PiBoSo Official Forum

GP Bikes => Mods => Bikes => Topic started by: Jose Reina on March 03, 2017, 10:24:26 PM

Title: GP250cc BikeMod [Beta 12b]
Post by: Jose Reina on March 03, 2017, 10:24:26 PM

GP250cc BIKE MOD RELEASED!

Hi to all guys!
We are happy to share with you all this work we have been doing during this last month.
They are GP motorcycles of the 250cc capacity, exported from the game Valentino Rossi The Game, and modified and adapted in geometries and physics to be able to enjoy them in GP Bikes.

The mod consists of 7 bikes and many skins for each bike:
- GP250 Aprilia RSW250 of the year 1998
- GP250 Aprilia RSW250 of the year 1999
- GP250 Honda NSR250 of the year 1998
- GP250 Honda NSR250 of the year 1999
- GP250 Suzuki RGV250 of the year 1997
- GP250 Yamaha TZ250 of the year 1997
- GP250 Yamaha TZ250 of the year 1999

The physics are modified by us with the base of the Varese, and all the bikes share the same physics, only differ a little in the geometry, in the distance of the wheels.
The engine we used is also the same for all bikes, and is the engine of the Aprilia Rsa250 motorcycle made by GPBikes-Italy.

We have done this work with a lot of dedication and effort, and we hope you like it and enjoy it. It is possible that there are errors but that in the future we hope to be able to fix them.

The participants of this BikeMod were Davide74, Loopateli and Jose Reina, with a great help from PacoPastor34, without your help it would not have been possible to do this, Thanks;)

I want to thank Piboso for this simulator that gives us such good moments, and with this BikeMod we continue to enjoy more GP Bikes!

Many thanks to all who have helped us and those who have not, this is for you.

We just hope you like it!

Bike Mod

https://mega.nz/#!TpZgjAqI!w5BF2QrvSmK1UAMapnog13O7jUlU6-PJKJQbmVw8PCk



Changelog:

-Updated for use in Beta12b
-Engine retention update

BIG thanks again to CAWS mod team for the help in this new update and in the future updates.


DLC Skins Pack 1
https://mega.nz/#!L1BnFJab!h1KotE3oSmSg4_wCkMq1qKOccaoAv-fkBTE7-OSd11s


Templates

https://mega.nz/#!X8Z3zTjT!HRd70LIeV7Upn1GXX5FpK0bIrkZoe-bBN1ylhPdX6X0


Note: The installation directory is as follows.     \GP Bikes\gpbikes\bikes\
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on March 03, 2017, 10:28:45 PM
Hope you like them guys.


Any bugs or suggestions please report them.

This we'll try to improve for the next update:
---Dashboards
---Engine Sounds
---Bike cameras
Title: Re: GP250cc BikeMod
Post by: MultiCOOLFRESH on March 03, 2017, 10:28:57 PM
Thank youuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu :D
Title: Re: GP250cc BikeMod
Post by: Alone on March 03, 2017, 10:32:53 PM
Thank you!!!! Love that picture with nostalgic GP500 reminder.
Title: Re: GP250cc BikeMod
Post by: MultiCOOLFRESH on March 03, 2017, 10:35:12 PM
Quote from: Alone on March 03, 2017, 10:32:53 PM
Thank you!!!! Love that picture with nostalgic GP500 reminder.

Well, those are 250ccm and not 500ccm or did I understand something wrong?
Title: Re: GP250cc BikeMod
Post by: Napalm Nick on March 03, 2017, 10:35:34 PM
Wow nice for a 'level' championship   8) Well done!
Title: Re: GP250cc BikeMod
Post by: BOBR6 84 on March 03, 2017, 10:37:29 PM
Nice! Its slowly downloading.. Going for the TZ first  8) Nice one cheers
Title: Re: GP250cc BikeMod
Post by: badtothebone99 on March 03, 2017, 10:38:45 PM
 :D yeeeeeeeee
Title: Re: GP250cc BikeMod
Post by: Davide74 on March 03, 2017, 10:39:54 PM
Server to Victoria now!!
Title: Re: GP250cc BikeMod
Post by: Alone on March 03, 2017, 10:40:11 PM
Quote from: MultiCOOLFRESH on March 03, 2017, 10:35:12 PM
Quote from: Alone on March 03, 2017, 10:32:53 PM
Thank you!!!! Love that picture with nostalgic GP500 reminder.

Well, those are 250ccm and not 500ccm or did I understand something wrong?

Yes, 250cc. But look:



That was the logo in those years (1997/8).
Title: Re: GP250cc BikeMod
Post by: MultiCOOLFRESH on March 03, 2017, 10:41:43 PM
Quote from: Alone on March 03, 2017, 10:40:11 PM
Quote from: MultiCOOLFRESH on March 03, 2017, 10:35:12 PM
Quote from: Alone on March 03, 2017, 10:32:53 PM
Thank you!!!! Love that picture with nostalgic GP500 reminder.

Well, those are 250ccm and not 500ccm or did I understand something wrong?

Yes, 250cc. But look:



That was the logo in those years (1997/8).

Oh, you mean the logo. I understand now :)
Title: Re: GP250cc BikeMod
Post by: matty0l215 on March 03, 2017, 10:43:53 PM
Great work guys ;D
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 03, 2017, 11:32:18 PM
Great work guys thanks so much

This is chapionship stuff

DD
Title: Re: GP250cc BikeMod
Post by: JamoZ on March 03, 2017, 11:37:33 PM
Amazing mod  8)
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 04, 2017, 12:01:40 AM
Just took the RGV for a quick test on A1 and fell in love again

BRILLIANT work guys

So many paint too!!!

Think I will make the first championship with these babies, Wot you all think?

Did find out that if you use the Legend rider and had only one spill, I was standin in the middle of the track not on my ass, ANDhit 3rd person by mistake AND oh shit, its the GPB rider in MXB BUG the rider is facing backwards!!!

THANKS guys
Title: Re: GP250cc BikeMod
Post by: Hawk on March 04, 2017, 01:13:03 AM
Great work guys! 2 stroke HEAVEN! Woot!  ;D 8)

Hawk.
Title: Re: GP250cc BikeMod
Post by: Manu on March 04, 2017, 01:34:54 AM
Great work!
Title: Re: GP250cc BikeMod
Post by: PeterV on March 04, 2017, 07:17:50 AM
Very nice indeed, thanks too all involved.
Title: Re: GP250cc BikeMod
Post by: Nismo on March 04, 2017, 08:10:52 AM
Hi, when I try to start the game it doesn't work... I have installed only this mod.
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on March 04, 2017, 08:45:17 AM
Quote from: Nismo on March 04, 2017, 08:10:52 AM
Hi, when I try to start the game it doesn't work... I have installed only this mod.

Have you tried to ride any of the default bikes of the sim? Do they work?
Title: Re: GP250cc BikeMod
Post by: Donnie on March 04, 2017, 09:29:11 AM
Thank You Thank You Thank You Thank You Thank You Thank You
Title: Re: GP250cc BikeMod
Post by: lkslodzkzn on March 04, 2017, 10:37:22 AM
Hi Guys i have question can You split the mod pack to separate bikes? a package is too big i have problems with download from mega and google drive or maybe this bikes will be on matty0l215 database?
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 04, 2017, 10:43:35 AM
I can do it if they cant Iks

DD
Title: Re: GP250cc BikeMod
Post by: lkslodzkzn on March 04, 2017, 10:48:45 AM
it will be nice DD
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 04, 2017, 11:03:41 AM
I have started to upload for you. They are on the same database as the tracks but in the Bikes folder.

GPBOC Track Database Link:
https://mega.nz/#F!EkUj0LxB!QTr7lzLpllCca2PW0-gUog
(https://mega.nz/#F!EkUj0LxB!QTr7lzLpllCca2PW0-gUog)


DD

EDIT: Hope you guys did not mind me helping out here but some people dont have such good internet for large downloads
Title: Re: GP250cc BikeMod
Post by: lkslodzkzn on March 04, 2017, 11:06:04 AM
Thank You Man i will download after midnight beacuse i have free transfer BIG THANKS
Title: Re: GP250cc BikeMod
Post by: Jose Reina on March 04, 2017, 11:23:58 AM
Quote from: doubledragoncc on March 04, 2017, 11:03:41 AM
I have started to upload for you. They are on the same database as the tracks but in the Bikes folder.

GPBOC Track Database Link:
https://mega.nz/#F!EkUj0LxB!QTr7lzLpllCca2PW0-gUog
(https://mega.nz/#F!EkUj0LxB!QTr7lzLpllCca2PW0-gUog)

It takes longer to upload so be patient 2 bikes up already

DD

EDIT: Hope you guys did not mind me helping out here but some people dont have such good internet for large downloads

Ok all help is welcome. We put two download links for that reason, because it takes up a lot of space.

Either of them should work, but separating the bikes is another interesting option. Thank you for doing so ;)
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 04, 2017, 11:34:02 AM
I will be setting up another 50GB database to use as backup and help database for GPB soon

Thanks for the understanding and brilliant work

DD
Title: Re: GP250cc BikeMod
Post by: Anders A on March 04, 2017, 12:30:14 PM
Great work, :D :D
Title: Re: GP250cc BikeMod
Post by: Nismo on March 04, 2017, 01:17:03 PM
Quote from: LOOPATELI on March 04, 2017, 08:45:17 AM
Quote from: Nismo on March 04, 2017, 08:10:52 AM
Hi, when I try to start the game it doesn't work... I have installed only this mod.

