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March 28, 2024, 07:59:19 PM

News:

World Racing Series beta14 available! :)


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Messages - mdlp

1
Suggestions and wishlist / Track Limits
February 13, 2024, 08:36:26 PM
Hi Piboso. 

I've been helping run race leagues for a while now, and it became evident very quickly that most riders try to stay within the rules, specifically valid track areas. However a small minority were more than happy to flaunt track limits and this soured the experience for me, which lead to monitoring the situation and applying penalties. I feel this makes the racing much better in that those playing fairly are no longer at a disadvantage.

The downside to this is that it takes a lot of time no matter how I approach it. On average 2-3 hours per race for track limits alone, plus other things I have to do for each event.  Apart from the obvious negative aspect of that, it disuades me from hosting more elaborate events. Whilst we have hosted Sprint/GP races and Superpole/Race1/Race2 events, I am reluctant to do it often as the toll and amount of free-time it consumes can be overwhelming.

What I am leading up to is whether you would consider some productivity tools/enhancements to enable this to be mostly handled 'in-game'.
What I have in mind is the ability to apply specific invisible, non-collidable objects to the track layout for the purpose of recording when a tyre has come into contact. Ideally detectable from one direction only to avoid triggering in the event of a rejoin. These boundary objects to trace the edge between permitted and non-permitted areas. The entire circuit would likely be unneccesary and perhaps undesireable if no advantage is gained, but def the entirety of corners plus some overlap to corner entry/exit.  Perhaps even existing terrain types could cover this.

I imagine GPB recording this in the same way it does with rider contact, so it can be reviewed and jump to those specific points in a replay. The time that would save alone would be immense.

Another possibility would be to optionally have dashboard/HUD warnings for when these events have been triggered.

To take it further, maybe even configurable parms in the GUI to enable/disable the Long Lap Penalty, and for how many infractions trigger a LLP, with a similar boundary box at the penalty lane with LL-entry and LL-exit boundaries to determine a valid lap being taken etc.

Thanks for your consideration.

Cheers,
Mark.
2
Bug Reports / Dedicated server Replay file issue
December 04, 2023, 10:48:29 AM
I have my 21b dedicated server exporting html results and replay files.

When accessing a b21 replay for the first time of a 20 rider grid there was no rider data present. No bikes visible and under the rider pull-down there were no entries.
Track conditions, race duration, smoke off the start line, dust particles etc were picked up.

I figured it was me but having tested this now with the M2 at Victoria, on two different dedicated servers I am of the conclusion this is a beta21b problem.

Has anyone else seen this or could possibly shed any light?

Cheers.
3
Custom hardware / Re: The Thing 3.0
December 08, 2022, 12:59:05 PM
The 'game' needs more competitors, at all levels.
I wouldn't let your pace even be a consideration for online. There are quite a few of us who frequent the rear of the grid.
I was far more impressed in a recent race by a guy who rode around at the back on his own than those who ran off at the front. Every time I glanced at where he was I was rooting for him to keep going. He didn't quit and I was so pleased for him.
More of that! The last thing we need are new/inexperienced riders being put off by the performance of others in addition to other factors.
The more I think about it the more we seem to need dedicated novice races.
4
Custom hardware / Re: The Thing 3.0
November 18, 2022, 04:25:43 PM
Good lord sir, you are definitely a man of vision. I started out using Sidewinder parts for my first prototype, but you are next level.  And I can't tell what the gearbox started life as.  :-)

So with all the hand/feet controls and FFB... bravo!

What are the significant changes from v2 to v3?
5
General Discussion / Re: Lean Tracking -
August 21, 2022, 10:17:12 PM
I haven't tried wet weather enough to comment on your rain questions.

But if you thought using opentracker was sim porn then I would dare suggest you might consider to beg/borrow a VR headset and give that a whirl. And keep a box of tissues nearby!

But... maybe wait till you get that high end rig. VR makes the framerate situation that bit worse, I'm running a 3090 and parts of Silverstone for example are pretty bad!
6
Custom hardware / Re: Motion rig project
July 12, 2022, 07:36:25 AM
If I had a motion rig (if that's not a phrase that leads to trouble I don't know what is), I'd be tempted to have it a slightly lowered at the front at rest, with the clutch bite point reverting to level to simulate drive take-up.
Which may be ambitious as I don't know what telemetry data is available.
7
Custom hardware / Re: Motion rig project
July 01, 2022, 10:54:07 PM
I casually read your comment about the e-throttle, I think how my cheap throttle sometimes has that bit of binding which takes your attention.
Now I'm sitting here shopping for throttles and musing how I could make some linkage for the cable variety.  Damn you.  ;)
8
My two penneth Sam...  I read that most users are using gamepads and flatscreens in 3rd person. So where I don't see any gains regarding physical bike technique, by smoothing inputs and achieving that rhythm where you flow from point to point with less effort, I dare say that is a positive thing to be aware of.

