2016, 11:33:44 AM
Quote from: Steven on October 03, 2016, 10:51:05 AM
PiBoSo didn't mention specifically but you can now hold the reset key for some time for a second reset option. I think that's the point of misunderstanding?
Ah, missed that, thx. But if I'm off-track with engine stalled and I press-and-hold, where do I respawn ? Where I am or somewhere else ?
At Victoria you spawn on the side of the track. On the other tracks you spawn in the pits. "checkleft.tl" and "checkright.tl" are needed for each track to spawn on the side.
Like you said for the stalled engine it would be good to have any kind of starter but at least you still have the option to reset.
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 03, 2016, 01:12:32 PM
Quote from: Steven on October 03, 2016, 12:50:27 PM
Quote from: HornetMaX on October 03, 2016, 11:33:44 AM
Quote from: Steven on October 03, 2016, 10:51:05 AM
PiBoSo didn't mention specifically but you can now hold the reset key for some time for a second reset option. I think that's the point of misunderstanding?
Ah, missed that, thx. But if I'm off-track with engine stalled and I press-and-hold, where do I respawn ? Where I am or somewhere else ?
At Victoria you spawn on the side of the track. On the other tracks you spawn in the pits. "checkleft.tl" and "checkright.tl" are needed for each track to spawn on the side.
Like you said for the stalled engine it would be good to have any kind of starter but at least you still have the option to reset.
So it's not good enough for me: in a race if I stall the engine I don't want to disappear from where the bike stopped and reappear on the side of the track (as that can be very distracting for the incoming riders).

[but it's good enough for offline :) ]
Title: Re: GP Bikes beta9
Post by: r1rossi on October 03, 2016, 02:23:40 PM
I am wondering if my crashing problem has something to do with computer settings or graphics card etc.

I have used this computer for my entire time playing GPbikes so i dont know if this beta is higher quality requirements or something..

there is now 3 people having the same problem.

No mod bikes. everything was deleted and downloaded the game only .
Title: Re: GP Bikes beta9
Post by: Urban Chaos 2.0 on October 03, 2016, 03:15:39 PM
Quote from: r1rossi on October 03, 2016, 02:23:40 PM
I am wondering if my crashing problem has something to do with computer settings or graphics card etc.

I have used this computer for my entire time playing GPbikes so i dont know if this beta is higher quality requirements or something..

there is now 3 people having the same problem.

No mod bikes. everything was deleted and downloaded the game only .

Strange. Delete everything one more time, then delete the the Piboso folder in your documents folder. Re-install GP Bikes and open AL, and run as an administrator. Set all graphics settings to low as well, and run it in a window. See how that affects things.
Title: Re: GP Bikes beta9
Post by: Stout Johnson on October 03, 2016, 03:15:44 PM
Quote from: BOBR6 84 on October 03, 2016, 11:53:21 AM
Grip levels feel ok to me.. Had plenty of slides, drifts and sudden step out's etc all seems good.. Throttle map has given us alot more control.. Noticed that on turn 2 victoria straight away! Holding constant throttle used to send the bike wide but now it feels good!

Braking... Although it seems great how the bike behaves on the brakes now, it doesn't translate to what im doing with the trigger... Way too forgiving! Also if i brake with some lean angle the bike should want to sit up and stop me from turning.
I agree with much you are saying BOBR6, except for the way slides are happening. Of course there are slides and sudden step outs, but the grip level is just too borderline. Try to do a controlled slide like the one above by Hayden. With a 200+hp it bike should always be a struggle to get the power on to the tarmac, it should never be a problem to slide the rear, even with the "throttle mapping". Throttle mapping was introduced before TC was introduced and was aimed at keeping the bike from being unrideable due to the unpredictable power delivery, but it certainly was not designed to keep the rear from spinning completely and make the bike slower. Everybody can do it with a high-powered street bike, yet in GPB it simply is impossible with a MotoGP bike!!!

And with a small lean angle it is no rocket science to slide a rear, because if you do not have much lean the rear can't step out uncontrollably. Just go to your local Yamaha dealer, pick up a R1 for a test ride, manage to turn off TC completely (probably the hardest thing to do), select direct throttle responsiveness, take the bike for a spin, pick a free road, get the rpm's somewhere to ~6000 and the violently twist the throttle - you will have a power slide and it won't do any harm as long as you do not have much of a lean angle. It really is that easy.
https://www.youtube.com/v/-LjqH_3Ud8A

@Piboso: I do not claim that this has anything to do with beta9. I have reported this issue before. It used to be slightly better back in beta4 if I remember correctly. But in latest betas, the too high grip has been a constant issue. The reason I (and several others) are bringing it up now, is that beta9 physics seem to be close to perfect now (again: big compliment Piboso!!!), except for the grip level, which still is too high and too borderline.
Also @Piboso: Do you have an explanation why the grip level with slick tyres in wet conditions seems to be much higher if you haven't changed anything grip-wise? Again, I do not think it can be power-curve related since the difference is also noticeable without applying throttle by just rolling during lean.
Title: Re: GP Bikes beta9
Post by: r1rossi on October 03, 2016, 03:20:48 PM

Strange. Delete everything one more time, then delete the the Piboso folder in your documents folder. Re-install GP Bikes and open AL, and run as an administrator. Set all graphics settings to low as well, and run it in a window. See how that affects things.
[/quote]

I did that this morning again for my 4th attempt lol.

