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May 25, 2019, 09:34:53 pm


GP Bikes beta15b available! :)

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Topics - teeds

General Discussion / Sprocket Ratios
November 06, 2018, 06:58:30 pm
Can someone clarify if the GPB gear ratio settings represent the number of sprocket teeth?
Support / GPBikes Master Server Down!!
August 26, 2018, 07:03:52 pm
The web page server list has frozen and the game times out when you go to world in multiplayer.

2018 Supersport World Championship - Test Event

Using the 2018 WSSP Bikes (which ever ones have been released) by julien113

Track - Victoria Circuit

Thursday 28th June - 20.00 UTC

Race1 - 10 Laps
Race2 - 10 Laps

Event Schedule

20 min Practice
20 min Qualify
Test Race 1
5 min Break
Test Race 2

There will be 22 Grid slots available for the event and these can be reserved on a first come fist served basis. Please do not sign up if you cannot make the race, if you do sign up and find you can't make it please let me know so I can free up the slot for someone else.

Test Race Rules

1/. Any rider traveling the wrong way down either the pit lane or track in any session will be ejected from the race server.
2/. During qualifying and races please do not use chat
3/. If you are being lapped please try and allow faster riders to pass on the racing line by pulling of it yourself on a straight if possible.
4/. Riders must stay on the track, this means you must stay on the grey surface or the kerbs adjoining it, but please do not use run off areas beyond the kerbs. If you do run off track please make sure, by slowing down if needed, that you do not gain an advantage.
5/. Race restarts may be required in the unlikely event that someone gets disqualified while on the starting grid, please accept that this can happen and don't forget we could be restarting for you next time.
6/. When racing close give each other racing room, bike are not very wide so there's plenty of room to race side by side cleanly although you will need to adjust you line to do so.

This, and possibly other test races, will be to check the race format and find out how many might be interested in this championship. If there's is lots of interest things can be adjusted accordingly.

Please post below with your game name and the race number you will use. Currently you can use any bike and can change it at anytime (this will change for the actual championship).

Entries -

1/. teeds #70
2/. Gzehoo #92
3/. Julian Ortolani #12
4/. Wimp #97
5/. Blackheart #58
6/. Matty0l215 #61
7/. Jorge #17
8/. speedfr #40
9/. Santirrin #8
10/. Tosteetos #64
11/. Lavernaut  #11
12/. Meyer12 #12
13/. Neoraptor_42 #42
14/. Gazounet_42 #41
15/. Juan Carlos #16
16/. giorjoe #144
17/. Jaume Sancho #10
18/. Olaf Ell #84
19/. doc1 #4
Moto2 Championship 2018 / [Round 8] Motegi
May 05, 2018, 12:02:47 pm
ROUND 8  - Motegi

Date: 13th May 2018
Time: 15:00 CET (1st race) / 20:00 CET (2nd race)
Track: Motegi

Practice - 60 minutes
Qualifs - 20 minutes
Race - 18 laps

Each rider may take part in only one race. If you start qualifying you will be scored with whatever your result in the subsequent race is.

Track Download Link: https://mega.nz/#!eBUHEThS!6fZTFCnySyisAWiG_LA_52C_kfdYQDAi79BzhB5BG9Q 

Moto2 v1.6 Mod Download - http://forum.piboso.com/index.php?topic=5549.0 

Race 1 Results

Race 2 Results

Moto2 Championship 2018 / [Round 7] TT_Assen
April 19, 2018, 09:35:18 pm
ROUND 7  - TT_Assen

Date: 29th April 2018
Time: 15:00 CET (1st race) / 20:00 CET (2nd race)
Track: TT_Assen

Practice - 60 minutes
Qualifs - 20 minutes
Race - 20 laps

Each rider may take part in only one race. If you start qualifying you will be scored with whatever your result in the subsequent race is.

