• Welcome to PiBoSo Official Forum. Please login or sign up.
February 09, 2023, 12:38:41 PM


World Racing Series beta14 available! :)

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Torque

Racing / Street Stock practice
March 31, 2016, 01:40:14 AM
We are currently practicing with the Street Stocks at DIRT_OVAL_1_BETA_MED. Stop in and run some laps!


Tentatively, I would like to schedule another practice next Tuesday the 5th at 8:30 pm est. more details to follow.

Cars / Street Stock Beta (BETA 8 ONLY)
March 24, 2016, 02:35:17 AM
Well it's finally here!!! There is still a lot of work to do on the models and textures (I'm still learning). I would like to thank Phathry25 for all his help and Fauntleroy16 for the moral support.

There are paint templates in the paints folder.

Known issues:
Driver model shifts with the wrong hand
There are issues with some of the rear gear ratios
There is no shadow or temporary model.

Let us know what you think! We are open to everyone's opinion.

I plan on organizing a practice night in the next week or so.

Download link: http://www.mediafire.com/download/hv1rsjwqvn2spii/SS_BETA.zip


Tracks / Minimum scale for deformation to work
March 03, 2016, 06:47:01 PM
I was playing with my track last night and noticed if I had a scale less than 1m the deformation would not work. Is 1m intended to be the minimum scale or is this a bug?
General Discussion / Forum pictures
January 26, 2016, 03:26:56 PM
Is there a way to make the pictures attached to a post public so guests can see them?
This sim has excellent potential and I am grateful for all the time you have devoted to it. It is awesome that you personally take the time to help people with the sim and listen to their suggestions. Below are a few that I have come up with so far. It is not a comprehensive list. I have rated them 1-3 with 1 being least important and 3 being the most important.

Above all the stability of the sim needs to be better. There are still alot of users that get CORE errors. This will be the number one killer of this Sim. I get two semi consistent crashes. 1) it will crash when I am leaving a server after running alot of laps. 2) after a random crash it will crash again shortly after re joining the server. I will continue to monitor my crashes to help the debugging.

1.)          Rating: 3

The ability to push the sprint cars backwards. I have been in many on track incidents where a simple push backwards would avoid having to escape out to the pits.

2.)          Rating: 1

Better sprint car paint template. I feel it would be easier to paint if the side panels were all lined up as if they were on the car. From what I have read it also looks like graphics need to be reversed in order to show up on the car properly.

3.)          Rating: 1

A lap counter/leader board that is part of the scenery. Many dirt tracks have lap counters setup that are visible to the drivers and fans.

4.)          Rating: 2

More accurate times on the board that pops up on your screen when you cross the start/finish line. This needs to read out to the third decimal place.

5.)        Rating: 2

The ability to make the time board stay up permanently. Sometimes it disappears before I have a chance to look at it. This should also include a hide permanently function for those that like a more "hardcore" sim experience.

6.)         Rating: 2

A leader board that is view-able from the cockpit. This should show fastest times, on track position, time between cars etc. The user should have the option to permanently show/hide this.

7.)          Rating: 3

The ability to connect to a server without using the handling service. It is no fun if I can't race online because the handling server is down. Also we should have the ability to connect online if in some event the handling server goes down forever.

8.)         Rating: 3

The ability to manually set the race lineup from within the server.

9.)        Rating: 3

The ability to have multiple qualifying races and multiple main events. For example 30 cars show up to race. 3 qualifying races are held with 10 cars each and the top 6 in each race transfers to the A main. The remaining 12 cars run the B main. The top 2 from the B main transfer to the A main.

10.)          Rating: 2

The ability to set the starting orders randomly or inverse of the qualifying times.

11.)         Rating: 3

Control of the track grip/friction in the track files vs the cars tire files. No two dirt ovals are the same when it comes to grip. Also if the grip settings remain on the car side we could run into problems where certain cars act odd on certain tracks because of the order of the layers the track creator chose.

12.)         Rating: 3

Control of the terrain deformation rate in the track files.

13.)          Rating: 3

clay soil types. The grip in the clay should have a wetness variable that affects the grip. Clay becomes very tacky with the correct moisture/compaction. 100% dry is never the point that the track has the most grip.

14.)         Rating: 1

A material type that does not receive any deformation. It may be useful in some situations to have a hard stop on the point the track will deform to.

15.)         Rating: 1

The ability to see your own shadows from within the cockpit.

16.)        Rating: 3

The ability to turn the dust off. This may be very hard on some computers when there is alot of cars on the track.

17.)        Rating: 3

Anti roll bars for the sprintcars.

18.)         Rating: 3

Different tire compounds for the sprintcars.