Anytime i hit the open  AL it does nothing , nothing opens ?

Here are my settings i used for the B8 and no issues ;
(https://s22.postimg.org/3lpygl7kt/screen000.jpg) (https://postimg.org/image/3lpygl7kt/)

(https://s22.postimg.org/3mzwa09el/screen001.jpg) (https://postimg.org/image/3mzwa09el/)
Title: Re: GP Bikes beta9
Post by: EdouardB on October 03, 2016, 03:27:47 PM
Quote from: BOBR6 84 on October 03, 2016, 11:53:21 AMAlso if i brake with some lean angle the bike should want to sit up and stop me from turning.

I'm suprised you're saying that considering we ride almost the same bike in real life. When I trail brake into the corners with my R6 it does want to "sit up" a little bit but I apply pressure on my inside arm and the lean angle doesn't change - it's pretty much the same in the game... Also when you brake hard and lean, your rake angle is actually smaller so it helps the bike turn. Maybe we have different setups though.
Title: Re: GP Bikes beta9
Post by: Vini on October 03, 2016, 04:49:12 PM
i don't get why you are repeating the same thing over and over again.
piboso already said that the tyres of the mura tyres need significant tuning (max possibly found a bug in the tyre data?).
the mura rear tyre has always been extremely unrealistic, don't understand why you are all starting with this now.

...i agree that the physics have greatly improved, but the misaligned and too light front end is still there.
Title: Re: GP Bikes beta9
Post by: Stout Johnson on October 03, 2016, 06:19:40 PM
Quote from: vin97 on October 03, 2016, 04:49:12 PM
i don't get why you are repeating the same thing over and over again.
Basically for the same reason you keep posting about your knee detection stuff - because I want to help make this sim better. Btw, I don't get why you are pissing on my leg, I did not attack you...

other reasons ...
Quote from: PiBoSo on October 03, 2016, 08:55:08 AM
Quote from: JamoZ on October 03, 2016, 05:25:45 AM
Quote from: Urban Chaos 2.0 on October 02, 2016, 10:55:18 PM
Very very nice. Everything is much improved. Bikes are more stable, and grip levels are much more realistic as well.
The one thing that didn`t become more realistic are the grip levels. Opening up a motogp bike under quite an angle and without traction control in 1st, 2nd or 3rd gear should almost always result in a highsider or at least the rear wheel stepping out quite violently. Right now i can just floor it in 1st gear coming out of a hairpin and the bike just has perfect grip without TC.

Now i understand why you think pCARS is a sim...
One more time: the tyre simulation and the tyre physics data HAVEN'T been changed.

Quote from: BOBR6 84 on October 03, 2016, 11:53:21 AM
Grip levels feel ok to me..
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 03, 2016, 06:34:32 PM
Quote from: r1rossi on October 03, 2016, 03:20:48 PM
Anytime i hit the open  AL it does nothing , nothing opens ?
OpenAL is a software library, when you tick the box it installs it, nothing to open.

Sorry, I have zero clue about your problem, maybe I'd try different compatibility options (right click on GPB icon or .exe, select properties, then compatibility tab).
Title: Re: GP Bikes beta9
Post by: doubledragoncc on October 03, 2016, 06:42:01 PM
I had a guy use my system today and he was kinda crap, but it showed a BIG error in respawn..................Going out of the pit lane he crashed and ended up facing the wrong way, total bitch to get out of so it is right but also wrong to have the respawn in such a way.

You must think of learners and how GPB works. A rider stuck across the pit lane is not going to help but will happen. It is rare but how many more situations will it take until you know this respawn system will not work

Please think about the fact a simulation can only really function as close to reality only to a certain limit, then it gets stupid unrealistic. Think outside of the box and fuck the text books.

DD
Title: Re: GP Bikes beta9
Post by: BOBR6 84 on October 03, 2016, 07:03:37 PM
Surely the respawn stuff is ok as it is??  ;D ;D could always make a server rule.. crash = race over. just like BSB  ;)
Title: Re: GP Bikes beta9
Post by: doubledragoncc on October 03, 2016, 07:10:47 PM
No BOBPPPPP as in certain circumstances it is impossible to turn around and object collision       
Title: Re: GP Bikes beta9
Post by: r1rossi on October 03, 2016, 07:25:34 PM
Quote from: HornetMaX on October 03, 2016, 06:34:32 PM
Quote from: r1rossi on October 03, 2016, 03:20:48 PM
Anytime i hit the open  AL it does nothing , nothing opens ?
OpenAL is a software library, when you tick the box it installs it, nothing to open.

