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April 22, 2019, 08:05:06 pm

News:

GP Bikes beta15b available! :)


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Messages - Phathry25

1
Quote from: PiBoSo on March 01, 2019, 08:53:58 pm
You have a new PM  ;)


Something with the forum must be broken, I didn't receive a PM.
2
General Discussion / Re: World Racing Series beta14 WIP
February 18, 2019, 02:27:37 am
Quote from: PiBoSo

* WRS: fixed a physics bug


Just gunna tease us with this?
3
General Discussion / Re: rFactor2 & rFPro
February 05, 2019, 05:08:13 am
Quote from: poumpouny on February 04, 2019, 01:30:58 pm
Just read the whole thread and just want to ask, when you Piboso said "their replace the physics engine by their own" you mean the whole thing (Tyre model + other physic (chassis flex, motor engine ....) as Rfactor is made of lots of software (pMotor, Gmotor ... etc) ?

If yes, why the hell are they using Rfactor if they don't use the physic (which is the best thing about RF2) ?  ;D


Because it's modular and they can easily put their own physics system in place.
4
General Discussion / Re: World Racing Series beta14 WIP
January 29, 2019, 05:30:16 am
Still here
Still knowledgeable
Still have access to real info, cars, drivers, and tire companies
Still willing to help
5
General Discussion / Re: World Racing Series beta14 WIP
December 19, 2018, 02:02:29 am
Quote from: PiBoSo on December 18, 2018, 11:43:47 pm
Quote from: Phathry25 on December 18, 2018, 11:26:23 pm
No because people won't understand why it changed, presumably for the worse, and will be up your butt about it.


In theory you are correct. In practice, who would these "people" be? I'm afraid no one uses WRS anyway  :-\


Very true, no better way to judge your active user base than to release a crappy update, surely they'll all come out of the woodwork to complain.  ;D

I did report the bug I am hoping is fixed with beta 14 over two years ago.  I think that alone justifies finding a way to get it into the hands of the few of us still holding out hope.  I just want to see my beam axle based suspension actually move kinematically correct. Besides, everyone loves a good oxymoron.
6
General Discussion / Re: World Racing Series beta14 WIP
December 18, 2018, 11:26:23 pm
Yes because I want to get my hands on it to see what it can do. Hopefully be able to finish what I started two years ago.

No because people won't understand why it changed, presumably for the worse, and will be up your butt about it.

Would you be comfortable with doing an unannounced release so modders could get to grips with it, maybe even pinpoint some bugs? Just something on the forum with a large disclaimer.
7
General Discussion / Re: World Racing Series beta14 WIP
December 16, 2018, 07:38:44 am
Any updates?  I see you've been working on GP Bikes again, kind of disappointing to see.
8
Support / Re: connection timeout
December 14, 2018, 04:18:36 am
your version of the game and the servers version don't match.
9
General Discussion / Re: New official track
December 04, 2018, 01:46:12 am
Fantasy tracks don't sell games.  Especially those billed as hardcore simulations.
10
What are you talking about?  Importing tracks reliably?  It's easy and all the information and tools are already available. If I can manage it surely anyone should be able to.
11
Mods / Re: Phat's toys
November 30, 2018, 05:16:15 am
Latest midget update.  Brings them into beta 13 and gets rid of the tire options. For how wrong the suspension model is they are actually pretty good.

Here's the latest links for everything involved for a decent experience. Hope to hear some horror stories. :)

Car - https://www.mediafire.com/file/3drnoea1v1m1zvq/Midget_b13.rar/file
TriState - http://www.mediafire.com/file/63t6pa4hugs6sc6/TriState.rar/file
Setup -
https://www.mediafire.com/file/09zrhsiztho4113/TriState.stp/file
Antigo - http://www.mediafire.com/file/4v2766uqgbk4s3t/Antigo.rar/file
Setup -
https://www.mediafire.com/file/tlh74w47t5foe2d/Antigo.stp/file
ChiliBowl - http://www.mediafire.com/file/98b88bhdekgvq9h/ChiliBowlv10.rar/file
Setup -
https://www.mediafire.com/file/m68rr9n8ioam70g/ChiliBowl.stp/file
12
Suggestions and wishlist / More surface types
November 29, 2018, 04:50:11 am
I know I've made various suggestions about this in the past, please review those if you'd like as well. :)

We just got done turning about 400 laps on a track and it was awesome how the track and line evolved over the course of the laps.  A few things came up as we were driving. 

