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November 27, 2021, 02:25:05 PM


GP Bikes beta19b available! :)

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Messages - h106frp

Bug Reports / A couple of wet weather issues
November 23, 2021, 11:28:25 PM
Default bike at 100% wet Victoria and noticed;
No water wake/spray in pitlane area.
No water wake/spray from trainer(ghost) bike.
We currently have shaders ON/OFF as a graphics option. Would it be possible to change this to a slider that shifts the base MIPMAP used.

i.e. max = full shader map, step 1 reduces this to MIPMAP level 1 (reduced by ^2) or 1/4 size etc.

This would allow tracks to be be built with a bit of future proofing of higher shader maps sizes but allow lower spec graphics hardware to improve framerate but still have some shading.

Thank you
General Discussion / Re: GP Bikes beta20 WIP
October 14, 2021, 12:52:10 PM
Has any work been completed to improve the rendering rate of CK_ images?
Support / Cubic reflections and weather
September 04, 2021, 06:12:20 PM
In the latest track tools we can grab a cube map which I assume is intended to support pre mapped reflections which is a great tool.

Is it possible to create different maps for the 3 different weather conditions as it would look odd if its heavy rain in game but the reflections are for a sunny blue sky?

Thank you.
Apparently its due to a bug that been awaiting resolution for a while.....

Its not just that its too grippy, the VR takes over the lean and makes it almost impossible to fall..... until you rejoin the track surface where the VR instantly releases control and causes too much lean input and often a crash
CAWS Mod Team / Re: How to make 3d animated flags
May 07, 2021, 07:20:38 PM
Always a chance of a few easter eggs to find but mainly intending this sort of thing.....

One nice feature is that all animations are controlled by a file in the local track folder so they can easily be removed if that is you prefrence by just changing the file name.
CAWS Mod Team / Re: How to make 3d animated flags
May 06, 2021, 10:10:18 PM
With a little lateral thinking all sorts of strange things are possible
CAWS Mod Team / How to make 3d animated flags
May 06, 2021, 12:41:20 AM
Just my blender test project and all the supporting files if anyone fancies giving it a try, made a decent(crappy really) animation loop for 15mph wind other speeds are just proof of concept in the file, just add more keyframes to improve animation - they should loop from start to start position to look seamless.


readme has a brief outline of how it all works and should be familiar to anyone who has used 3d animated track flags and the shapekey animation for bike parts. The dummy axis parent is the fixed origin for the deformation of all child mesh objects and is also the swivel point for wind tracking.
General Discussion / Re: GP Bikes beta20 WIP
April 22, 2021, 10:17:51 AM
It should all work, but it appears at the moment that the VR model fights the DL input and produces erratic results. If the VR is expecting a steers input and working towards a point of maximum lean it would not be surprising that if a big lean is commanded that the VR loop might see a big oscillation.
General Discussion / Re: GP Bikes beta20 WIP
April 22, 2021, 10:04:00 AM
But thats what makes trying to create a decent VR config that everyone is happy with so difficult.

I was hoping PB would modify the PID loop so that altering direct lean keeps the rider PID loop gain constant and avoids erratic behaviour in-game.
General Discussion / Re: GP Bikes beta20 WIP
April 22, 2021, 09:52:37 AM
Tuning at 100% makes lower settings very sluggish due to (currently) having the problem of fighting the inside bar dropping on turns.
General Discussion / Re: GP Bikes beta20 WIP
April 21, 2021, 07:31:16 PM
Quote from: PiBoSo on April 06, 2021, 03:29:58 PMThe "lean help" is more of an input filter than a real helper. It is linked to the "Direct Lean" setting.

At the moment, at full lean input, the virtual rider tries to keep the bike at the max possible lean angle, at the edge of grip. When the track suddenly changes and less lean is possible ( or maybe there is just a bump ), there might not be enough grip to pick the bike up before it low-sides.
The stability helper is meant to save the bike from that kind of crashes, not to be a "catch-all".

Will the new calculation keep the virtual rider consistent over the full range of direct lean values? Historically I personally found that the problem with trying to tune the VR was that once tuned for a specific direct lean value, altering the direct lean degraded the rider tuning. Values above 50% DL appear especially troublesome.
Bikes / Re: Throttle grip animation
April 20, 2021, 08:50:19 PM
In the steer section(s)

       name = throttle_grip
       axis = x
       maxrot = 20

Depends on the texture/model detail how effective it looks
Thanks for the tip - I think it was confusing me because you need quite a strong effect(gradient) in the texture for it too make much difference in-game.

Do you use a shader for the puddle texture?