Have you tried to ride any of the default bikes of the sim? Do they work?
Sure, its work without any mod or with other mod like wsbk2017, stock.   When I put inside "bikes" 250gp, than I click in gpbike, nothing happen...  :'(
Title: Re: GP250cc BikeMod
Post by: Jose Reina on March 04, 2017, 01:26:30 PM
Quote from: Nismo on March 04, 2017, 01:17:03 PM
Quote from: LOOPATELI on March 04, 2017, 08:45:17 AM
Quote from: Nismo on March 04, 2017, 08:10:52 AM
Hi, when I try to start the game it doesn't work... I have installed only this mod.

Have you tried to ride any of the default bikes of the sim? Do they work?
Sure, its work without any mod or with other mod like wsbk2017, stock.   When I put inside "bikes" 250gp, than I click in gpbike, nothing happen...  :'(

You have to extract the bikes inside the Bikes folder. SO

GP Bikes \ GPBikes \ Bikes \

And that should work, it works for everyone ;)
Title: Re: GP250cc BikeMod
Post by: Alvaro Ramiro on March 04, 2017, 01:27:36 PM
No words guys... I think this days would be the best days for me hehehe. Brilliant work!
Title: Re: GP250cc BikeMod
Post by: Jose Reina on March 04, 2017, 01:28:35 PM
THANKS!  :)
Title: Re: GP250cc BikeMod
Post by: Nismo on March 04, 2017, 03:08:25 PM
Quote from: Jose Reina on March 04, 2017, 01:26:30 PM
Quote from: Nismo on March 04, 2017, 01:17:03 PM
Quote from: LOOPATELI on March 04, 2017, 08:45:17 AM
Quote from: Nismo on March 04, 2017, 08:10:52 AM
Hi, when I try to start the game it doesn't work... I have installed only this mod.

Have you tried to ride any of the default bikes of the sim? Do they work?
Sure, its work without any mod or with other mod like wsbk2017, stock.   When I put inside "bikes" 250gp, than I click in gpbike, nothing happen...  :'(

You have to extract the bikes inside the Bikes folder. SO

GP Bikes \ GPBikes \ Bikes \

And that should work, it works for everyone ;)
I do this, but the game doesn't start. Tonight I will retry and I getto domenica news.
Title: Re: GP250cc BikeMod
Post by: BozoCRO on March 04, 2017, 03:17:57 PM
Love it guys!!!

One thing puzzles me, the skins. Whats the story behind it? Some are even in the wrong era, not to mention class.
Title: Re: GP250cc BikeMod
Post by: Jose Reina on March 04, 2017, 03:38:47 PM
Quote from: BozoCRO on March 04, 2017, 03:17:57 PM
Love it guys!!!

One thing puzzles me, the skins. Whats the story behind it? Some are even in the wrong era, not to mention class.

The skins have been to our liking, some are real and the corresponding year, and others are invented, and others of the motorcycles we have wanted and we have adapted them.

Sure another person would have made other skins, but as we have done them, we have selected the skins to our liking ;)
Title: Re: GP250cc BikeMod
Post by: Jose Reina on March 04, 2017, 03:40:34 PM
In subsequent updates, we will make more skins, of all types, original, invented, adapted from other bikes, etc etc.

We just hope you like it and enjoy it
Title: Re: GP250cc BikeMod
Post by: Jose Reina on March 04, 2017, 03:44:20 PM
Quote from: Nismo on March 04, 2017, 03:08:25 PM
Quote from: Jose Reina on March 04, 2017, 01:26:30 PM
Quote from: Nismo on March 04, 2017, 01:17:03 PM
Quote from: LOOPATELI on March 04, 2017, 08:45:17 AM
Quote from: Nismo on March 04, 2017, 08:10:52 AM
Hi, when I try to start the game it doesn't work... I have installed only this mod.

Have you tried to ride any of the default bikes of the sim? Do they work?
Sure, its work without any mod or with other mod like wsbk2017, stock.   When I put inside "bikes" 250gp, than I click in gpbike, nothing happen...  :'(

You have to extract the bikes inside the Bikes folder. SO

GP Bikes \ GPBikes \ Bikes \

And that should work, it works for everyone ;)
I do this, but the game doesn't start. Tonight I will retry and I getto domenica news.

I do not know what your problem might be. BikeMod works well for everyone
Try reinstalling the game completely, and install the latest beta, 11B
Title: Re: GP250cc BikeMod
Post by: BozoCRO on March 04, 2017, 04:39:49 PM
Quote from: Jose Reina on March 04, 2017, 03:40:34 PM
In subsequent updates, we will make more skins, of all types, original, invented, adapted from other bikes, etc etc.

We just hope you like it and enjoy it

Love it! Except Olivier Jaque on a Honda  :o

;D

I didn't mean it as a critique, just curious about some of them
Title: Re: GP250cc BikeMod
Post by: Jose Reina on March 04, 2017, 04:45:46 PM
Quote from: BozoCRO on March 04, 2017, 04:39:49 PM
Quote from: Jose Reina on March 04, 2017, 03:40:34 PM
In subsequent updates, we will make more skins, of all types, original, invented, adapted from other bikes, etc etc.

We just hope you like it and enjoy it

Love it! Except Olivier Jaque on a Honda  :o

;D

I didn't mean it as a critique, just curious about some of them



Olivier Jacque on Honda NSR 1998  :)
Title: Re: GP250cc BikeMod
Post by: Nismo on March 05, 2017, 12:08:32 AM
I reinstall the game (beta 11b)
I install only the 250gp mod
I test bike by bike and I find a bug, if I delete a bike the game work well.

P.s. I redownload everything (game, pack and single bike) problem persists.

Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 05, 2017, 09:27:40 AM
Quote from: Jose Reina on March 04, 2017, 03:40:34 PM
In subsequent updates, we will make more skins, of all types, original, invented, adapted from other bikes, etc etc.

We just hope you like it and enjoy it

I totally agree with this concept

I am me, I am not Rossi so I dont pretend to be. I like my own paint but love to see real ones too.

We should be riding with our own numbers so we all get to learn who is who online. Real life stuff make it confusing and to comentate to a race a frickin nightmare with 10 Rossi's on the track!!!

I want races where there are no paints the same, no base paints and it looks as good as it can be.

I thank you guys for making this set and I know it is much work, so people need to stop bitching and show some respect lol.

Look forward to the championship with this set

DD
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on March 05, 2017, 09:51:03 AM
Quote from: Nismo on March 05, 2017, 12:08:32 AM
I reinstall the game (beta 11b)
I install only the 250gp mod
I test bike by bike and I find a bug, if I delete a bike the game work well.

P.s. I redownload everything (game, pack and single bike) problem persists.

Why is the bikes folder compressed? You need to uncompress it and leave it as a folder named "bikes" with all the bikes inside.
Title: Re: GP250cc BikeMod
Post by: Nismo on March 05, 2017, 09:58:21 AM
Quote from: LOOPATELI on March 05, 2017, 09:51:03 AM
Why is the bikes folder compressed? You need to uncompress it and leave it as a folder named "bikes" with all the bikes inside.

I change the extention .pkz in .rar and open it for add/remove bike than I change .rar in .pkz
Title: Re: GP250cc BikeMod
Post by: Blackheart on March 05, 2017, 10:07:27 AM
Quote from: doubledragoncc on March 05, 2017, 09:27:40 AM
no base paints

+

Quote from: doubledragoncc on March 05, 2017, 09:27:40 AM
so people need to stop bitching and show some respect lol.

Learn to show respect for other people's work.

Sorry guys for the little OT

Great job for this first mod^^
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on March 05, 2017, 10:41:06 AM
Quote from: Nismo on March 05, 2017, 09:58:21 AM
Quote from: LOOPATELI on March 05, 2017, 09:51:03 AM
Why is the bikes folder compressed? You need to uncompress it and leave it as a folder named "bikes" with all the bikes inside.

I change the extension .pkz in .rar and open it for add/remove bike than I change .rar in .pkz

There is no need to do that, and maybe in those changes is the mistake. You just have to instal the game, don't touch any .pkz, create a "bikes folder" and add the bikes inside, create a "tracks" folder and add the tracks inside. Done :)
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on March 05, 2017, 10:42:10 AM
Quote from: Blackheart on March 05, 2017, 10:07:27 AM
Great job for this first mod^^

Thanks Blacky  ;)
Title: Re: GP250cc BikeMod
Post by: Nismo on March 05, 2017, 10:50:35 AM
Quote from: LOOPATELI on March 05, 2017, 10:41:06 AM
Quote from: Nismo on March 05, 2017, 09:58:21 AM
Quote from: LOOPATELI on March 05, 2017, 09:51:03 AM
Why is the bikes folder compressed? You need to uncompress it and leave it as a folder named "bikes" with all the bikes inside.

I change the extension .pkz in .rar and open it for add/remove bike than I change .rar in .pkz

There is no need to do that, and maybe in those changes is the mistake. You just have to instal the game, don't touch any .pkz, create a "bikes folder" and add the bikes inside, create a "tracks" folder and add the tracks inside. Done :)

I have only 3 words: OH MY GOD!

