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August 18, 2019, 07:09:01 pm

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Messages - bsauder189

1
Cars / Re: Dirt Latemodel
November 06, 2017, 01:03:31 am
Do you use any sort of voice chat systems? I know it's easy to post on here, but I think if we could discuss things over voice chat, hell even a messenger of sorts we could get a lot of communication done without a lot of effort.

If I think of anything else or talk with Phathry and get more information regarding what we need I will try to post on here.

You have a solid base to accompany modding and track making. Hopefully we can get these things worked out and help one another out. There's a lot of potential for personal growth of WRS with "catering" to the dirt oval racing market, but that is just my opinion on it.

Thanks Piboso, look forward to the future.
2
Cars / Re: Dirt Latemodel
November 05, 2017, 06:59:24 pm
Here's what I think we need as far as being able to adequately simulate a dirt latemodel, or any 4 link style suspension.

Pardon my terminology when it comes to trying to discuss what we need.

-Axle needs to "wrap" either by making a lift arm/pull rod style addition to the physics. Here is a picture to show what I'm talking about. https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwjp8-D7iqjXAhWr44MKHfHBBZgQjRwIBw&url=http%3A%2F%2Fwww.hotrod.com%2Farticles%2Fctrp-0612-race-car-forward-bite%2F&psig=AOvVaw3npC0SRRIwG6OaN4y8L10Q&ust=1509993680330655
-We need to be able to adjust the j-bar/panhard bar. This is done quite a bit when at different tracks or with different track conditions. Pictures to show what it is and an animation video to show how it works. https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwixwsi5i6jXAhUq74MKHQKlDq4QjRwIBw&url=http%3A%2F%2Fwww.hotrod.com%2Farticles%2Ftaking-closer-look-bulldogs-eight-inch-quick-change-rear-end%2F&psig=AOvVaw25EMVvEkzcMeOtQMyU4B0G&ust=1509993801433826 https://www.youtube.com/watch?v=rjFTaQXarWc With this animation, picture the plate on the bottom being attached to the rearend. The higher it is on the left side of the frame (with the same length overall) the more it moves the rearend to the left. And vice versa.
-We need to be able to simulate the 4 bars that connect the rearend to the frame. What I mean by that is we need to be able to put more angle in the bars to achieve more axle lead under acceleration/load. http://img.photobucket.com/albums/v424/NJantz/TimmyMcCreadie.jpg The angles of the bars determines your timing of the birdcage (what they attach to on the rearend). I've tried to find a video of a simulation of angle, this is the best I can find. https://youtu.be/JMjWw_adWQI Here is a video though of how the suspension works as a whole.https://youtu.be/i57DnUY1EHg?t=10

I don't think that as far as the front end settings go, we need anything special other than the ability to use bump stops on the RF and LF. Actually bump stop options should be avaliable on all 4 corners.

Aside from getting super technical when it comes to what guys are doing today with LR springs and stacking them, I think the stuff listed above would get us in the ballpark for being able to produce something that a lot of people would gain interest in.
3
Cars / Re: Dirt Latemodel
June 19, 2017, 02:31:42 am
Quote from: PiBoSo on May 22, 2017, 10:23:32 pm
Amazing project  :o
You Sir, deserve some kind of prize for the effort.
It makes made even sadder and more ashamed than I already was that I haven't directly worked on WRS in a while  :-[
What exactly do you need?



Prize for effort? We were trying to get midgets and other mods into the game with little to no response when requesting what we needed. With more support, iRacing wouldn't be what it is right now. WRS track deformation is more realistic than iRacing on many levels. The thing that hurts the mods that are going into this game is the fact that axle wrap is not simulated. These midgets would be 100% better if we could get the rearend to actually react how it should. The cars are almost a carbon copy of a real life setup and without real life axle wrap, well you see where I'm going here.

But yeah, just because a guy has a laser scanned model doesn't warrant him a gold medal. I have a gopro and can edit some clips here and there into good videos, but hey, I haven't won any academy awards yet for it.

Not really trying to be an ass hat but I hate seeing an opportunity to be successful go out the window.

4
Going to try and be there! Hopefully Piboso is smiling ear to ear seeing the development of this section of WRS!
5
Tracks / Belle-Clair Speedway - Full Release
January 17, 2017, 01:40:47 am
Credits: Original track model made by qWaynick for rFactor. Thanks to Phat for helping me get this in the game.

We were running some "wip" stuff around and had some issues with the dry sections of the track turning into straight corn fields but with the 410 winged cars and after a few changes to the other "wip" mod we have figured it wasn't the track that was causing it.

Hopefully you guys enjoy a tight bullring, it does require some white knuckle, up on the wheel driving. Especially in the 410 winged cars.


Link is down below

https://files.fm/f/5xy9gbr6

6
Suggestions and wishlist / Re: For the Sprint Cars
January 15, 2017, 07:59:50 pm
Actually the higher the number the more towards the front it is.

7
Physics / Solid Beam Axle Question
January 11, 2017, 11:44:07 pm
I can remove the linkages from the rearend and it stays in place and moves the exact same that it would with the linkages "attached" to it. Do the rear linkages not react upon the beam axle? Theoretically the left side at a higher angle should drive the left rear down faster than the right rear.

Just something I was wondering because if they don't act upon the rearend depending on angles, modding the rearend to a "realistic" status would be difficult to accomplish "realistic" car attitude.

Thanks,

Barry S.
8
Bug Reports / Re: Have a feeling......
January 11, 2017, 11:40:02 pm
Wrong.

You were trying to join on Belle-clair, while we were testing a different car... At least when you kept joining our server.

So that explains your problems on joining the "ChiliBowl Finals" server.
9
Bug Reports / Re: Have a feeling......
January 11, 2017, 03:52:36 am
If you were just trying to join our server, you don't have the cars or the track(s).

That's why you were getting that message while joining ours.
10
Tracks / Re: WIP - BelleClair : Belleclair, Illinois
January 10, 2017, 06:36:43 pm
What did I do Aussie?

By the way, the track is Quentin's. Was branded with DLM/DSI tags and got permission to use their tracks.
11
Tracks / WIP - BelleClair : Belleclair, Illinois
January 10, 2017, 04:43:06 am


Here's a picture of a few laps around the place. I'll attempt to get it up for download some time in the next few days after I work out some stuff.
12
Bug Reports / Have a feeling......
January 08, 2017, 08:10:19 pm
We have been running quite a bit of WRS lately. We have been running 100% deforming tracks. What I have noticed with the core.exe crashes is this. If we start a session and run 30 minutes,  say another person tries to join, they can run 1 lap then get kicked. If we start the whole weekend over, fresh track, everyone can get on the track and they have no crashes what so ever. I don't know if that is something to do with data sending back and forth, but that seems to be linked to all of our core.exe crashes at this point.

Just wanted to point this out, maybe you already know/knew about it.

Thanks again,

Barry S.
13
Cars / Re: Animation of car geometry
December 13, 2016, 12:17:13 am
They're spinning around the center axis point of the car instead of staying static at their locations on the model, Aussie.
14
Cars / Re: Animation of car geometry
December 11, 2016, 06:18:05 pm
Stands no taller than 4'10", it just may be Aussie ;).
15
Cars / Re: Physics Editor Style GEOM Preview
December 10, 2016, 12:14:08 am
I do believe that we will have a community together by being able to provide a few more "entry" level dirt cars for download.

I'd like to think that we could have a great community once we get more "real-life" content in game, tracks and cars etc.


Thanks for the quick response,

Barry S.