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April 21, 2019, 08:21:36 am


World Racing Series beta13 available! :)

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Messages - Myst1cPrun3

It's only since its been updated that it's started doing that to my knowledge, not seemingly a bug from the older versions.
Although when it was release was it released with 2 sperate engine maps, as there's a 'stock' and a 'stock 2014' one, and I can't remember if they were available in the older versions
It behaved like a 2stroke with no power up until about 11,000 then a very small powerband
Quote from: matty0l215 on April 20, 2019, 08:35:51 amWhat is broken on the Aprilia?
Off Topic / Re: Only in Austria ?!
April 19, 2019, 03:59:51 pm
Paints / Re: M2 Wheel template
April 19, 2019, 08:56:27 am
Quote from: Blackheart on April 18, 2019, 09:44:13 pmSorry for the OT

Quote from: Myst1cPrun3 on April 08, 2019, 08:49:22 pmAhh ok. Shame, Wish more people would do it. Even if the rims are the same, its nice to have the option for the off chance you want to do something oddball

Thinking like this, which for me is one of the best looking machines to ever roll the earth, in terms of bike and livery

I found a solution for you...

Started this conversion today from the worst MS game ever... and yep is the 2003 version.

Very soon the release, I hope next week... ;)

Support / Re: Adjust Head Tracking Sensitivity
April 18, 2019, 03:22:34 pm
Quote from: teeds on April 18, 2019, 07:35:36 am+1 on this. Could with a gain slider on F/B and L/R lean tracking. I also hope at some point the head rotations will be reflected in the game.


Even if its code for gain in the 'oculus. Ini' I'm not too fussed.
As for the Inc ame reflections it'd be awesome to see that.

Don't know if there's a way to increase sensitivity in the oculus app or anything like that external to GPB for now?
Support / Adjust Head Tracking Sensitivity
April 17, 2019, 11:23:59 pm
I'm currently trying to set up my Oculus to run the 'Rider Tracking' option in VR, allowing me to control the rider weight with movement of my VR headset.

At the minute, whenever I tuck in, In order for my rider to get down I end up popping my head on the number board at the front, and to sit up under braking I have to move onto where the gyro tail cam would be. It is very unrealistic and sadly kills any attempt at me using the Rider Tracking Option

What I was wondering is if there is a way to adjust the scaling, for instance, make it so moving half the distance IRL would move double in GPB, thus allowing me a full range of in game movement without having to walk around my room. Is there a file somewhere to edit this? Thanks in advance
To my knowledge most of the tracks are available in the database, the only notable exceptions are thruxton and cadwell. (Donnington Nat is also a little out of date but its there)
I think RBp was working on a Thruxton mod way way back, but that didn't seem to happen to my knowledge, but may still have the base files if he or she is still active. I also think h106frp did start a cadwell track, and he, (or she IDK) sent me an early version of it, but GPB physics didn't like the run up the mountain so that was stopped to my knowledge, although if you don't ask you don't get.

As for the bikes, IMT may be able to help, in that they basically have the bikes already made in the WSBK pack, just need liveries and the Electronics tweaking I suspect. (And if you're going to be pedantic about it new MOTEC dashboards to match the BSB regs) Having never made a mod I can't say how easy or difficult, short or long this is going to be, or if its just easier to start from scratch.

I hope this comes off as it'd be cool to have some national series represented, rather than just the world champs.
Quote from: davidboda46 on April 16, 2019, 11:25:00 pmHi.

Great work as always. Just wanted to let you know that I have two huge framerate drops on this track. First at turn 2/3, the other at the end of the back straight. Maybe it's the buildings in the background in those two places that cause it? Others with better rigs might not have this problem.


/David "Gonzo" Boda #46

Operating System: Windows 10 Pro 64-bit
Processor: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz (8 CPUs), ~2.7GHz
Memory: 12288MB RAM
DirectX Version: DirectX 12
Card name: NVIDIA GeForce GTX 1060 6GB
Current Mode: 1920 x 1080 (60Hz)
Samsung SSD 860 EVO 500GB ATA

I still have some drops, although not massive. Mainly vr too, so I had to reduce the settings again to those found in the brno thread. Mainly for vr tho so I'm not sure if it'll help you
JOACKO172 Mods / Re: Motorsport Arena Oschersleben
April 16, 2019, 11:18:29 am
Just edit the track in a 3d software like 3ds or blender, and move the tyre walls, exporting it as something like a club circuit or something. Not a big deal for me to have 2 separate tracks that are the same 👍 love the standard track tho, can't wait to try it online with t1/2
Anyone here who's shady and  going for a coding job at kylotonn  ;)  :D
Suggestions and wishlist / Re: .pkz usage
April 16, 2019, 11:14:37 am
Will certainly try to
Pkz can also be read directly by GPB if I'm not mistaken, so for tracks at least there's not even a need to un-pack them
Bikes / Re: Update STK1000 Mod Beta 15
April 15, 2019, 10:43:21 pm
Quote from: Vini on April 15, 2019, 10:08:01 pmNot an issue on the MotoGP bikes.
To be honest, I have no clue why nobody is using them (relatively speaking). Maybe the cfg editing is too much work for people which would be sad.

Anyway, that's off topic.
In short the front is too soft and the rear of the bike too stiff on the STK bikes.

Pretty much suspension related on the STK bikes, although the game engine could be a little better in that regard, I know I run with the suspension as stiff as possible with an extra click of rebound on both front and rear, as well as one extra click on the swingarm length.

Off topic:

As for the motogp bikes, I don't mind them, but they can be a little too fast, resulting in a lot of crashes/rider to rider collisions, which can dampen the fun a little bit. Especially for us GP Bike noobs over here XD
I put my name forward for the Motogp Championship that was going to be hosted by Julix before the R3 champ cam about, and I don't mind. But I also guess there's a tonne more bikes that aren't in other games for people to ride, whereas Grand Prix bikes are in a few other games/sims
Bikes / Re: Update STK1000 Mod Beta 15
April 15, 2019, 09:54:39 pm
Quote from: Vini on April 15, 2019, 09:45:52 pmSo are these bikes still in development? Who is the creator?

Because the front needs some work. Just randomly folds everywhere + tankslappers.

I feel like that's an issue with the base game, as the m2 bikes do it too, as well as some others, but yeah i think it could do with an update, as the first person dash is a little out of date as well. Stiffer springs would solve this as I'm constantly bottoming out the forks despite running as stiff as possible suspension
JOACKO172 Mods / Re: Motorsport Arena Oschersleben
April 15, 2019, 09:22:19 pm
Awesome track, really well done!
Are we going to get the other t1, the not as sharp one as well?