Big big mistake!! I'm the leader of the noob.  8) 8) 8)
Title: Re: GP250cc BikeMod
Post by: Syd on March 05, 2017, 11:48:21 AM
I finally got time to try all the bikes. And having a lot of fun with them. Really good work. Much appreciated!
Title: Re: GP250cc BikeMod
Post by: Eagle on March 05, 2017, 12:40:08 PM
1/4 liter smokes?? How could I miss this! Gotta run on test track!
Title: Re: GP250cc BikeMod
Post by: Toomes1 on March 05, 2017, 06:57:38 PM
Very nice job done on these 250's.. Thankyou very much for doing this class (perfect).
Now we have good bikes in all classes so big thanks to everyone involved in all their own bikemods.
It's much appreciated here people.
Title: Re: GP250cc BikeMod
Post by: tonygas on March 05, 2017, 07:28:04 PM
Great Job  8) Thanks
Title: Re: GP250cc BikeMod
Post by: Urban Chaos 2.0 on March 05, 2017, 09:33:48 PM
Yes these are very nice. Unfortunately they're slow as hell, haha. But don't mind me, I'm a speed demon.
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 05, 2017, 10:28:47 PM
Well get online and show us how fast you are on these in the next championship

Should e a great series after the first race tonight

DD
Title: Re: GP250cc BikeMod
Post by: Urban Chaos 2.0 on March 06, 2017, 02:48:12 PM
Will be doing that, but I prefer the big bikes.
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 06, 2017, 04:14:29 PM
PUSSY!!!!!!!!!!!!!!!!!!!!!!

;D
Title: Re: GP250cc BikeMod
Post by: doNico on March 06, 2017, 05:12:26 PM
wow ... i love the mod. The bikes feel pretty good and fun to ride!
Thanks a alot man!!!

~doN
Title: Re: GP250cc BikeMod
Post by: ludo05 on March 06, 2017, 06:35:09 PM
Thank you for this fellas, looking forward to test it.
Title: Re: GP250cc BikeMod
Post by: Alby46 on March 09, 2017, 11:35:13 AM
i have a strange bug, the rider faces the camera and is standing on the bike with its arms trying to reach the handlebars. It's a bit creepy tbh
Title: Re: GP250cc BikeMod
Post by: tchemi on March 09, 2017, 11:41:29 AM
Yep, known bug with every bike. Jsut change the rider and the style and it will fix it
Title: Re: GP250cc BikeMod
Post by: Alby46 on March 09, 2017, 03:09:27 PM
ok thanks
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 09, 2017, 04:54:19 PM
I found it is if selecting CLASSIC riding style with bot legends and modern rider so I stick with Modern

DD
Title: Re: GP250cc BikeMod
Post by: Alby46 on March 09, 2017, 06:47:56 PM
... exactly the opposite for me lol
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 09, 2017, 06:58:04 PM
Dang Alby, you have to be ass about face again lol

I was what happened when I tried using GPB bikes in MXB

DD
Title: Re: GP250cc BikeMod
Post by: PeterV on March 11, 2017, 01:36:12 PM
Thx too all involved with the mod. CAWS hosts a server for it.
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on March 11, 2017, 10:34:57 PM
I am working on the championship and plan for in the next 2 weeks

DD
Title: Re: GP250cc BikeMod
Post by: Alby46 on March 12, 2017, 02:12:26 PM
great to hear, i will definitely take part to it :)
Title: Re: GP250cc BikeMod
Post by: Hawk on March 29, 2017, 07:58:53 PM
Just tested your 250 2 stroke bikes for the first time.
Having read through this thread I'm very surprised no one has picked up straight away on some issues that are not correct for this class of bike:



Apart from those issues, great job guys, I really like them. Thank you! ;D 8)

Hope the feedback helps.  ;)

Hawk.
Title: Re: GP250cc BikeMod
Post by: tchemi on March 30, 2017, 11:13:43 AM
Don't we talk about the gauges and dashboard that are not fonctional ??? I didn't try all the bikes but on the HONDA 99, the gauges stay fixed and glitched.
Title: Re: GP250cc BikeMod
Post by: Jose Reina on April 02, 2017, 11:29:04 AM
Quote from: Hawk on March 29, 2017, 07:58:53 PM
Just tested your 250 2 stroke bikes for the first time.
Having read through this thread I'm very surprised no one has picked up straight away on some issues that are not correct for this class of bike:


  • Rev limiter applied to RPM when in actual fact these 2 stroke bikes didn't have rev-limiters.
  • Seems to be using a "quick selector" for gear shifts(when not using "Shift Help" or  a "fully manual clutch")? If I'm not mistaken they didn't have quick selectors in those days.
  • Doesn't seem to be any throttle-blip available on gear down shifts when using "shift help"?
  • "Shift Help" is way too slow when changing gears.
  • No idle RPM(engine stops on idle), which fair enough you could say that is realistic.


Apart from those issues, great job guys, I really like them. Thank you! ;D 8)

Hope the feedback helps.  ;)

Hawk.

Thanks for the feedback, we will keep in mind for following updates ;)
We're glad you like it
Title: Re: GP250cc BikeMod
Post by: Jose Reina on April 02, 2017, 11:31:56 AM
Quote from: tchemi on March 30, 2017, 11:13:43 AM
Don't we talk about the gauges and dashboard that are not fonctional ??? I didn't try all the bikes but on the HONDA 99, the gauges stay fixed and glitched.

In the second post, we already said it. In the following updates we hope it is fixed.

Quote from: LOOPATELI on March 03, 2017, 10:28:45 PM
Hope you like them guys.


Any bugs or suggestions please report them.

This we'll try to improve for the next update:
---Dashboards
---Engine Sounds
---Bike cameras

Title: Re: GP250cc BikeMod
Post by: tchemi on April 02, 2017, 02:11:01 PM
Ho ! Great news !!

Also, I don't know if it has already been mentionned, but the engine sounds are A MAZ ING !!
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on April 02, 2017, 03:33:54 PM
Quote from: tchemi on April 02, 2017, 02:11:01 PM
Ho ! Great news !!

Also, I don't know if it has already been mentioned, but the engine sounds are A MAZ ING !!

the sound are the ones of the varese, but in this last betas I think the sounds have been improved
Title: Re: GP250cc BikeMod
Post by: Jose Reina on April 05, 2017, 02:07:57 PM
Templates available!


https://mega.nz/#!X8Z3zTjT!HRd70LIeV7Upn1GXX5FpK0bIrkZoe-bBN1ylhPdX6X0


Thank you all ;)

PD: Also updated in the first post
Title: Re: GP250cc BikeMod
Post by: Davide74 on April 14, 2017, 12:00:37 PM
soon..

Title: Re: GP250cc BikeMod
Post by: doubledragoncc on April 15, 2017, 05:38:17 AM
OMFG!!!!

Beautiful work d

DD
Title: Re: GP250cc BikeMod
Post by: BOBR6 84 on April 16, 2017, 07:40:19 PM
Nice nice nice!  8)
Title: Re: GP250cc BikeMod
Post by: Davide74 on April 17, 2017, 10:27:05 PM
Another

Title: Re: GP250cc BikeMod
Post by: Gzehoo on April 18, 2017, 04:38:30 PM
New version of RSW250?

Personally I like 2009 version (http://imodeler.com/uploads/2013/12/2009-rs250rw.jpg)
Title: Re: GP250cc BikeMod
Post by: Davide74 on April 19, 2017, 11:10:09 AM
Quote from: Gzehoo on April 18, 2017, 04:38:30 PM
New version of RSW250?

Personally I like 2009 version (http://imodeler.com/uploads/2013/12/2009-rs250rw.jpg)

No,  It's the NSR '99 with a 2003 Pedrosa skin with the number 26 instead of the 3

Title: Re: GP250cc BikeMod
Post by: doubledragoncc on April 19, 2017, 11:20:25 AM
I need these paints soon if you are racing in championship bro.

Brilliant work as eva

DD
Title: Re: GP250cc BikeMod
Post by: CapeDoctor on May 09, 2017, 11:49:20 AM


i am totally reliving my wild youth with these beauties, you guys rock! a big thanks from me!
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on May 18, 2017, 06:35:19 PM
Tomorrow we will release a new update for the mod. Don't worry, nothing to drastic, just some improvements in the engine, shifting and tyre behaviours.

We want to thank CAWS team for the help on this update and in future updates of the mod, That's how this community should work :)
Title: Re: GP250cc BikeMod
Post by: CapeDoctor on May 18, 2017, 07:16:31 PM
that's great news, mate - happy to hear these are still being worked on, they are my 'go to' bikes.  ;D
i'm mostly keen to have working dash, cause watching that rev needle climb through the power-band never gets tiring. :D
are there still plans for instrument/dash improvements?
thanks again for the awesome FUN bikes!  8)
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on May 18, 2017, 07:23:22 PM
Quote from: CapeDoctor on May 18, 2017, 07:16:31 PM
that's great news, mate - happy to hear these are still being worked on, they are my 'go to' bikes.  ;D
i'm mostly keen to have working dash, cause watching that rev needle climb through the power-band never gets tiring. :D
are there still plans for instrument/dash improvements?
thanks again for the awesome FUN bikes!  8)

Yes! we are working on it too
Title: Re: GP250cc BikeMod
Post by: Warlock on May 18, 2017, 08:51:31 PM
Thank you man, whatever you need guys we are more than happy to help

We are having a blast with these bikes already  :)
Title: Re: GP250cc BikeMod
Post by: Boerenlater on May 19, 2017, 09:12:42 AM
Will setups be compatible with the new version?
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on May 19, 2017, 11:48:05 AM
Quote from: Boerenlater on May 19, 2017, 09:12:42 AM
Will setups be compatible with the new version?

