Made a few texture fixes and updated layer thickness for beta14!!!!
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Quote from: bison160 on November 14, 2018, 02:17:37 PM
Its what drove me crazy and why I decided to never actually release anything for rfactor. Even though there were sites like rfcentral that tried to organize things, it didn't stay updated for long. Not only was there a ton of content to try to keep up with updates, different versions, etc, 99% of it was trash. Ripped from other older games or made quickly in Bobs Track Builder. Most cars didn't have any attention to detail and none of the features worked, sounds hodge podged together, no working guages etc. It was just a mess so I decided to steer clear.
Even though WRS has almost no mods, I'm already seeing negative effects of it being open mod. I haven't announced officially anywhere else but on these forums that I am working on a Dirt Latemodel mod specifically for WRS, but there are a handful of people that follow my page on FB and also have seen my posts on here that bought WRS specifically for my mod even though I told them they should probably wait in case PiBoSo doesn't provide the needed features. In which case I would not release my mod for WRS. Although I have not released anything, I have had people message me after playing WRS and tell me that my graphics look old and dated and the tracks are not very good. Hopefully everything comes together for PiBoSo and WRS and I can release some good quality content which would be good for PiBoSo in that case.
As far as the original question is it good for developers? You almost have to look at the specific game and content to honestly answer that, and I'm not sure its something that can be answered without hindsight. WRS Specifically? I don't think WRS would ever take off without open modding. He clearly doesn't have the time to produce the amount of content it takes to be a popular sim on its own, and was probably released knowing that and relying on a modding community. If the sim is released and the developers plan on releasing enough content to sell the game on its own, I think they would be better off not allowing modding, or at least restricting it.
Quote from: Hawk on September 14, 2018, 06:19:50 PMQuote from: tirespin24 on September 14, 2018, 05:28:07 PM
Well I would be good with all of this if I was to get a refund for WRS because I didn't get it free for buying GBP bikes. It was the other way around. WRS being a byproduct of GBP Bikes explains the waste of time on the asphalt cars. WRS had a lot of potential of doing many different types of dirt series and not just oval cars. As far as updates go, WRS hasn't had a real update in a very long time. It still doesn't even have the heat races that were talked about over a year ago.
My apologies and I stand corrected in that there are also those that also just bought WRS and got the free key for GPB; I didn't realise that was the case.
No offence intended to Piboso or yourself Tirespin, but what the heck are you so concerned about WRS for when you have the likes of rFactor 2 or similar at your disposal? Hard to understand that one.
Quote from: grimm on July 25, 2018, 04:28:47 PM
I just found this thread, no idea how I missed it! Thanks for all the hard work! Downloading now.
Nothing against Piboso's effort, but the default track has some serious banking and safety features, where as the flatter tracks have a "home grown" feel that the default track just doesn't deliver as it seems like the most professional venue possible. My local tracks are small, rather flat (except for Angell Park Speedway) and it always felt the Sprint cars would looooove to be on a loose flat track with a few tractor tires on the infield and some low fencing on the outside. Dreams do come true in the sim work, it just take patience to wait for someone talented to come along and gift the community an awesome selection of dirt courses.
Quote from: Torque on January 09, 2017, 01:48:15 AM
Try removing the grass material layer all together for now (layer 3). The top layer is actually the last one you call. It is kind of confusing at first. If you want to keep the grass physics material you will need to put a mask in so it doesn't cover your track surface.
This is my THT file.
samples_x = 2049
samples_z = 2049
data = heightmap.raw
size_x = 400
size_z = 400
scale = 3.5
num_material_layers = 3
material_layer0
{
material = compact soil
}
material_layer1
{
material = soft soil
thickness = 0.025
}
material_layer2
{
material = soil
thickness = 0.012
}
Quote from: Phathry25 on January 07, 2017, 08:13:14 PM
Good deal! Ran a few laps last night and they work well. A few things I noticed.
My tire tracks were pretty large, maybe increase height map resolution.
Textures looked over scaled, possibly increase repetitions.
Top surface very slippery, sand? Gravel? I have been using (from top down) soft soil, soil, compact soil.