The track naturally starts off smooth, and then the soft soil and soil layers erode quickly, after maybe 50 laps, and by the time the compact soil layer starts to show through in most areas of the racing line the track is just about too rough to drive on.  (Relevant bits of the THT file below.)  So at that point what was talked about is having the soil erode slower so smaller heights could be used when defining the layers.  The drawback to this is that a cushion or lip will not form at the edge of the groove or compact soil layer. At this point we soldiered on driving the very rough line in order to get the track to smooth out a bit as more and more compact soil showed through.  Eventually it got smooth enough to be decently "raceable" at which point we started to work our right rear tire onto the cushion and grippier soil/soft soil that was at the outer edge of the compact soil layer.  Lap times were a little faster or equal to times that could be turned by running the compact soil line at this point.  Maybe around 150-200 laps total usage on the track.  So we kept running with the right rear tire out on the cushion for another 100 laps or so pushing the cushion higher and higher as we went, eventually pushing it high enough that the wall started to become a problem and the laptimes equaled back off as the was no more grippy soil left to drive on. This was probably around the 300-350 lap mark.  Then we started to square off the corner, entering high and exiting low, doing our best to keep the tires in the all important soil/soft soil layers.  The corner exits stated to get rough quickly and once again the quick way around became to just run the normal groove/racing line on the mostly smoothed off compact soil now.

So about the actual suggestion. Clay surface types that erode extremely slow, and an all important base clay layer that takes on rubber.  In my head it works out to like base clay, clay, and clay1.  That way we can start off with a track that looks fresh and then erodes to a lighter dryer layer and eventually to a dark or rubbered up layer that is slicker but eventually takes on rubber and gains a small amount of grip back.  As far as erosion rates go we though somewhere around 1000 laps (total laps, 10 cars x 10laps = 100 laps) would be approximately the 150-200 lap description above.  2500 laps would be the 300-350 lap description above. So erosion for these clay surfaces would have to be somewhere around 1/10th of what the current rates are, if not more in the case of the soft soil layer which wears very quickly. As you can see below, we're working with about 12.5cm or 5" of erode before reaching the compact soil.  As far as the height of the cushion goes this is mostly accurate, but we're getting there way too quick, and I am hypothesizing that that is the reason for the track getting far too rough in the early laps.  Take a look below and see if you think I am using anything incorrectly, or if I can do anything differently to get a more favorable result.

I've also noticed that certain cars, or tires wear the track much more quickly than others.  What all goes into calculation the erode rate and could a line be added to the tyre file to have some control over this?  Just to make sure that a sprint car doesn't work the track in in 100 laps, but a midget takes 1000.

THANKS!!!!!

So for reference here are my textures and some other info....

Soft soil (freshly prepped track, most grip, 1.06, 5cm)


Soil (water blown off, medium grip, 0.95, 7.5cm)


Compact soil (grooved track, least grip, 0.85, this layer should take rubber)


THT file
samples_x = 1025
samples_z = 1025

data = heightmap1025.raw

size_x = 350
size_z = 350
scale = 4.43

num_material_layers = 4

material_layer0
{
material = compact soil
}

material_layer1
{
material = soil
; mask = mask_track.tga
thickness = 0.075
}

material_layer2
{
material = soft soil
mask = mask_track.tga
thickness = 0.05
}

material_layer3
{
material = grass
mask = mask_grass.tga
thickness = 0.025
}

13
General Discussion / Re: What's changed since b11?
November 23, 2018, 05:54:34 pm
I think it's the tyre folder thing. Will have a crack at fixing it tonight.
14
General Discussion / What's changed since b11?
November 22, 2018, 06:43:29 am
Installed beta 13 last night and all my cars that worked in B11 are broken.  I read the release notes and nothing stood out that would cause my cars to be broken.  The game won't load at all with them in the directory.  Must be something model related?
15
General Discussion / Re: Crowdfunding 2...
November 20, 2018, 01:52:13 am
Same as most of the comments I'm reading.  Fine with some crowdfunding, but not for Nordschleife.  Programming, graphics engine updates, more bikes, hell, even decent modern tracks. Just not a relic.