Yeep
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on May 19, 2017, 02:39:53 PM
Here is the update PATCH (you have to overwrite the existing bikes)

https://www.dropbox.com/s/d8hel1a0mp6g4u4/bikes.rar?dl=0

Changelog:

-Engine limiter deleted.
-Engine curve update (becouse of the limiter)
-Engine idle improved (it last longer til the engine stalls)
-Added 2 new primary ratios
-Improved shifting (stil semiautomatic, we need to work more on non semiautomatic)
-Updated Autoshift.
-Updated Autoclutch
-Updated Shift Help
-Edited front tyre behavior
-Added "CAWS Standard Off Track Tyre Grip Settings"
-Improved 0%wear tyre grip.
-Updated&Added new replay cameras


BIG thanks again to CAWS mod team for the help in this new update and in the future updates.
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on May 19, 2017, 02:41:40 PM
I need Jose to update the first post so people dont get confused :S
Title: Re: GP250cc BikeMod
Post by: CapeDoctor on May 19, 2017, 02:42:11 PM
awesome!! thanks for the update, now my weekend can be enjoyed to the full!  8) ;D ;D
Title: Re: GP250cc BikeMod
Post by: CapeDoctor on May 19, 2017, 03:45:05 PM
wow, i've tested this update with a few laps on the RGV around Mugello, and it's pretty much perfect, i think.  ;D
i used to get caught out too easily before with the cold tyres being like marble, lol, now it's much better.
also, maybe it's just me becoming more confident (you won't believe how much confidence i lost on this circuit on the climb through Arrabiate 1 and 2 with the earlier beta version, which kept dropping the front end on elevation changes. the new update has cured the problem, but my confidence has not come back fully yet. lol), but i seem now to be able to carry a bit more mid-corner speed.
seems to be greatly improved all round, nothing over the top, just nice little refinements.
once we have a dash with rev counter, then it's perfect!  8)
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on May 20, 2017, 09:18:58 AM
my fault I forgot to put the new engine to the honda 99

Here is the new link:

https://www.dropbox.com/s/d8hel1a0mp6g4u4/bikes.rar?dl=0

Hope this is the only issue ;)
Title: Re: GP250cc BikeMod
Post by: Hawk on May 20, 2017, 09:33:20 PM
Been testing the new version of the GP250 Honda 99 around Brno tonight:

Issues I found:
I've only commented on the bikes issues, as they are the main things you need to know about for feedback to improve the bikes at this stage.  ;)

Hawk.

Title: Re: GP250cc BikeMod
Post by: Davide74 on May 21, 2017, 01:26:11 AM


Download: https://mega.nz/#!L1BnFJab!h1KotE3oSmSg4_wCkMq1qKOccaoAv-fkBTE7-OSd11s
Title: Re: GP250cc BikeMod
Post by: Boerenlater on May 21, 2017, 08:36:57 AM
Quote from: Davide74 on May 21, 2017, 01:26:11 AM


Download: https://mega.nz/#!L1BnFJab!h1KotE3oSmSg4_wCkMq1qKOccaoAv-fkBTE7-OSd11s
Great job.
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on May 21, 2017, 08:54:24 AM
Brilliant work Davide

Thank you

DD
Title: Re: GP250cc BikeMod
Post by: Jose Reina on May 21, 2017, 10:38:28 AM
Update V.1 + DLC Skins Pack
Added in the first post

Thanks!
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on May 21, 2017, 09:55:17 PM
Thanks bro but you did not race?

DD
Title: Re: GP250cc BikeMod
Post by: Jose Reina on May 22, 2017, 09:52:05 AM
Quote from: doubledragoncc on May 21, 2017, 09:55:17 PM
Thanks bro but you did not race?

DD

I usually work on weekends, that's why I can not run a championship, sorry ;)
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on May 22, 2017, 10:22:32 AM
I will keep in mind for next one Jose

DD
Title: Re: GP250cc BikeMod
Post by: Davide74 on May 22, 2017, 09:14:09 PM
I'm going to make a skin in homage to Nicky, Suggestions are welcome.

RIP Nicky
Title: Re: GP250cc BikeMod
Post by: Sim UK on May 28, 2017, 07:07:32 PM
Quote from: Davide74 on May 22, 2017, 09:14:09 PM
I'm going to make a skin in homage to Nicky, Suggestions are welcome.

RIP Nicky
Much respect, great idea.
Title: Re: GP250cc BikeMod
Post by: tchemi on May 29, 2017, 10:01:41 AM
Hey, As Hamilton and Alonso did this weekend, we could add a little tribute in our helmets.

Title: Re: GP250cc BikeMod
Post by: Davide74 on May 29, 2017, 02:09:00 PM
Title: Re: GP250cc BikeMod
Post by: Hawk on May 29, 2017, 03:03:19 PM
Very nice paint job Davide.  ;) 8)

Hawk.
Title: Re: GP250cc BikeMod
Post by: tchemi on May 29, 2017, 03:58:27 PM
Hello.

I have a question. I am wondering if it is a bug or not.

With the carbon brakes, the bike has a huge stopping power. It is really amazing how it decelerate... untill you go slow. Let me explain. In 6th, flat out, take the brakes and you can literally feel the Gs like if a parachute was opening in your back. But, in 1st gear, at ~100km/h, I grab the brakes and it took me an eternity to stop the bike.
In real life, the slower you are, the more efficient your brakes are.

that's all folks
Title: Re: GP250cc BikeMod
Post by: Hawk on May 29, 2017, 04:42:09 PM
Quote from: tchemi on May 29, 2017, 03:58:27 PM
Hello.

I have a question. I am wondering if it is a bug or not.

With the carbon brakes, the bike has a huge stopping power. It is really amazing how it decelerate... untill you go slow. Let me explain. In 6th, flat out, take the brakes and you can literally feel the Gs like if a parachute was opening in your back. But, in 1st gear, at ~100km/h, I grab the brakes and it took me an eternity to stop the bike.
In real life, the slower you are, the more efficient your brakes are.

that's all folks

You didn't experience brake fade did you? Can happen if the brakes get too hot.

Hawk.
Title: Re: GP250cc BikeMod
Post by: matty0l215 on May 29, 2017, 05:02:36 PM
Not with carbon. In fact the opposite should be correct. Carbon break disks increase effictivness the hotter they get, It's one of the reasons that they are used. So they should fade in almost
Title: Re: GP250cc BikeMod
Post by: Boerenlater on May 29, 2017, 06:07:44 PM
I thought GP Bikes did not simulate brake temps.
Title: Re: GP250cc BikeMod
Post by: matty0l215 on May 29, 2017, 06:12:47 PM
Im not sure. You may be right actually...
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on May 29, 2017, 06:34:00 PM
I think it does with the last beta, not sure. I'll check it next time I tweak the mod
Title: Re: GP250cc BikeMod
Post by: Warlock on May 29, 2017, 06:37:46 PM
It does in last beta  ;)
Title: Re: GP250cc BikeMod
Post by: tchemi on May 29, 2017, 06:37:59 PM
It simulates brakes temperature since beta 9 or 10.
edit : (har, too slow)

Anyway, what do you guys think about that ? bug or any behaviour that has been tryed to be recreated ??
Title: Re: GP250cc BikeMod
Post by: Warlock on May 29, 2017, 06:46:12 PM
Difficult to say with temps simulation. Indeed carbon brakes works hot, but how accurate is the brakes temp simulated or whats the optimal disc temp i don't know. So its difficult to say if its a bug or simulation.
Title: Re: GP250cc BikeMod
Post by: Davide74 on May 29, 2017, 08:06:50 PM
Quote from: Hawk on May 29, 2017, 03:03:19 PM
Very nice paint job Davide.  ;) 8)

Hawk.

Thx friend.
Title: Re: GP250cc BikeMod
Post by: tchemi on May 29, 2017, 10:02:40 PM
Tested the brakes with steel disk. Same thing but the difference is less perceptible.
Title: Re: GP250cc BikeMod
Post by: Warlock on May 30, 2017, 02:40:50 AM
Quote from: Davide74 on May 29, 2017, 08:06:50 PM
Quote from: Hawk on May 29, 2017, 03:03:19 PM
Very nice paint job Davide.  ;) 8)

Hawk.

Thx friend.

Indeed , also your signature one, true artist m8  :)
Title: Re: GP250cc BikeMod
Post by: Davide74 on May 30, 2017, 12:10:25 PM
Thx Warlock.
Title: Re: GP250cc BikeMod
Post by: HornetMaX on May 30, 2017, 08:20:03 PM
Quote from: matty0l215 on May 29, 2017, 05:02:36 PM
Quote from: Hawk on May 29, 2017, 04:42:09 PM
You didn't experience brake fade did you? Can happen if the brakes get too hot.
Not with carbon. In fact the opposite should be correct. Carbon break disks increase effictivness the hotter they get, It's one of the reasons that they are used. So they should fade in almost
At the risk of being called a picky bastard, carbon brakes can have fading too.
Past a certain temperature, they brake less, just like steel brakes.
What is true about carbon vs steel is that carbon needs to be kept at the right temp more than steel (i.e. a cold steel brake will still brake quite significantly while a cold carbon will brake much less).
Carbon will also brake a bit more than steel (both at their optimal temp) and, probably most important, is significantly lighter (unsuspended rotating mass = bad).

That's why you go for steel in rain (also because you may need less peak force) and why on some tracks they put on some brake fairing on carbon discs (to avoid them cooling down too much on long straights).
Title: Re: GP250cc BikeMod
Post by: tchemi on May 30, 2017, 08:31:05 PM
Yep...

