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March 29, 2024, 09:01:17 AM

News:

World Racing Series beta14 available! :)


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Messages - tirespin24

1
Tracks / Re: Tracks Updated Beta14!!!!
July 03, 2019, 06:11:59 PM
Made a few texture fixes and updated layer thickness for beta14!!!!
2
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. :o ::) 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.

Dude you are so full of shit!!! ;D ;D ;D
3
General Discussion / Re: Hawk's rant
September 16, 2018, 12:44:25 PM
Quote from: Hawk on September 14, 2018, 06:19:50 PM
Quote 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.  ???

I agree Hawk that rFactor 2 is the way to go for asphalt racing and mods. I am the last name mentioned in rFactor 2 credits. I planned on doing some asphalt mods when rFactor 2 was released but I got very sick. However it isn't very good for dirt! It suffers from the same problem that iracing has. The driving lines are predetermined. Track progression is triggered (fake). We can drive a high line all race but yet the bottom is what gets slick. Neither of them do a very good job of creating the ruts that are made when driving on dirt either.
4
Tracks / Re: Tracks Beta 13 *UPDATE B*
September 15, 2018, 07:25:02 PM
I updated the tracks. I also added GasCity, Lawrenceburg, and TriState.
The next update is planned to be the last because everything should be finished.
I might do night versions later on when they can be properly done.
5
Tracks / Re: Tracks Beta 13 *UPDATE*
September 15, 2018, 07:21:23 PM
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. :)

Thank You
6
General Discussion / Re: Hawk's rant
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.
7
Tracks / Re: Track Beta 13 *UPDATE*
July 22, 2018, 01:23:55 AM
I posted the newest beta 13 updates to the tracks.
8
Tracks / Re: Track Betas: includes deformation
March 24, 2017, 01:30:39 PM
I updated the tracks that were post previously and added Bloomington, Dodge City, Eagle, I-55, Lernerville, Silver Dollar, and Williams Grove.
9
Tracks / Re: Track Betas: includes deformation
February 02, 2017, 06:59:40 PM
They are separate tracks.Just same link and inside the same folder, but are individual tracks.
10
Tracks / Re: Track Betas: includes deformation
January 31, 2017, 01:02:21 PM
I added Badlands, Eldora and Las Vegas Dirt Track + inside rally track.The Las Vegas duo are individual tracks but inside the same download/folder.
11
Tracks / Re: Track Betas: includes deformation
January 16, 2017, 01:17:58 PM
Sorry about that. Something happened to the links. I re-uploaded them and added Terre Haute and Charlotte.
12
Tracks / Re: Track Betas: includes deformation
January 09, 2017, 08:41:17 PM
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
}

Thanks That is exactly what I had to do.
13
Tracks / Re: Track Betas: includes deformation
January 09, 2017, 08:31:38 PM
I updated and re-uploaded the tracks. The changes are the following:
Re-scaled the height map
Compound order now properly reads: soft soil, soil, compact soil
14
Tracks / Re: Track Betas: includes deformation
January 08, 2017, 03:22:07 PM
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.

The Heightmap resolution currently is 2049 and, repetitions are currently set at 60; whats do you use?
The current tire compounds are the following:

material_layer0
{
   material = soft soil
}

material_layer1
{
   material = soil
   thickness = 0.014
}

material_layer2
{
   material = compact soil
   thickness = 0.006
}

material_layer3
{
   material = grass
   thickness = 0.03
}

I am not sure why so slick on top layer.
Also what thickness do you use for your layers? I haven't experimented with the track textures or the layer thickness that much as of yet. Also, I really enjoy that street stock
mod and I hope that you put a steering wheel on that baby soon! 

Upon further investigation I figured out that the 1st layer is so slick because its calling up grass material. I think I have an error in my trh. I have tried various changes at this point but nothing is changing the first layer. I am going to look into it more later today.
15
Tracks / Re: Track Betas: includes deformation
January 07, 2017, 05:48:34 PM
I added two new tracks to the list: Paragon and Kokomo.