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July 09, 2020, 07:52:33 PM

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Topics - Vini

Support / Switch out rider animations?
July 03, 2020, 02:54:20 PM
I had the idea to replace the gesture animation files by the ones for stand-up wheelie and leg dangle to get manual control over them but it didn't work for some reason.

Does anybody know how these .ANM files need to be formatted?
Since GPB already has this "rider dab" feature to push the bike up, it would be interesting to have the ability to trigger it manually at any speed in order to try saving the front Marquez-style.
Support / Specify output audio device?
June 30, 2020, 05:14:34 PM
Is it possible to make GPB output to a different audio device than system default?
I think there should be more of a difference in the loudness of the windnoise in first person between tucking in and not (at least at higher speeds).

Example: https://www.youtube.com/watch?v=BhkshoKGEdI&t=100
Is it possible to make your own rider excluding the hands/forearms invisible in first person?
After being annoyed by the lack of (mostly lateral) view movements in first person for some time, I figured out a simple way to alter it externally.
This might be interesting for everyone without VR or headtracking equipment.


Get OpenTrack 2.3.9 (newer versions are bugged), select Joystick as input, freetrack as output and EWMA as filter. In GPB, activate Free Look and select TrackIR. The resting position of the view for each bike can be adjusted by pressing Shift+C on track and using the arrow keys. These positions are independent between the two FPVs, I suggest using the first (linked to rider).
Auto rider lean players might want to use their steering axis as input and map it to the lateral/horizonal (X) axis, while manual rider lean players can use their rider-thumbstick for both the lateral (X) and longitudinal (Z) axis.
Axes can be inverted in the "Output" tab under Options.
You can also manually override GPB's pitch, lean heading (Yaw) or tilt (Roll) through OpenTrack, allowing for full control independently of the bike. This might require some additional practice, though.
I suggest setting the EWMA filter to 20-40% (both Min. & Max.) with "Curve" at 10% (it doesn't really make a difference). The movement range and linearity can be adjusted through the mapping curves but be careful to only edit the curve of the largest "max input" (haven't yet understood what is going on there). I recommend keeping it completely linear, possibly with a slight deadzone in the middle.
Calibrate the joystick by enabling "Center on startup" in the options, then clicking Start and checking the outer ends of the mapping curves while moving the stick. If they don't line up properly, stop tracking, slightly change the resting/0 position of the stick and restart tracking. Once you have it properly calibrated, make sure to deactivate "Center on startup" in the options so that these calibration settings stay permanently.
Bind both "Start tracking" and "Restart tracking" to the same button in the OpenTrack options for when GPB resets the FreeLook mode.
I attached my INI for controlling X and Z axis with the right thumbstick of a X360 gamepad. It goes into the opentrack folder under Documents. You can use the mapping curves as a starting point for your setup.

You are basically sending fake headtracking data to GPB which allows you to freely move and rotate the first person view beyond the default limits.
GPB handles this little hack very nicely, in that all view settings that are not being manually overridden by OpenTrack are kept to the user defined values. So when only mapping the X axis (which is all that is needed really), the default F/B view movements and all your settings (pitch, tilt, lean heading) remain. This means that you don't have to completely relearn first person riding, you just have to get used to the bike no longer being visible in corners like in reality.
General Discussion / Turbulence simulation?
June 23, 2020, 11:42:50 PM
Since GPB simulates slipstream, I was wondering if this also (negatively) affects the wings?

It sometimes feels to me like the front is losing grip/weight (drifting wide) slightly when following someone closely, especially when accelerating out of fast corners.
IMO it should be possible to auto-deactivate "launch control" (revlimiter) after the clutch has been fully engaged, as opposed to having to shift into second gear.
Would be great to have the ability to reassign ALL replay actions, including "Change cam", "Playback speed", "Pause/Play", etc.
Currently they are locked to the default NumPad controls.

Edit: Plus double binds!
I know this is not going to happen for whatever reason so this request is just for the record.
A simple option that moves the 1P view to the actual position of the rider's eyes (or a tiny bit in front of the visor) instead of using the arbitrary position defined in the respective bike mod.
All other view settings like pitch, tilt, lean heading stay the same, only the position changes.

This would cure the problem of vastly different 1P views between bikes (which is a real problem for onboard riders) and it should be very easy to implement given that a GoPro-style helmet replay cam already exists in MXB.
First of all, thanks for the new feature PiBoSo!
This new lean heading mode has great potential for people without headtracking equipment but it needs some additional filtering between the rider lean and the view to be properly usable.

1 Even though I have the rider movement smoothed 100% the view is still extremely jagged when moving the rider, so there needs to be additional smoothing.
2 There needs to be a deadzone (and possibly a linearity) slider so that you can move the rider out a bit under braking without having the view move immediately as well because this completely destroys your turn-in timing and consequently your line through the corner.

My suggestion
Instead of linking lean heading to the actual L/R rider lean, it should be linked to the L/R rider lean input with a completely seperate set of filtering adjustments (smooth, deadzone, linearity, gain).
This way you can properly finetune both the view and the rider movements while still having it linked to the same input and thus feel natural.
Support / Bad Framerates - GPU/CPU barely used??
December 18, 2019, 02:22:22 PM
After updating my nvidia drivers, I noticed very bad performance in GP Bikes. Before I had constant 200fps. Now, I cannot even keep 100 without drops.
I looked at my GPU and CPU usage and in both cases it's not even above 50%.

What is going on here?
Support / FPS Limit/Cap?
December 17, 2019, 09:59:44 PM

Can you set an fps limit in GP Bike? If so what is the command?
Bug Reports / Wrong riding style (online)?
November 22, 2019, 07:13:48 PM
Even though the regular 'Modern' riding style was selected, the leg dangle was triggered.
This happened online with other players who were using the leg dangle.
Didn't happen when I was alone on a different server.
Suggestions and wishlist / Smooth out engine braking
November 21, 2019, 05:31:59 PM
As can be seen by the MaxHUD plugin, GPB currently modulates the engine brake by spamming the throttle with small inputs at a high frequency.
I think these aggressive throttle bursts can cause sudden load transfers and lead to lowsides when rolling at high lean angles (off-throttle).

I suggest that GPB simply keeps the throttle constant at a small value in order to achieve the same net (negative) torque.
Currently, sometimes the wrong leg comes out under braking (e.g. Suzuka 130R or here), probably because the leg dangle is linked to the track's centerline.
So simply link it to rider lean instead.
...And give us manual control ffs.
Suggestions and wishlist / AW/TC Global Server Rules
October 10, 2019, 03:37:15 PM
In addition to the other server settings like "Force 1P View" or "Limited Tyres", there should be a way to deactive traction and anti-wheelie control on modern bikes for true hardcore mode.