That doesn't help me to stop the bike on the top of the hill ahead the corkscrew on Laguna Seca  :-\ :P
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on May 30, 2017, 10:57:41 PM
just break earlier hahahah
Title: Re: GP250cc BikeMod
Post by: Hawk on May 31, 2017, 07:12:05 AM
Quote from: HornetMaX on May 30, 2017, 08:20:03 PM
Quote from: matty0l215 on May 29, 2017, 05:02:36 PM
Quote from: Hawk on May 29, 2017, 04:42:09 PM
You didn't experience brake fade did you? Can happen if the brakes get too hot.
Not with carbon. In fact the opposite should be correct. Carbon break disks increase effictivness the hotter they get, It's one of the reasons that they are used. So they should fade in almost
At the risk of being called a picky bastard, carbon brakes can have fading too.
Past a certain temperature, they brake less, just like steel brakes.
What is true about carbon vs steel is that carbon needs to be kept at the right temp more than steel (i.e. a cold steel brake will still brake quite significantly while a cold carbon will brake much less).
Carbon will also brake a bit more than steel (both at their optimal temp) and, probably most important, is significantly lighter (unsuspended rotating mass = bad).

That's why you go for steel in rain (also because you may need less peak force) and why on some tracks they put on some brake fairing on carbon discs (to avoid them cooling down too much on long straights).

Thanks for the explanation Max.  ;)

I know in F1 they talk about the carbon brakes getting too hot and fading(also increases carbon disc wear too, ultimately ending in disc failure), and also they talk about when the carbon brakes get too cold they are almost useless for any real braking power; this is why you also need to choose which type of brake disc you use depending on whether the track braking points can keep them hot enough to be effective as I don't think brake disc covers are simulated as yet in GPB. Not even sure if the disc wear rate is increased in GPB if carbon discs get too hot either, or for that matter whether brake disc wear/failure is even simulated at all?

Hawk.
Title: Re: GP250cc BikeMod
Post by: HornetMaX on May 31, 2017, 07:22:17 AM
Quote from: Hawk on May 31, 2017, 07:12:05 AM
Not even sure if the disc wear rate is increased in GPB if carbon discs get too hot either, or for that matter whether brake disc wear/failure is even simulated at all?
To my knowledge there's no disc wear in GPB (personally, I don't think it's needed).
Title: Re: GP250cc BikeMod
Post by: Become dust on May 31, 2017, 01:28:45 PM
Quote from: HornetMaX on May 31, 2017, 07:22:17 AM
Quote from: Hawk on May 31, 2017, 07:12:05 AM
Not even sure if the disc wear rate is increased in GPB if carbon discs get too hot either, or for that matter whether brake disc wear/failure is even simulated at all?
To my knowledge there's no disc wear in GPB (personally, I don't think it's needed).

speaking of wear of racing equipment I assume tires wear out in this game, the question is does the wear depend on where the tires have had contact with the track or is it just per "mileage" so to speak.
Title: Re: GP250cc BikeMod
Post by: HornetMaX on May 31, 2017, 02:01:34 PM
Quote from: Become dust on May 31, 2017, 01:28:45 PM
speaking of wear of racing equipment I assume tires wear out in this game, the question is does the wear depend on where the tires have had contact with the track or is it just per "mileage" so to speak.
You can see tyre wear when you go back to the garage (same place where you can see actual tyre temp and pressures).
3 wear zones (left/mifddle/right), I think wear depends on the surface you ride on.  Even if, unless you're CapeDoctor, you should mostly ride on asphalt :)
Title: Re: GP250cc BikeMod
Post by: CapeDoctor on May 31, 2017, 05:19:00 PM
my leathers have certainly done some mileage on the asphalt.....  :P     ;D
Title: Re: GP250cc BikeMod
Post by: Meyer#12 on June 04, 2017, 08:56:07 PM
Hey guys! great bikes! just few issues i think needs sorting soon..

- The rear brakes away a bit too easy on the brakes into a turn, feel a bit like a 4-stroke with engine breaking..
- The other thing is the front tyre grip of track.. We need more grip on the front off track, it is impossible to turn off track, as soon as you touch the steering the front just folds.

Hope you will consider these things, will make the bikes a much bigger pleasure to ride and a whole lot less frustrating at times :) 
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on June 05, 2017, 04:20:09 PM
I'll check it again asap.

Anyway guys you should try not to be always on the limit, as bikes crash and can lose the front or rear if you are on the limit.

Nobody complains about loosing the rear when you apply to much throttle, but you complain about losing the front because of breaking or pushing the front above the limit.

About the engine braking, you're right, it behaves like a fucking 4stroke even if it hasn't too much engine braking. I'll lower it too.
Title: Re: GP250cc BikeMod
Post by: Meyer#12 on June 05, 2017, 04:42:42 PM
Quote from: LOOPATELI on June 05, 2017, 04:20:09 PM
I'll check it again asap.

Anyway guys you should try not to be always on the limit, as bikes crash and can lose the front or rear if you are on the limit.

Nobody complains about loosing the rear when you apply to much throttle, but you complain about losing the front because of breaking or pushing the front above the limit.

About the engine braking, you're right, it behaves like a fucking 4stroke even if it hasn't too much engine braking. I'll lower it too.

I was not complaining about the front on track, of course front will slide away of pushing too hard, it is the most comon way of crashing :)

I was thinking of the off track grip on the front, after latest update the rear is much better, but the front is very dificult to manage when trying to get back on track.

Just few improvements, i really enjoy these bikes mate! :)
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on June 05, 2017, 04:48:39 PM
Ok i?ll check offtrack grips too. In the last update, I use the ones that Caws team uses in all their mods as a standard, wich I think it's a good idea that all mods behaves the same off track
Title: Re: GP250cc BikeMod
Post by: Meyer#12 on June 05, 2017, 05:06:50 PM
Quote from: LOOPATELI on June 05, 2017, 04:48:39 PM
Ok i?ll check offtrack grips too. In the last update, I use the ones that Caws team uses in all their mods as a standard, wich I think it's a good idea that all mods behaves the same off track

Oh okay, i just don't seem to have the same issues with our bikes off track. If any help it is on the NSR 99, not sure if it is the same issue with the other bikes :)

But yeah i agree, it is a good idea to use the same on all bikes.
Title: Re: GP250cc BikeMod
Post by: Napalm Nick on June 05, 2017, 05:11:17 PM
Must be the sand man.

The sand, man. Not the bogeyman.

Fuc*ing 4 strokes ahahahaaha  ;D
Title: Re: GP250cc BikeMod
Post by: Hawk on June 05, 2017, 05:14:56 PM
I think you'll probably find that the slippy off-track tyre grip we were experiencing on "Laguna Seca" was simply that the terrain is defined as "SAND"; therefore, together with the big gradients in the terrain at this track, it was like riding in a slippy sandpit. Simple as that.

We've tried altering them for these kind of tracks, but the trouble is that if you make the off-track grip good for a track like Laguna Seca, you then have an off-track tyre grip on normal track terrain with few terrain height differences that allows a rider to ride on grass and sand as if they are on a track surface.... Not good.  :)

Hawk.
Title: Re: GP250cc BikeMod
Post by: Blackheart on June 05, 2017, 06:18:14 PM
Quote from: LOOPATELI on June 05, 2017, 04:48:39 PM
Ok i?ll check offtrack grips too. In the last update, I use the ones that Caws team uses in all their mods as a standard, wich I think it's a good idea that all mods behaves the same off track

Lol why CAWS standard? The more correct out track grip is the IMT standard and nope we dont change it with a bad one  ;D ;D ;D
Title: Re: GP250cc BikeMod
Post by: Meyer#12 on June 05, 2017, 06:21:23 PM
Quote from: Blackheart on June 05, 2017, 06:18:14 PM
Quote from: LOOPATELI on June 05, 2017, 04:48:39 PM
Ok i?ll check offtrack grips too. In the last update, I use the ones that Caws team uses in all their mods as a standard, wich I think it's a good idea that all mods behaves the same off track

Lol why CAWS standard? The more correct out track grip is the IMT standard and nope we dont change it with a bad one  ;D ;D ;D

Well nobody said it HAD to be CAWS but something that works on most tracks and is posibble to get back to track with.

Nobody call your stuff bad so why all of a sudden the attack on us?? A little childish huh?
Title: Re: GP250cc BikeMod
Post by: Blackheart on June 05, 2017, 06:30:38 PM
Quote from: Meyer#12 on June 05, 2017, 06:21:23 PM
Well nobody said it HAD to be CAWS but something that works on most tracks and is posibble to get back to track with.

Nobody call your stuff bad so why all of a sudden the attack on us?? A little childish huh?

;D

I said use a wrong standard (from Piboso or CAWS not care) for any mods its a bullshit imo, not childish shit its the truth.

P.S. Nope the caws attack the IMT in several thread I never attacked nobody for a mod, and sure not here... Read better...
Title: Re: GP250cc BikeMod
Post by: Meyer#12 on June 05, 2017, 06:35:08 PM
Quote from: Blackheart on June 05, 2017, 06:30:38 PM
Quote from: Meyer#12 on June 05, 2017, 06:21:23 PM
Well nobody said it HAD to be CAWS but something that works on most tracks and is posibble to get back to track with.

Nobody call your stuff bad so why all of a sudden the attack on us?? A little childish huh?

;D

I said use a wrong standard (from Piboso or CAWS not care) for any mods its a bullshit imo, not childish shit its the truth.

P.S. Nope the caws attack the IMT in several thread I never attacked nobody for a mod, and sure not here... Read better...