Track Download Link: https://mega.nz/#!aVlVFTwR!x7b8ZIsIP4JwkZhf7wbIZx-NJoKVP4Mmmvk2Nc_k08I

Race 1 Results

Race 2 Results

Bug Reports / Session Restart Bug
April 17, 2018, 05:23:52 pm
Sometimes when we restart a session people still in the server do not show on the list of riders. Also if anyone that does not show goes to track they are put somewhere behind the last grid slot and not in pit lane. Anyone affected can fix this by re-joining the server.
Moto2 Championship 2018 / [Round 6] Aragon
April 03, 2018, 10:18:06 pm
ROUND 6  - Aragon

Date: 15th April 2018
Time: 15:00 CET (1st race) / 20:00 CET (2nd race)
Track: Aragon

Practice - 60 minutes
Qualifs - 20 minutes
Race - 18 laps

Each rider may take part in only one race. If you start qualifying you will be scored with whatever your result in the subsequent race is.

Track Download Link: https://mega.nz/#F!BBVwWCKC!nGtKR1YccIsITW8lAXar8A

Race 1 Results

Race 2 Results

Moto2 Championship 2018 / [Round 5] Hockenheim
March 30, 2018, 06:16:37 pm
ROUND  - Hockenheim

Date: 1st April 2018
Time: 15:00 CET (1st race) / 20:00 CET (2nd race)
Track: Hockenheim

Practice - 60 minutes
Qualifs - 20 minutes
Race - 18 laps

Race 1 Results-

No Replay Data

Race 2 Results -

Moto2 Championship 2018 / [Round 4] Vallelunga
March 23, 2018, 10:50:32 am
ROUND 4 - Vallelunga

Date: 25th March 2018
Time: 15:00 CET (1st race) / 20:00 CET (2nd race)
Track: Vallelunga

Practice - 60 minutes
Qualifs - 20 minutes
Race - 21 laps

Race 1 Results

Race 2 Results

Virtual Reality / Windows Mixed Reality Support
March 05, 2018, 12:26:20 pm
Will GPBikes, MXBikes or any of your titles work with Microsofts WMR as it stands Piboso or would changes need to be made to add support? Thinking of getting one but wasn't sure if SteamVR support alone was enough to work with your titles, not all VR games on Steam seem to work with WMR.

edit - anyone tried WMR with one of Pibs titles?
Custom hardware / If you want more immersion...
September 05, 2017, 01:57:14 pm
I can recommend this DIY body-shaker kit.

Using this shaker -

And this amp -

You'll need a spare sound card output and a few leads. Also a way to attach the shaker to the underside of what you sit on which is an office chair in my case. Attach it with some spacers to provide a bit of a gap between the chair and the face of the shaker.
I was using it on one channel only but to get around this you could either use 2 shakers or, like I've just done, merge the 2 stereo feeds into one with a few resistors - http://www.rane.com/note109.html Figure 2 for your average sound card output.

Feels really good with the bike ticking over and going over kerbs etc. Will also work with any other game or music, BF4 is amazing  ;)
Support / WRS Servers Not Showing
December 18, 2016, 10:12:51 am
The WRS server list on the web and in the game are blank... 

Support / Chat Postition
October 30, 2016, 12:26:30 pm
Anyone know if it's possible to change the position of the on screen chat?
Bug Reports / End of Session VR Bug
October 08, 2016, 09:53:19 am
Getting some odd behaviour when a session is over and you're forced back to the pits. The head tracking stops and the menu screen is stuck full screen in the VR displays -


I have to take off the HMD and use the desktop view to operate the menus and get back on track.
Support / Road Car Oddness
November 26, 2015, 04:29:09 pm
Running the Road car at Victoria last night myself and a friend had a problem with the gears and throttle. We could pull away ok and change up gears no problem, but as soon as you change down a gear the car goes into neutral and locks the throttle at 50% until you stop the car then it all returns to normal again until you change down another gear. While it's doing this all gear and throttle input is ignored, anyone know what is going on? Others seem to use this car ok.
Bug Reports / Weird Spikes
November 13, 2015, 07:00:23 pm
Getting these in this game too, not always but after 2 of us ran Holjes for about 20-30 mins. Yes they are solid!   ;D

Bug Reports / GPB Server Showing on WRS List
November 05, 2015, 01:07:03 pm
Just noticed my GPB server showing on the WRS list? Restarting the server seems to have sorted, but most odd.