Sorry, I have zero clue about your problem, maybe I'd try different compatibility options (right click on GPB icon or .exe, select properties, then compatibility tab).

Im sorry but how do i change or what do i change the compatibility settings to?
Title: Re: GP Bikes beta9
Post by: TFC on October 03, 2016, 07:47:57 PM
Mx simulator handles crashes ok, the bike stops where it stops, the rider holds on to the bars the whole time and ragdolls, then stands the bike up and rotates the bike pointing towards the track.

The holding on to the bars part is a bit goofy, but the rotating to face the track direction is animated and seems to work quite well.

Just food for thought. Haven't tried the new system but the feedback has been interesting, looking forward to seeing how it works in mxb.
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 03, 2016, 08:22:22 PM
Quote from: r1rossi on October 03, 2016, 07:25:34 PM
Quote from: HornetMaX on October 03, 2016, 06:34:32 PM
Quote from: r1rossi on October 03, 2016, 03:20:48 PM
Anytime i hit the open  AL it does nothing , nothing opens ?
OpenAL is a software library, when you tick the box it installs it, nothing to open.

Sorry, I have zero clue about your problem, maybe I'd try different compatibility options (right click on GPB icon or .exe, select properties, then compatibility tab).

Im sorry but how do i change or what do i change the compatibility settings to?
There's a compatibility mode drop down list. But to be honest I've never heard of anybody needing to play with this setting to run GPB in a win7 system.
Title: Re: GP Bikes beta9
Post by: r1rossi on October 03, 2016, 08:23:14 PM
Im on windows 10 right now but the previous beta worked fine..
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 03, 2016, 08:30:36 PM
Quote from: r1rossi on October 03, 2016, 08:23:14 PM
Im on windows 10 right now but the previous beta worked fine..
The I can help you even less.

Side note: a few ones have reported the xinput plugin not working and they seem to be all on Win10.
Far from sue it has anything to do with your problem, just for info.
Title: Re: GP Bikes beta9
Post by: r1rossi on October 03, 2016, 08:51:55 PM
Quote from: HornetMaX on October 03, 2016, 08:30:36 PM
Quote from: r1rossi on October 03, 2016, 08:23:14 PM
Im on windows 10 right now but the previous beta worked fine..
The I can help you even less.

Side note: a few ones have reported the xinput plugin not working and they seem to be all on Win10.
Far from sue it has anything to do with your problem, just for info.

I did notice that the properties and compatibility it said run this application in win 8 .

I will try that
Title: Re: GP Bikes beta9
Post by: r1rossi on October 03, 2016, 10:32:26 PM
Also, my HUD does not work..
Can someone maybe screen shot or send me a complete file of theirs?

I dont know what else to do?

Right now i am downloading the game on my wifes laptop and try their see if its my computer
Title: Re: GP Bikes beta9
Post by: matty0l215 on October 03, 2016, 10:42:55 PM
Max HUD is not working at the moment, it is being updated :)
Title: Re: GP Bikes beta9
Post by: r1rossi on October 04, 2016, 12:00:07 AM
no different on compatibility 8 ..

My wifes computer is slower and shittier than mine so cannot use hers lol
Title: Re: GP Bikes beta9
Post by: Urban Chaos 2.0 on October 04, 2016, 06:33:56 AM
Quote from: r1rossi on October 04, 2016, 12:00:07 AM
no different on compatibility 8 ..

My wifes computer is slower and shittier than mine so cannot use hers lol

Your problem seems quite strange. Perhaps make some prayers. May I recommend Psalms 66 ;D?

After you've prayed, try making changes to the weather in GP Bikes, and see if that affects anything. If it still crashes, find a beta 8 installer somewhere and revert to that version. If it doesn't crash any more, then you can safely say there's something about beta 9 that your PC cannot handle properly.

edit: The bottom half is serious advice.

Title: Re: GP Bikes beta9
Post by: matty0l215 on October 04, 2016, 07:48:31 AM
What about running compatability mod windows 7. Thats what im running and most other members.
Title: Re: GP Bikes beta9
Post by: JamoZ on October 04, 2016, 08:11:45 AM
Quote from: matty0l215 on October 04, 2016, 07:48:31 AM
What about running compatability mod windows 7. Thats what im running and most other members.