You only mentioned CAWS and bad one, so i don't see how i can read wrong.

Anyways, i guess a misunderstandinng. Enjoy your evening
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on June 05, 2017, 06:49:52 PM
I didn't say CAWS off track standard is THE ONE. I'm just saying that is good for everyone if all modders use the same off track grip so riders know what to spect off track.

I don't care if that standard is the ones by CAWS, the one by IMT, Piboso or whatever. I care just to have a standard (But I think we all never going to agree even with a simple thing like this)
Title: Re: GP250cc BikeMod
Post by: Blackheart on June 05, 2017, 06:57:57 PM
Quote from: LOOPATELI on June 05, 2017, 06:49:52 PM
I didn't say CAWS off track standard is THE ONE. I'm just saying that is good for everyone if all modders use the same off track grip soy they know what to spect off track.

I don't care if that standard is the ones by CAWS, the one by IMT, Piboso or whatever. I care just to have a standard (But I think we all never going to agree even with a simple thing like this)

Imo not need a standard, (because all tires are different) just check the right grip for your bikes on all surfaces, we done in this way, if you can't back on the track, online its a nightmare. (You and Davide are ever on the track so maybe you dont have checked well this ;D)

With the "new" reset by Piboso, a little more grip on the bad surfaces is fair.  I dont speak about unrealistic grips obviously.
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on June 05, 2017, 07:28:34 PM
we'll check it for the next update, that's sure  ;D ;D
Title: Re: GP250cc BikeMod
Post by: tchemi on June 06, 2017, 10:28:27 AM
Personnaly I think that every bike has an horrible grip in the sand. Sandpits are made to stop vehicules quickly. In GPB, if you go straight in the sand and manage to keep the bike up, you will go straight in the tyres wall without loosing that much speed.
Title: Re: GP250cc BikeMod
Post by: Blackheart on June 06, 2017, 11:05:55 AM
Quote from: tchemi on June 06, 2017, 10:28:27 AM
Personnaly I think that every bike has an horrible grip in the sand. Sandpits are made to stop vehicules quickly. In GPB, if you go straight in the sand and manage to keep the bike up, you will go straight in the tyres wall without loosing that much speed.

Grip and bad simulation of the sand surface are 2 different things... modders can't do nothing about the second one.

EDIT: Bike modders*
Title: Re: GP250cc BikeMod
Post by: h106frp on June 06, 2017, 11:21:09 AM
Quote from: tchemi on June 06, 2017, 10:28:27 AM
Personnaly I think that every bike has an horrible grip in the sand. Sandpits are made to stop vehicules quickly. In GPB, if you go straight in the sand and manage to keep the bike up, you will go straight in the tyres wall without loosing that much speed.

+1 Sand/Gravel traps should not really be a 'low grip' surface. The surface is loose and is just thrown out by the grippy tyre producing no traction and should sink the bike into the gravel to retard motion.
Title: Re: GP250cc BikeMod
Post by: HornetMaX on June 06, 2017, 11:35:22 AM
Quote from: h106frp on June 06, 2017, 11:21:09 AM
Quote from: tchemi on June 06, 2017, 10:28:27 AM
Personnaly I think that every bike has an horrible grip in the sand. Sandpits are made to stop vehicules quickly. In GPB, if you go straight in the sand and manage to keep the bike up, you will go straight in the tyres wall without loosing that much speed.

+1 Sand/Gravel traps should not really be a 'low grip' surface. The surface is loose and is just thrown out by the grippy tyre producing no traction and should sink the bike into the gravel to retard motion.

But you'd need MXB's tyre model for that (and still, it seems that it's not totally satisfactory on loose sand/gravel).

Any modder has ever tried to create a sandpit that is not flat ? Something bumpy and irregular .... it may not behave like a real sandpit but maybe it could make the bike stop sooner.
Title: Re: GP250cc BikeMod
Post by: matty0l215 on June 06, 2017, 11:38:18 AM
In GPB i think this would just shoot the rider off the bike. Its very dificult to control small bumps especially when trying to also break.
Title: Re: GP250cc BikeMod
Post by: HornetMaX on June 06, 2017, 11:54:09 AM
Quote from: matty0l215 on June 06, 2017, 11:38:18 AM
In GPB i think this would just shoot the rider off the bike. Its very dificult to control small bumps especially when trying to also break.
It it throws the rider off and it also makes the bike fall, that's OK for me :)
Title: Re: GP250cc BikeMod
Post by: Hawk on June 06, 2017, 01:09:43 PM
Track modders have no say in how the "Sand" traps work; surfaces are simple definitions only and cannot be altered by a track modder. But the Bike Modders could start testing with the resistance to the tyre that a "Sand" surface represents to the bike tyres when a bike enters the sand traps. Would be an interesting test.  :)

Hawk.
Title: Re: GP250cc BikeMod
Post by: Hawk on June 06, 2017, 01:11:56 PM
Quote from: HornetMaX on June 06, 2017, 11:35:22 AM
Quote from: h106frp on June 06, 2017, 11:21:09 AM
Quote from: tchemi on June 06, 2017, 10:28:27 AM
Personnaly I think that every bike has an horrible grip in the sand. Sandpits are made to stop vehicules quickly. In GPB, if you go straight in the sand and manage to keep the bike up, you will go straight in the tyres wall without loosing that much speed.

+1 Sand/Gravel traps should not really be a 'low grip' surface. The surface is loose and is just thrown out by the grippy tyre producing no traction and should sink the bike into the gravel to retard motion.

But you'd need MXB's tyre model for that (and still, it seems that it's not totally satisfactory on loose sand/gravel).

Any modder has ever tried to create a sandpit that is not flat ? Something bumpy and irregular .... it may not behave like a real sandpit but maybe it could make the bike stop sooner.

Try Laguna Seca... It's one big sandpit. Lol  ;D

Hawk.
Title: Re: GP250cc BikeMod
Post by: tchemi on June 07, 2017, 09:03:18 AM
Quote from: Hawk on June 06, 2017, 01:09:43 PM
Track modders have no say in how the "Sand" traps work; surfaces are simple definitions only and cannot be altered by a track modder. But the Bike Modders could start testing with the resistance to the tyre that a "Sand" surface represents to the bike tyres when a bike enters the sand traps. Would be an interesting test.  :)

Hawk.

Yep ! @Blackheart, You are totally right, grip and behaviour in the sand are two different things. I didn't knew about the tyre 'resistance' or gravity or anything that can retain the bike. But yes, it could be I good thing to test. Also, I think matty is right, bumps aren't a good solution imo.

Do you think we could start a new thread in the designated section to continue this discussion ?
Title: Re: GP250cc BikeMod
Post by: Hawk on June 07, 2017, 11:49:22 AM
Quote from: Blackheart on June 06, 2017, 11:05:55 AM
Quote from: tchemi on June 06, 2017, 10:28:27 AM
Personnaly I think that every bike has an horrible grip in the sand. Sandpits are made to stop vehicules quickly. In GPB, if you go straight in the sand and manage to keep the bike up, you will go straight in the tyres wall without loosing that much speed.

Grip and bad simulation of the sand surface are 2 different things... modders can't do nothing about the second one.

EDIT: Bike modders*

Quote from: tchemi on June 07, 2017, 09:03:18 AM
Quote from: Hawk on June 06, 2017, 01:09:43 PM
Track modders have no say in how the "Sand" traps work; surfaces are simple definitions only and cannot be altered by a track modder. But the Bike Modders could start testing with the resistance to the tyre that a "Sand" surface represents to the bike tyres when a bike enters the sand traps. Would be an interesting test.  :)

Hawk.

Yep ! @Blackheart, You are totally right, grip and behaviour in the sand are two different things. I didn't knew about the tyre 'resistance' or gravity or anything that can retain the bike. But yes, it could be I good thing to test. Also, I think matty is right, bumps aren't a good solution imo.

Do you think we could start a new thread in the designated section to continue this discussion ?

You quote my post about a way Bike Modders could possibly find a solution for the lack of realistic grip in sand pits and yet you credit Blackheart for it even though he's suggested "Bike Modders" can't do anything about the "Simulation" of tyre grip in the sand pits?  That's logical to some I guess, Tchemi? Lol!  ;D

Or am I misunderstanding something here? ;D

Hawk.
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on June 07, 2017, 01:57:11 PM
This is what you can play around with.
Note that if you want to make the bike stop fast, then it will be harder to go back on track

sand
{
dry_grip = 0.300000
wet_grip = 0.200000
resistance_dry = 20.000000
resistance_wet = 30.000000
}
Title: Re: GP250cc BikeMod
Post by: Hawk on June 07, 2017, 05:40:19 PM
Quote from: LOOPATELI on June 07, 2017, 01:57:11 PM
This is what you can play around with.
Note that if you want to make the bike stop fast, then it will be harder to go back on track

sand
{
dry_grip = 0.300000
wet_grip = 0.200000
resistance_dry = 20.000000
resistance_wet = 30.000000
}


Would be good to test whether altering the resistance factors will affect the tyre temps dramatically too, if at all?.... No good putting high resistance into the sand if the tyres are screwed when you get back on track.  :)
I've a feeling they won't affect the tyre temps, but would be cautionary just to check it in debug mode when testing this.  ;)
Title: Re: GP250cc BikeMod
Post by: tchemi on June 07, 2017, 10:09:12 PM
HAHA Hawk, you got me !  ;D

There was a dot. It was two different sentence !! But I started to credit BH before I quoted you. Yeah, it may be confusing.