Custom hardware / Controller beginnings
October 23, 2014, 10:53:08 am
With some old parts from my SRAD 750 I've made this and it seems to work pretty well after some tweaking. Got a mate sorting me some bearings and a mount for the steering assembly but for now I use this with my MS Sidewinder 2 joystick. I just need to make the pegs a bit more comfy for feet in socks.

General Discussion / Virtual Bike Controls
September 26, 2014, 03:11:16 pm
Quote from: HornetMaX on September 22, 2014, 07:21:11 pm
Quote from: teeds on September 22, 2014, 03:40:40 pm
The same was confusing me while considering the required axis needed for a sit on controller build. I then just resigned myself to that only lean is going to work with this game. I had thought that to be more realistic I'd need 3 directional axis -

1/. Steering
2/. Bike Lean
3/. Rider Lean

But then noticed the game does not have these, so gave up on it. Then I see this direct steer option, which gave me hope, but it does not work as I had expected at all, as with direct steer on you get to steer but now no lean?

So I though OK I ride road bikes, MX bikes and pushbikes, so how do I ride them.....  ??? I Soon found it's not so easy to articulate verbally, for me anyway, can anyone else? Do we need 3 axis as above to get nearer to the real thing?

On a real bike you don't have an independent bike lean input: the bike leans due to the torque you apply to the handlebar and due to your body movements.
That's why if you use direct steer you have no lean input (and rightly so).

Making a sit-on controller that tries to mimic a real motorbike is tough. Very tough. Most of the people I've seen trying this have given the dream up or have ended up with something much farther from their initial objective (maybe still enjoyable, but that's not the same thing).

From a purely theoretical standpoint you'd need:

  • the trivial stuff: throttle, clutch and brakes axis.

  • 2 input axes for rider lean left/right and fwd/back (rider lean, not bike lean).

  • 1 axis associated to a torque sensor: it won't move due to your input (something like a load cell, except it  is torsional and not "linear"). That would provide GPB the torque you apply to the handlebar. You'd have to use direct steer torque (not direct steer angle).

  • 1 output axis for the steering: GPB will dictate the position of the handlebars. The actuator should be (in principle) perfect: instantaneous and with unlimited torque (in practice, very fast ompared to the typical max frequency of handlebar movements and stronger than your arms).

  • 1 output axis for the bike lean: GPB will dictate the bike lean (making your frame lean).

Notice how the steering works: you do not dictate the handlebar angle directly. You apply a torque, then GPB "decides" how the handlebar will move due to the combination of your input and the other torques acting on the front head (coming from road-tire interaction, centrifugal forces and gyro torques).

Even with that (which is very very tricky to build), it won't be perfect as you'd miss the interaction between your body and the chassis (which are kind of simulated by 2 input axis for rider lean).
Potentially you could put the same sort of torque sensor on the controller frame lean axis, but then GPB should provide an additional input.

It's a very very high call for a mere passionate.


I've been reading this and other info on this and doing some observations while riding my own real bikes. All said above is correct for racing at speed but if we just for a moment forget all the FFB/torque and frame movement and only focus on the controls used to actually corner a bike I think we're missing an input which is lean (while using direct steer) in GPB. My only argument for this is that a rider can corner on a real bike without their hands on the handlebars. Based on this it seems to me that 3 inputs are involved - rider/bike lean, steering and rider position.

Applying force to the inside handle bar (counter steering) seems to be more a racing option where turns might need to be made as fast as possible, but is not actually necessary to corner a bike.

I appreciate that these controls might not be possible or practical to include but If you imagine mounting an FFB steering wheel (steering) on a simple lean pivot (rider/bike lean) and using the likes of the upcoming Oculus Rift for rider position (3rd input) then you could get a very sim like experience without actual frame lean or anything as complicated or expensive being involved. I do appreciate that there will be no correlation between steering input and leaning as per the real thing regarding counter steering but I don't see why the game can't take over this action when speeds increase and then only provide FFB for effect.
If the 3rd input is never going to happen so be it, a frame with lean and rider position will still do well along with throttle, front brake, clutch and also rear sets with brake and gear change. I guess I want make sure this will not happen before I start planning my build but it does seem that all the controls I mention are there but just not simultaneously.

I'd appreciate any input anyone has on this.