I`m not home to test this, but you reckon this could fix the xinput plugin problem?
Title: Re: GP Bikes beta9
Post by: HornetMaX on October 04, 2016, 10:02:32 AM
Quote from: JamoZ on October 04, 2016, 08:11:45 AM
Quote from: matty0l215 on October 04, 2016, 07:48:31 AM
What about running compatability mod windows 7. Thats what im running and most other members.

I`m not home to test this, but you reckon this could fix the xinput plugin problem?
That would surprise me but it's only takes 1min to try, so ...
Title: Re: GP Bikes beta9
Post by: yan24 on October 04, 2016, 11:46:27 AM
1. For me I have even more often of CORE. EXE that before and especially with Murasama.
2. I always find the brake before excess power or with an impression of transfer of mass forward to the motorcycle which causes an instability but I like the management of the glide of the back of the motorcycle.
3. The reset is really very bad and its striking plate all the pleasure to drive in a group.
If a rider wants to come back on the circuit from an accident, he can bring down other rider who arrive on the good way.
https://www.youtube.com/v/ycNNhtquTDQ
Already that there are many rider who abandon(give up) the races after two or three laps, maintaining he(it) is going to have races with 10 rider and 8 there who abandon(give up) and there is more world outside the circuit than above on the servers.
Further to falls we do not confirm checkpoints and sometimes we remain blocked in barriers and walls of boron of circuit.
It is necessary to abandon now the reset for the good of everybody and especially for the new.

Thank you for all the improvements which go in the right direction.

google translation
Title: Re: GP Bikes beta9
Post by: r1rossi on October 04, 2016, 12:24:58 PM
Thank you all for the advice, right now i try compat 7 and ill let you all know.

I reverted back to 8 and it worked so it is 100% b9 with my computer..

I will try on a work computer (secretly) and see if it works.
Title: Re: GP Bikes beta9
Post by: r1rossi on October 04, 2016, 12:32:17 PM
Update,

No different with compat 7
Title: Re: GP Bikes beta9
Post by: Urban Chaos 2.0 on October 04, 2016, 01:01:11 PM
I can tell Piboso's made some changes to the rendering, so perhaps there's something about your old GPU that can't handle certain things. Try and acquire info on what really has changed with beta 9. Perhaps some new libraries are creating problems for you. You never know. 
Title: Re: GP Bikes beta9
Post by: r1rossi on October 04, 2016, 01:02:54 PM
I have reached out to him 3 times and no response to my posts here or the new thread i created that 3 others have the same problem.

Shows he cares about peoples issues that have supported the game since i got it....
Title: Re: GP Bikes beta9
Post by: r1rossi on October 04, 2016, 01:03:46 PM
The crashing causes core is making me a smoother rider and more rythem so maybe i thank him> AHAH
Title: Re: GP Bikes beta9
Post by: Alibaskins on October 04, 2016, 01:54:01 PM
I have another player with the same problem as you R1Rossi

Quote from: r1rossi on October 04, 2016, 01:03:46 PM
The crashing causes core is making me a smoother rider and more rythem so maybe i thank him> AHAH

Very strange case...
Title: Re: GP Bikes beta9
Post by: Urban Chaos 2.0 on October 04, 2016, 02:28:15 PM
Quote from: r1rossi on October 04, 2016, 01:03:46 PM
The crashing causes core is making me a smoother rider and more rythem so maybe i thank him> AHAH

Hahaha, yes that's in fact a pretty good way to look at it.
Title: Re: GP Bikes beta9
Post by: JamoZ on October 04, 2016, 03:10:41 PM
Quote from: HornetMaX on October 04, 2016, 10:02:32 AM
Quote from: JamoZ on October 04, 2016, 08:11:45 AM
Quote from: matty0l215 on October 04, 2016, 07:48:31 AM
What about running compatability mod windows 7. Thats what im running and most other members.

I`m not home to test this, but you reckon this could fix the xinput plugin problem?
That would surprise me but it's only takes 1min to try, so ...

I can confirm this did not work :P
Title: Re: GP Bikes beta9
Post by: r1rossi on October 05, 2016, 12:12:05 AM
Thanks to dragon we have a solution ;

When playing online ( host local or online) it does not core.exe and runs very smooth.

Piboso any idea why its doing this?
Title: Re: GP Bikes beta9
Post by: doubledragoncc on October 05, 2016, 09:54:36 AM
This was not my idea, I was told by others over a year ago and thought most knew about it but seems not.

One solution would be to dump the TRAINING and have the sim go into HOST LOCAL if not online racing. This would also be a BIG plus for new users as they would not be fucked off with core crashes all the time lol.

Hope you find a solution Piboso, it is greatly needed

DD
Title: Re: GP Bikes beta9
Post by: Blackheart on October 05, 2016, 11:03:23 AM
Quote from: doubledragoncc on October 05, 2016, 09:54:36 AM
This was not my idea, I was told by others over a year ago and thought most knew about it but seems not.

I confirm it was a well known bug.  :-\