Anyway, I'm not talking about wether or not modders can do anything. I was just pointing out that Blackheart was right. Tyre grip and bike/environment behaviour are two different thing, may they be moddified by modders.
Title: Re: GP250cc BikeMod
Post by: tchemi on June 08, 2017, 03:38:25 PM
Hey guys,

The 'info' section of the bike give a strange info about Power. I did'nt found the correct spec on the web but I wonder if it is normal that a 250cc could be that powerfull. The only number I can get online is always the same. It says 40 HP for the road version. Ok, it's the road version, but I don't see how the race version could have barely 100 more HP
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on June 08, 2017, 10:41:22 PM
http://www.mcnews.com.au/aprilia-rsa-250-gp-2009/

yes is a 2009 bike, but roughly is the same
Title: Re: GP250cc BikeMod
Post by: Boerenlater on June 09, 2017, 08:56:11 AM
Quote from: tchemi on June 08, 2017, 03:38:25 PM
Hey guys,

The 'info' section of the bike give a strange info about Power. I did'nt found the correct spec on the web but I wonder if it is normal that a 250cc could be that powerfull. The only number I can get online is always the same. It says 40 HP for the road version. Ok, it's the road version, but I don't see how the race version could have barely 100 more HP


This is Mugello 2009, the warmup vs Moto2 warmup.
Look at that top speed, only about 10-15kph less than the Moto2 these days.
Those 250cc must have had well above 100bhp to reach those speeds.
Title: Re: GP250cc BikeMod
Post by: BozoCRO on June 09, 2017, 09:11:07 AM
Eurosport crew said several times that 250s are somewhere around road 600s. At that time it was about 100hp.
Title: Re: GP250cc BikeMod
Post by: tchemi on June 09, 2017, 10:00:41 AM
Yep, ok ! Thx guys !! Seriously tho, 110 hp in a 250cc, WTF :D
Title: Re: GP250cc BikeMod
Post by: CapeDoctor on June 09, 2017, 11:44:06 AM
the joys of 2 stroke motoring....  ;D
Title: Re: GP250cc BikeMod
Post by: Hawk on June 09, 2017, 11:58:13 AM
I think you'll find that the difference in BHP for these 250's between the years 1998-99 and 2009 is quite big. I'd suggest more research on this because I've a feeling these 250's had around 78 - 90BHP for the years 1998-99. Also be aware that many quotations could be BHP at the crankshaft and not at the rear wheel?  :)

Hawk.
Title: Re: GP250cc BikeMod
Post by: badtothebone99 on June 09, 2017, 01:02:37 PM
The Aprilia 250 of JMB in 1995 had a little bit over of 100hp
Title: Re: GP250cc BikeMod
Post by: Hawk on June 09, 2017, 01:21:14 PM
Quote from: badtothebone99 on June 09, 2017, 01:02:37 PM
The Aprilia 250 of JMB in 1995 had a little bit over of 100hp

I would suspect that was at the crankshaft?  :)

Hawk.
Title: Re: GP250cc BikeMod
Post by: badtothebone99 on June 09, 2017, 01:28:04 PM
Quote from: Hawk on June 09, 2017, 01:21:14 PM
I would suspect that was at the crankshaft?  :)

Hawk.

I don't know exactly, but I think yes, is at crankshaft
Title: Re: GP250cc BikeMod
Post by: badtothebone99 on June 09, 2017, 01:39:05 PM
All the data of racing motrcycles (motogp, sbk, etc.) of hp, are usually from crankshaft.
Title: Re: GP250cc BikeMod
Post by: tchemi on June 09, 2017, 05:42:41 PM
Yeah, OK, but the info panel in GPB doesn't say id it's at the crankshaft or at the wheel.

but anyway, it says 87Kw => 128HP   :o
Title: Re: GP250cc BikeMod
Post by: LOOPATELI on June 10, 2017, 07:55:02 AM
87 kW -> 116 HP
Title: Re: GP250cc BikeMod
Post by: tchemi on June 11, 2017, 07:59:08 PM
haw, I found either 128 or 118 depending on the converter. Anyway, even if you are right with 116HP, it is impressive !!
Title: Re: GP250cc BikeMod
Post by: HornetMaX on June 11, 2017, 08:10:46 PM
Quote from: tchemi on June 11, 2017, 07:59:08 PM
haw, I found either 128 or 118 depending on the converter. Anyway, even if you are right with 116HP, it is impressive !!
https://en.wikipedia.org/wiki/Horsepower#Current_definitions (https://en.wikipedia.org/wiki/Horsepower#Current_definitions)
Title: Re: GP250cc BikeMod
Post by: tchemi on June 11, 2017, 09:34:14 PM
Ho ! I didn't knew there was so many brides of horses. The more you know...

EDIT :
QuoteLe cheval-vapeur électrique européen est défini comme valant

1 ch = 735,5 W,
tandis que le cheval-vapeur électrique britannique vaut

1 hp = 746 W.

Do you need a translation or ??
Title: Re: GP250cc BikeMod
Post by: HornetMaX on June 11, 2017, 10:49:24 PM
Quote from: tchemi on June 11, 2017, 09:34:14 PM
Ho ! I didn't knew there was so many brides of horses. The more you know...

One extra reason to stick to the KW. cv/hp are good for our non-metric friends: they use feet and inches to measure distances ... :)
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on June 12, 2017, 08:38:23 AM
I never use feet to measure as my toes just cant hold my verniers properly ;D

DD
Title: Re: GP250cc BikeMod
Post by: Jose Reina on October 15, 2017, 06:25:37 PM


Updated to beta 12B

Bike Mod

https://mega.nz/#!TpZgjAqI!w5BF2QrvSmK1UAMapnog13O7jUlU6-PJKJQbmVw8PCk


*Updated the BikeMod links in the first post
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on October 15, 2017, 07:06:04 PM
Thankyou for this updated.

Loved holding the Championship with old version

DD
Title: Re: GP250cc BikeMod
Post by: Napalm Nick on October 15, 2017, 08:23:26 PM
yay nice! Thanks.  8)
Title: Re: GP250cc BikeMod
Post by: Warlock on October 15, 2017, 08:31:15 PM
Thanks guys !
Title: Re: GP250cc BikeMod
Post by: doubledragoncc on October 15, 2017, 09:09:09 PM
In case anyone is not sure all paints from championship work on new version

Thanks guys

DD
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: connorhall70 on October 24, 2017, 03:54:22 AM
For 100KG they dont get a very good lean angle? any reason for this? since evidently they had no issue getting leant over in real life?
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Hawk on October 24, 2017, 07:56:12 AM
Quote from: connorhall70 on October 24, 2017, 03:54:22 AM
For 100KG they dont get a very good lean angle? any reason for this? since evidently they had no issue getting leant over in real life?

Using the MaxHUD lean angle gauge, what max-lean angles are you obtaining?

But remember that these are classic old school 2 strokes and didn't have the capability to lean at the angles they can today with the latest tyre design technologies.  :)
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Meyer#12 on October 24, 2017, 09:44:58 AM
Quote from: Hawk on October 24, 2017, 07:56:12 AM
But remember that these are classic old school 2 strokes and didn't have the capability to lean at the angles they can today with the latest tyre design technologies.  :)

Exactly! this is the important thing to remember, this is not the 2008-2009 Gp250 bikes and Dunlop tyres, the tyres back then was no way as good as the latest GP250 tyres :)
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: badtothebone99 on October 24, 2017, 12:31:14 PM
Quote from: Meyer#12 on October 24, 2017, 09:44:58 AM
Quote from: Hawk on October 24, 2017, 07:56:12 AM
But remember that these are classic old school 2 strokes and didn't have the capability to lean at the angles they can today with the latest tyre design technologies.  :)

Exactly! this is the important thing to remember, this is not the 2008-2009 Gp250 bikes and Dunlop tyres, the tyres back then was no way as good as the latest GP250 tyres :)

The tyres weren't like today or 2009, but the main problem wasn't hitting an high lean level, it was mainting it, caused by like you said different tires technology, riding styles, engines (2strokes and nowadays 4strokes), that in 90's forced riders to avoid maintaining bikes with high lean level


Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Jose Reina on October 24, 2017, 02:59:08 PM
We (the people who have done the Mod) have not had any problem because of the angles of inclination of the motorcycle, in fact we have many catches with the rider touching the elbow in the asphalt.
As important data ... everything depends on the circuit, the corner and the speed in the corner.
We believe that they are all correct in the Simulator, and of course you can make the bike get more degrees of inclination, but we do not think it is correct.
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: connorhall70 on October 25, 2017, 09:56:58 AM
Quote from: Meyer#12 on October 24, 2017, 09:44:58 AM
Quote from: Hawk on October 24, 2017, 07:56:12 AM
But remember that these are classic old school 2 strokes and didn't have the capability to lean at the angles they can today with the latest tyre design technologies.  :)

Exactly! this is the important thing to remember, this is not the 2008-2009 Gp250 bikes and Dunlop tyres, the tyres back then was no way as good as the latest GP250 tyres :)

the excuses when as i said, evidently they had no issue.

Edit: just found something i was surprised about, Rendering the video now and will post a link to it HERE when its done and i've uploaded it.

i appreciate the effort from the author, im in no way trying to put him/her/them down. just trying to help them see a potential issue. i love these bikes thats why i care lol
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: connorhall70 on October 26, 2017, 03:37:26 AM
https://www.youtube.com/watch?v=NvNUSZZdh0s&feature=youtu.be

Wet tyres have much further lean angle than dries?
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: BOBR6 84 on October 26, 2017, 10:52:38 AM
silverstone???  :o 8)
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Jose Reina on October 26, 2017, 11:46:36 AM
Quote from: connorhall70 on October 26, 2017, 03:37:26 AM
https://www.youtube.com/watch?v=NvNUSZZdh0s&feature=youtu.be

Wet tyres have much further lean angle than dries?