19.)         Rating: Already possible

The ability to open setups from other tracks from the garage. Eventually there will be enough tracks where setups will work at more than one place. we need to be able to do this from the garage vs copying and pasting in the documents folder.

20.)          Rating: 1

Decreased load times for when you are entering a server with a highly deformed track. The time to load a track goes up dramatically when it is deformed. I understand there is quite a bit of data to transfer but any speed increase would help. I have waited over 5 minutes to connect to a server so far and I see this time increasing when you get larger amounts of cars running on the track.
January 21, 2016, 03:50:06 AM
Here is a link to the beta version of the track I have been working on. You can check the Dirt Oval Content thread to follow along with its development. There is still alot of work to be done but I wanted to make a release to get some input and give people another track option.

(***UPDATED LINK***) Thank you to Hawk for hosting the file.


Feel free to post any suggestions or bugs.

Setup for the wingless 360: http://www.megafileupload.com/a8hm/RACE.stp 

Racing / Dirt oval racing
January 11, 2016, 06:33:55 PM
Are there any people interested in getting a group together to do some dirt oval racing? If so please post what day and time works best for you.

Tracks / Track material layers
December 20, 2015, 01:34:36 AM
Piboso, can you share what materials you used for each layer of knoxville? I am also curious of how thick each layer is.

I think we need to establish a standard amongst the modders of what materials to use for each layer. I noticed while running the sprint car that my bottom material had the most grip. I would expect it to have the least.

A few other questions:

What is the purpose of the thickness in the HMF file?

Is the only thing that controls the grip for each material the grip number in the cars tire file?

Is it possible to control the rate of deformation per material? Dirt tracks don't typically build that deep of ruts so what i would like to do is use thin layers of material that provide a semi slick track on top, a tacky track in the middle and a slick track on the bottom. I want to use thin layers with slower deformation because from the testing I have done so far I feel a race with a full field of cars would wear out the track too quick and cause unrealistically deep ruts during a normal length dirt oval race.
Mods / Dirt oval content
November 23, 2015, 02:53:25 PM
I wanted to start this thread for the people that are working on dirt oval content; so we have a place to share tips, tricks and progress. It looks like there are a few of us. Hopefully this will help build interest with others.

I have been working on a track and doing some testing. I have also started work on a street stock. My first test with the track was with the material layers. The first layer with the dirt texture is set to have "medium" grip. The second layer is green to represent a "high" grip tacky surface. The third layer is orange to represent a "low" grip rubbered up surface. The top layer has a thickness of .012 and the middle layer thickness is .025.

I was impressed with the results. The areas with the most sliding and tire spin wore down first. I did some testing with a friend in which we ran approximately 250-300 laps.

Some things to note:
-The more the track deformed the longer it took for my friend to connect to the server.
-As the track deformed lag increased. (Most likely due to my slow internet but it worries if even a dedicated server could handle a full field of cars)
-Deformation was only caused by the rear tires
-A large slide would cause a major drop in frame rate
-The track deformed too fast to be realistic at the current material thicknesses/deformation rate.

We used the road car with modified physics for our testing.
Physics / Tyre file parameters
November 13, 2015, 01:32:09 PM

Hello, can anyone help me understand what the values shown below are used for in the tyre file?


R0 = 0.300000
Fz0 = 1000.000000
p_Cx1 = 1.600000
p_Dx1 = 1.650000
p_Dx2 = -0.100000
p_Ex1 = 0.000000
p_Ex2 = 0.000000
p_Ex3 = 0.000000
p_Ex4 = 0.000000
p_Kx1 = 30.000000
p_Kx2 = 0.000000
p_Kx3 = 0.000000
r_Bx1 = 12.000000
r_Bx2 = -10.000000
r_Bx3 = 0.000000
r_Cx1 = 1.200000
p_Cy1 = 1.200000
p_Cy2 = 0.600000
p_Dy1 = 1.650000
p_Dy2 = -0.100000
p_Dy3 = 0.000000
p_Ey1 = 0.000000
p_Ey2 = 0.000000
p_Ey3 = 0.000000
p_Ey4 = 0.000000
p_Ey5 = 0.000000
p_Ky1 = 20.000000
p_Ky2 = 1.000000
p_Ky3 = 0.010000
p_Ky4 = 0.000000
p_Ky5 = 0.000000
p_Ky6 = 3.000000
p_Ky7 = 0.000000
r_By1 = 7.000000
r_By2 = 4.000000
r_By3 = 0.000000
r_Cy1 = 1.050000
r_Hy1 = 0.000000
q_Bz1 = 9.000000
q_Cz1 = 1.100000
q_Dz1 = 0.100000
q_Dz8 = 0.100000
q_Ez1 = -10.000000
s_Sz1 = 0.000000