Riding on-bike in VR, as you know, automatically gives the sense and perspective of a real bike. The ability to see all the elevation changes, blind corners, crests etc adds to the realism which helps make the sensation of speed, looking to apexes/exits, picking lines and markers more relatable.

However, as soon as I tried VR in GPB I immediately knew I had to build a controller as a gamepad felt wrong, it's not so bad in 3rd person but when sat on the bike... no.
So I built a ride on controller with force feedback and all the controls you would expect. There are obvious differences from real riding and I fully accept that. The many missing forces, differences between modelled physics and real world, inaccuracies in track layouts, surfaces, grip, tyres, engine dynamics... you name it, but there are far more parallels now than I've experienced before and I am in awe of what Piboso has achieved.

So with regard to possible real life improvement...
I have hydraulic brakes so the feeling of modulating pressure and muscle memory with a real brake lever is developed. It has enabled me to practice with one or two finger braking as I'm a bit 'full-hand' in this regard.
When hard braking the headshake that can manifest easily translates into bar shaking from the feedback, often making it worse, and forces you to back off. You can't simply ride through it. This teaches/demands a smoother and consistent braking technique to keep the bike settled and avoid scrapping lap after lap.
I never really used the rear brake very much in real life on track. I have a hydraulic rear pedal so I've spent some time learning it and now use it a lot to modulate my turning where possible instead of the throttle. And to a lesser degree initial braking effort and exiting corners.
As I have to lean off the rig to get the in-game rider to lean this forces me to consider things I didn't have to with a pad.
Hanging off means I can't always easily reach the rear brake so I am forced to consider that aspect.
It also affects my ability to shift gears, so I have to give proper consideration to what gear I want to be in mid corner or exiting a Le Mans Musee type corner. It also stops me dancing around the gearbox which I have a tendency to do, I'll often exit hairpins a gear higher than I would when it was a simple button press.
Transitioning from side to side in chicanes is def an area I have needed and been able to work on.
And not that it translates to gameplay in any way, but the combination of GPB/VR/ride-on-controller means I can make a point of working on my body position. I have always preferred getting my shoulders into the corner but I never made a point of getting my weight forward over the front wheel. So in game now I can work on that and try to unlearn/modify my technique somewhat.

With this combination of hard/software I feel it can be a valid tool to practice and work on technique up to a point. Ideally and to maximize benefit you would do all these things on a real motorcycle. Ultimately it's practice that will lead to improvement, and if that practice is realistic you would hope it equates to something positive. At least in my opinion.
9
Support / Re: SimHub with Steam version of GPB
May 12, 2022, 04:38:07 PM
Turns out it wasn't complicated to remedy, although it wasn't clear either.

So if anyone else encounters this, within the \SimHub\_Addons\GamePlugins directory are sub-directories for all supported titles. Within GPBikes is an install.pak and a sub-dir containing proxy.ini.  Simply copy proxy.ini to the directory where GPB is installed and all comes to life.
10
Support / Re: SimHub with Steam version of GPB
May 11, 2022, 11:43:20 AM
Hi there.  I'm having exactly the same troubles as you with telemetry not being configured and auto-switching to mx bikes.
The auto-detect sorted the latter, but did you make progress getting the telemetry sorted out?

Cheers, Mark.
11
Mods / Category name Alias within Mods
March 14, 2022, 04:30:06 PM
Afternoon Mr PiBoSo and all.

I've been onboard with GPB for a few months now, absolutely loving it and genuinely impressed at the thought and detail that I can see has gone into this software.

My own eye for detail however has been twitching every time I access the bike and track Mod lists. I fully understand in being community supported that any level of consistency is quite unlikely, but seeing such entries as M?, Moto?, Moto ?, Moto? 17, Moto ? 2018 etc etc and throwing the list into chaos is quite irritating. I appreciate the time and effort that everyone goes to in creating anything for this great game, so version control is not something I would advocate.

Instead, does the functionality exist for a category alias within the mod ini file to be specified, that purely affects the visual name in the list if present, and have zero effect on the other ini files that reference the cat name ?

I would welcome this ability with open arms, and sleep better at night. :-)
12
Thanks so much for the joy2key suggestion. I'm using VR on a homemade rig (which is quite simply ******* fantastic) but reaching behind, blind, for the keyboard every time I needed to hit escape was doing my nut. This has sorted me right out, I am a happy bunny.

Cheers buddy.