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September 06, 2026, 12:02:45 AM

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Messages - morvio100

1
General Discussion / Re: Somes news about WRS ?
June 29, 2026, 06:15:27 PM
Sadly it's deadware, it looks like the development was shelved in mid 2020, with the success of mxb, I suppose it was deemed a waste of time
2
General Discussion / Re: State of WRS
June 29, 2026, 04:13:34 PM
I think this post got over 12,000 views and a grand total of 2 replies, count them 2, who exactly is making these views, some alien bot, hahahahaa, there's gotta be some embedded web viewer "multipier" or something, there's NNNOO WWAAY that count can be correct lol, either the ADMIN is taking the piss, or the dev detests people lol
3
Bug Reports / Rear Steer
June 23, 2026, 12:49:30 PM
There is a "possible" bug , regards the keys you assign to the rear steer (secondary controls), I say possible, but I may well be wrong, the rear steer does not respond to any keys mapped?
4
General Discussion / Rear Steer
June 23, 2026, 12:37:35 PM
Hello, can someone shed any light   on the rear steer in WRS, when implementing it , it seems when adding a steerlink =1 and copying the front axle spindle params into the  into the axle 1 section in the geom of a stock 360 or 410 Sprint car , it works, but the keys that are assigned to it in the menu seem not to have any effect on over riding the gamepad axis for the front steering, Im unsure if I need to add a secondary "steer paragraph" in the car.cfg to achieve this over ride, or indeed if the over ride is indeed possible, but having a section you can specifically map to the "rear steer , in the secondary controls , i presume it is, there doesn't seem to be any information on it, any help appreciated
5
Bikes / Re: Bike Request
December 15, 2022, 06:41:22 PM
@....."The current 125 takes too long to get into sweet spot of power curve"......very true.....some modder ...will have to bite the bullet and start an up to date 125 mod....

ps...the sim lacks 125 mods in general......maybe someone will create ..a bitchin...moto gp3 mod...badly needed...
6
@....Vini....".leg dangle is linked to the track's centerline".................Thank you for that info Vini........I had no idea ..what the the hell was goin on there lol....was wondering why the ani was not ...dangling his leg on the long *flat straight on Villicum ....under very hard braking ..lol...I doubt the Great One = Piboso will implement a "Manual input..as the rider model skeleton/bones are not linked to the physics.....the leg dangle must be a visual piece of eye candy only...apparently rding styles are essentially mute regards bike behaviour - to encourage fair online racing.. ...however ...wouldn't  it be sweet though if the skeleton was linked to aerodynamics/and wind...in fairness this might be asking a little to much of even..the Great One....for offline only of course...thus the manual leg dangle ..would affect...lap times....thanks for the info on that one....
7
Suggestions and wishlist / Re: More Realistic Crashes
November 03, 2022, 08:29:09 PM
It would of course ...be great ..to see the Great One = Piboso take on the UE5 heavyweights in the graphics department...but lets be fair ....the Great One = Piboso...is generally regarded ..as a physics savant of sorts....and has provided +great physics....the eye candy heavy UR4/5 seems is streaking ahead....he may very likely suprise !!....as he did with the almost secretive sudden announcement way back when with the "oh yaeh guys gp is now 64 bit"...at which the modders were rubbing their hands with glee....the engine aint that bad at all but most certainly needs refinement/modernization..and I'm sure he himself is very well aware of the fact...but the UR4/5 brigade probably condescend the creation on these grounds while probably secretly envying his genius in the physics department...will he ever catch the graphics heavyweights ...that's a question only the Great One = Piboso can answer...he has been working on the rendering pipeline of late...something tells me the the Great One = Piboso is likely to have a trick or two under his sleeve though...in real terms ...he will simple have to tbh...the gaming world today is a pretty brutal landscape these days/and are almost EXPECTANT OF NEAR PHOTOREALISM..one solution of course would be to post on the reprisal...is that he states that all ongoing tasks for various release are being put on hold for 3/6 months..soley to concentrate on/ developing ...off the chart/shaders ....that are gonna make the URE4/5 brigade envious....we wish the Great One = Piboso well on his development journey...he is all ways open to innovation and striving for perfection....+1
8
Micronex "The AI would be really great, driving alone is good, but for me atleast stupid AI will be better than never ending time trials. Online can be good, but I see only two empty servers all the time and I dont think that Im good enough to jump into mp servers right now"


The GREAT DEBATE ...THE AI Question....I personally cant see the Great One = Piboso ..introducing AI tbh..if he hasn't introduced it *or hinted at it...at this point...(Imo if he had experimented with KRP ...in this regard ..just to see what people thought = The sales would more than likely ..would have shot through the roof) he is unlikely to do so...but your point is a very valid one...I see little point in introducing it unless its coded with a very detailed collision model...little point in having basic AI...would likely produce a lot of collision CLIPPING..as seen in the early days of Rfactor/collision clipping is even worse in IRacing to this present day = despite all the work that has been done on the IRacing damage model - some of which is very good - some not so good...some Rfactor mods had to be pain stakingly tweaked with regard collision settings in .ini files ..done correctly ...worked very well...was worth it because Rfactor has such a good damage model....but were talking bikes here...!!...were high speed collisions/ even very slight collisions/and touching ...MATTER HUGELY...a trainer tweak...here/or there would be great though...
9
General Discussion / Re: ¿Why GPBikes dont grow?
October 31, 2022, 04:04:13 PM
All good Gzehoo..take a chill pill..I will try to learn polish as good as you...until today  never knew the word..interpunction....existed...so thank you...any chance you could create a cameras tutorial...create it in polish or english(a video tutorial)...it wont matter....thanks bro...long live GPBikes... ;D
 ps I wasn't having a go at the grammar...well I was sort off..but however.../ "And introduce something that will force them even more to leave the game they tried" ...but was laughing the content/context of the statement....as in gp is challenging...and I'd say the Great one = PIboso...the purist ...will likely make it more challenging before he ever makes it easier....lol...Like I said take a chill pill !  ..was meant as a joke...