We have to fix some errors that we have detected, because it does not load the textures of the tires.
We never tried the wet tires with the dry asphalt, it's a bit ridiculous, but we'll fix it too, thanks  ;)
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Hawk on October 26, 2017, 11:54:21 AM
Quote from: BOBR6 84 on October 26, 2017, 10:52:38 AM
silverstone???  :o 8)

It is indeed Bob..... Pre-release version was sent to DD for use at the Dorna meeting at the Silverstone GP. ;)

Fully updated version will be released hopefully soon. :)

Title: Re: GP250cc BikeMod [Beta 12b]
Post by: doubledragoncc on October 26, 2017, 02:11:48 PM
Silverstone is on the database just not posted

If I am given pemission will post it publicly

Which I just did

Sorry but it is brill asd it is

DD
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: connorhall70 on October 27, 2017, 02:59:30 AM
Quote from: Jose Reina on October 26, 2017, 11:46:36 AM
Quote from: connorhall70 on October 26, 2017, 03:37:26 AM
https://www.youtube.com/watch?v=NvNUSZZdh0s&feature=youtu.be

Wet tyres have much further lean angle than dries?

We have to fix some errors that we have detected, because it does not load the textures of the tires.
We never tried the wet tires with the dry asphalt, it's a bit ridiculous, but we'll fix it too, thanks  ;)

I've ridden in the dry with wets on! they move around alot due to how hot they get, and how soft the compound is, but they tear up after a couple laps.
Also looking at the files, The wear rate on the wets are lower than the dries? (closer to 0.00000 than dries i mean, im not sure if that means more wear, or less. less sounds correct though)
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Jose Reina on October 27, 2017, 10:39:12 AM
Quote from: connorhall70 on October 27, 2017, 02:59:30 AM
Quote from: Jose Reina on October 26, 2017, 11:46:36 AM
Quote from: connorhall70 on October 26, 2017, 03:37:26 AM
https://www.youtube.com/watch?v=NvNUSZZdh0s&feature=youtu.be

Wet tyres have much further lean angle than dries?

We have to fix some errors that we have detected, because it does not load the textures of the tires.
We never tried the wet tires with the dry asphalt, it's a bit ridiculous, but we'll fix it too, thanks  ;)

I've ridden in the dry with wets on! they move around alot due to how hot they get, and how soft the compound is, but they tear up after a couple laps.
Also looking at the files, The wear rate on the wets are lower than the dries? (closer to 0.00000 than dries i mean, im not sure if that means more wear, or less. less sounds correct though)

WET tires are for wet asphalt, not dry, so wear out very soon.
It's logical. Dry asphalt, dry tires. Wet asphalt, wet tires.
Among many things that make the Mod, are the wear of tires and their behavior, and there are included wet tires, which are made to work well in wet conditions, and yet are not made to work well under conditions dry (tire wear, movement, grip, etc.)
However, you will never see anyone wearing wet tires in a dry race because they do not usually work well or wear out very fast.

As soon as we fix the textures of the tires, we will update the Mod. Thanks  ;)
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: BOBR6 84 on October 27, 2017, 12:00:57 PM
Quote from: Hawk on October 26, 2017, 11:54:21 AM
Quote from: BOBR6 84 on October 26, 2017, 10:52:38 AM
silverstone???  :o 8)

It is indeed Bob..... Pre-release version was sent to DD for use at the Dorna meeting at the Silverstone GP. ;)

Fully updated version will be released hopefully soon. :)

It looks really good can't wait to check it out!! nice work  ;D 8)
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: connorhall70 on October 29, 2017, 06:49:05 AM
Quote from: Jose Reina on October 27, 2017, 10:39:12 AM
Quote from: connorhall70 on October 27, 2017, 02:59:30 AM
Quote from: Jose Reina on October 26, 2017, 11:46:36 AM
Quote from: connorhall70 on October 26, 2017, 03:37:26 AM
https://www.youtube.com/watch?v=NvNUSZZdh0s&feature=youtu.be

Wet tyres have much further lean angle than dries?

We have to fix some errors that we have detected, because it does not load the textures of the tires.
We never tried the wet tires with the dry asphalt, it's a bit ridiculous, but we'll fix it too, thanks  ;)

I've ridden in the dry with wets on! they move around alot due to how hot they get, and how soft the compound is, but they tear up after a couple laps.
Also looking at the files, The wear rate on the wets are lower than the dries? (closer to 0.00000 than dries i mean, im not sure if that means more wear, or less. less sounds correct though)

WET tires are for wet asphalt, not dry, so wear out very soon.
It's logical. Dry asphalt, dry tires. Wet asphalt, wet tires.
Among many things that make the Mod, are the wear of tires and their behavior, and there are included wet tires, which are made to work well in wet conditions, and yet are not made to work well under conditions dry (tire wear, movement, grip, etc.)
However, you will never see anyone wearing wet tires in a dry race because they do not usually work well or wear out very fast.

As soon as we fix the textures of the tires, we will update the Mod. Thanks  ;)

I'm not saying they are made for dry use, but in real life i've made the mistake of going out on a drying track with full wets on. they do WORK, but they wear out extremely quickly, as you already said. but as ive told you already ive done 8 laps (in game gp250) on the wets and then again on dries. due to the wets NOT showing any degradation in grip the lap times stayed lower than the dries, and the lean angle also higher than the dries. maybe im good at preserving tyres in this game, i dont know. but im just letting you know so you know what to look for when you go in and fix these things :) 
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: tonygas on October 31, 2017, 05:55:27 PM
Thanks Jose, great mod, very fun.
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Davide74 on November 03, 2017, 04:40:36 PM
New DLC skins soon..



Title: Re: GP250cc BikeMod [Beta 12b]
Post by: KG_03 on November 03, 2017, 05:25:49 PM
SWEEETT :-)
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Davide74 on November 07, 2017, 09:28:45 AM


DOWNLOAD:https://mega.nz/#!3wRHiRRJ!tdkjV9VpXkJrthg7hgakZdPVvPwPMencKMhiftuXMdI
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: LOOPATELI on November 07, 2017, 10:20:38 PM
ktm skin is my favorite, really nice work mate
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: davidboda46 on November 07, 2017, 11:51:27 PM
Really nice work Davide! Thanks!

Cheers,

/David "Gonzo" Boda #46
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: tabuRacing on January 11, 2018, 05:58:51 PM
hello guys, I try to install the gp250 and it does not open the game, I also put the wheels in their correspondent folder and it's not going well, you know the solution, thanks
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Jorge Sprinter on March 21, 2018, 03:52:17 AM
esto es un gran trabajo que se merece ser reconocido por mucha gente lo subire a mi canal de youtube con vuestro permiso , sois unos cracks !
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Adalgood on October 14, 2018, 04:51:16 PM
New Update_0.1 GP250

https://mega.nz/#!Ixpigaib!Ce7d1H3m_CpoBEOtALYsEsrPaQUPiczo-e21h-egZBE

Title: Re: GP250cc BikeMod [Beta 12b]
Post by: kpayne111 on October 20, 2018, 02:58:58 PM
I don't mean to bag on this much as it still is enjoyable, but I feel like the bikes should be a lot more agile, and be able to have more lean angle. They are pretty easy to ride this way, but I can't maintain much corner speed, in fact I can be faster on the 125 on most tracks just from corner speed. Is there a solution?
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Tosteetos on October 21, 2018, 07:35:53 PM
Great point being brought up. But I've never ridden one of these bikes, so don't know what they should be like.
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: connorhall70 on October 21, 2018, 10:16:52 PM
Quote from: kpayne111 on October 20, 2018, 02:58:58 PM
I don't mean to bag on this much as it still is enjoyable, but I feel like the bikes should be a lot more agile, and be able to have more lean angle. They are pretty easy to ride this way, but I can't maintain much corner speed, in fact I can be faster on the 125 on most tracks just from corner speed. Is there a solution?

use the wet tyres in the dry.
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: kpayne111 on October 24, 2018, 06:12:17 PM
Quote from: connorhall70 on October 21, 2018, 10:16:52 PM
Quote from: kpayne111 on October 20, 2018, 02:58:58 PM
I don't mean to bag on this much as it still is enjoyable, but I feel like the bikes should be a lot more agile, and be able to have more lean angle. They are pretty easy to ride this way, but I can't maintain much corner speed, in fact I can be faster on the 125 on most tracks just from corner speed. Is there a solution?

use the wet tyres in the dry.

Wow that actually made a huge difference! I dont know why it works but it just does haha
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: matty0l215 on October 24, 2018, 06:35:17 PM
Quote from: kpayne111 on October 24, 2018, 06:12:17 PM
Wow that actually made a huge difference! I dont know why it works but it just does haha

Lazy Modder who made the bike :P

or a "cheat" ;) ;D
Title: Re: GP250cc BikeMod [Beta 12b]
Post by: Pableke46 on January 18, 2019, 09:39:54 PM

YOU MUST UPDATEEE THISSS .... BITCHES

New Update_0.1 GP250

https://mega.nz/#!Ixpigaib!Ce7d1H3m_CpoBEOtALYsEsrPaQUPiczo-e21h-egZBE