10
General Discussion / Re: ¿Why GPBikes dont grow?
October 31, 2022, 09:44:50 AM
@   Gzehoo  "And introduce something that will force them even more to leave the game they tried".....that made me laugh out load....good old Gzehoo  ....where did your learn your english son...english via Rossetta Stone...havin said that...your english is better than my polish....the Great One = Piboso continues to innovate ...and strive for perfection of his Masterpice(GP)....MUCHO RESPECTO...to the Great One..good cameras by the way Gzehoo ....+1
11
General Discussion / Re: ¿Why GPBikes dont grow?
October 12, 2022, 09:44:51 AM
@ Vini  "Also, maybe a better caluclated "ideal line" aid could help.
 
The Great One = Piboso is currently conjuring up some of his magic replacing the old rendering pipline it seems = Fantastic....the Great One = Piboso ...could in time develop an ai"learning" facility within the sim (as seen in the early days of Rfactor -aahh memories, memories- : )   .)....more particulary for track builders - eg ideal line/ apparently there is essentially 3 types of lines defensive/offensive/ and race line..these lines should be studied and carefully analyzed by track builders...and then implemented instead of a "ideal" line...those lines would be set within the map...then when a trainer is loaded who have the option/s to set the trainer to one or alternate between all three... thus you'll have a hell of an interesting offline-testing experience....the Great One = Piboso...wont let us down...
12
Vini....@"Zombie thread but will reply anyway.
Making even a half decent AI for a motorcycle sim is extremely timeconsuming and out of the scope for a one-man-devteam.
There are simply too many parameters to consider.".....disagree entirely...have you seen the quality of the
the base physics of WRS...when it was released ...back in the day..reckon, if the Great One = Piboso...had decided back in the day to release that with well coded AI = ZERO DEV MONEY ISSUES going forward - for his passion of bikes - this guy Piboso..is some sort of physics savant..imo..well within his abilities....reckon he may surprise some day...with a slow ,modular introduction of a fully customizable "one opponent rider"....I'd say the primary reason he stayed clear of AI ...is the sheer amount of calculations the engine would be required to make "realtime" for eg( a +10/15/20 Offline grid = an insane demand on cpu/gpu...likely an engine optimization issue.. ..I reckon coding AI is well within this guys scope...long live GpB..
13
General Discussion / Re: Why gpbikes needs AI !
September 23, 2022, 02:42:42 PM
I agree the sim would be immensely improved with well coded AI ..caveat I would say it is a shit load of work...for whatever reason the Great One = Piboso...decided against AI for his own reasons...so I guess we have to respect that..however that said... it would have been Fantastic to see what this physics genius ..would have come up with..in relation to how he would have approached ..collision modelling (I'm talking specifically about setting up a race for testing/offline)...eg how he would have coded collisions. from certain angle/speed/rider position/gradient...etc etc the list I'm sure is endless...would have been phenomenal to see motogp bikes barely touch wheels at certain angles at high speed ...and see how the bike/s jettison..off track...i would say he would have done an industry stanard take on AI/and collision modelling... if he had so ....long live GpB..
14
General Discussion / Re: ¿Why GPBikes dont grow?
September 22, 2022, 08:26:16 AM
Just my opinion...for me ...found the stock bike a lot of fun...caveat...I dont use the sim online...just enjoy some testing..although would love to see more offline options ...ie more options to set up the trainers...to me ...currently the online stuff is to problematic to get a race going...enjoy the offline though...ps the only bikes i found quite difficult to control are VSMasters creations...(probably because their HIGHLY arcuately modeled)...well done to VSMASTER...that WSBK 2017...great fun...
15
General Discussion / Re: ¿Why GPBikes dont grow?
September 22, 2022, 07:50:14 AM
lluisete @"its because of stock bike"...there's nothing wrong with the stock bike...its well modeled...reckon the Great One = Piboso...just needs to update netcode/and online ui/severs...maybe have/create beginner servers(where aids are encouraged)....maybe create a snazzy looking vignette/intro (give the sim a more polished look)for the online to encourage more online usage...all in all a phenomenal achievement for one person...looks to me the guy put his heart and soul into the physics end of things...reckon with improvements to the graphics.*both gp and mx would be completely leading the pack ..also would buy both the four wheeler creations in  heartbeat in he had simulated really good damage models on both...regards gp...with some small tweaks...nothing else gets even close to being as visceral ...mucho respecto...