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Messages - bison160

61
Well I posted a few screens on my Facebook page of my dirt track and it's got a couple thousand views and my messages blew up all day. A lot of dirt guys getting excited. Hoping it turns into some purchases for you and you know, focuses your development a little. There is a lot of excitement brewing in the dirt community now but unfortunately they won't fully buy in and break out the wallets until the dirt racing is further along.
62
Tracks / Re: TSF Raceway v0.5
March 11, 2016, 04:51:01 AM
Good to know! Thanks!
63
Tracks / Re: TSF Raceway v0.5
March 10, 2016, 08:29:05 PM
Cam's fixed, Deformation dialed in. Should have this thing ready for beta release tomorrow no problem.

Oh and I got FRAPS so I can do proper screenshots. ;D

64
Tracks / TSF Raceway v0.5
March 10, 2016, 05:59:47 PM
Here are a couple off screen shots of "TSF Raceway" it is a fictional 1/2 mile high banked dirt track. I finally got a good grip on how it all works, and successfully got it running in game. I have a few things to clean up, but plan on releasing a beta version this weekend!

I am getting a graphical slowdown when running really low exiting corners, so any help on that would be great. Thanks!
65
"* KRP: more work on heats support"

PiBoSo, I see that you are working on heats for KRP. I assume this means Heat Races, and Alternate mains, such as D, C, B, and A mains etc. Please tell me that you are putting this in for WRS too as it is absolutely a must have for the dirt racing format. Any questions you have about how they are set up, I am glad to answer.
66
Racing / Re: Dirt oval racing
January 29, 2016, 11:01:46 PM
Awesome! Glad you guys got to run some laps. I generally work evenings Sunday through Thurs so only time I could run with y'all is Friday or Saturday nights.
67
Racing / Re: Dirt oval racing
January 28, 2016, 12:53:21 AM
Unfortunately I work during that time but I hope someone runs traps or records the race to share!
68
Tracks / Re: DIRT_OVAL_1_BETA
January 23, 2016, 09:10:23 AM
Quote from: PiBoSo on January 22, 2016, 01:37:17 PM
Quote from: bison160 on January 22, 2016, 12:38:35 PM
there is no doubt this will be the go to dirt oval sim if we can just get PiBoSo to put in a few more key aspects like race formats, and dirt specific garage settings.

Could you please write a detailed post about the needed improvements in the "Suggestions and wishlist" board?

I sure will! Will take me a few days to think it over and make sure I cover all of the most important things. You've got such a great start to this. A few additions like mentioned, and this will not be a niche title in the dirt world. It will be a must have title.  I'll get to work. ;)
69
Tracks / Re: DIRT_OVAL_1_BETA
January 22, 2016, 12:38:35 PM
Wow, tiny little bull ring! Man is it fun! I can see some great racing on this thing I ran very comparable times whether running down on the inside or laying smooth laps around the cushion. The track deformation is awesomely done too. I just can't get over how awesome that aspect of this sim is and there is no doubt this will be the go to dirt oval sim if we can just get PiBoSo to put in a few more key aspects like race formats, and dirt specific garage settings.

Keep up the good work Torque! And I would love to turn some laps on this baby with you guys.
70
Tracks / Re: DIRT_OVAL_1_BETA
January 22, 2016, 11:46:53 AM
Where do you put the setups? Thanks in advance.
71
Tracks / Re: Scaling Issues...need help.
January 20, 2016, 07:10:27 PM
OK, so update. What I did was take a cross section of my track in max, copy it to a model which I exported to an fbx, converted to EDF, and put it in scene. Something is going majorly wrong with the scaling of my track in the game. PiBoSo? any ideas here. You are really the only one that truly knows how the importing of a heightmap is being done and what could cause this. The white object is where the track SHOULD be. The scaling of the heightmap is not being done correctly for some reason.
72
Mods / Re: Dirt oval content
January 12, 2016, 08:44:14 AM
Looking great man!
73
Tracks / Re: Scaling Issues...need help.
December 27, 2015, 12:37:02 AM
Hmm, interesting, and good to know. I haven't got past the mapviewer stage yet. Want to make sure things look right step by step, so I haven't turned a lap on it yet.
74
Tracks / Re: Scaling Issues...need help.
December 25, 2015, 12:15:29 AM
I have noticed that the banking actually seems a little less than my object I used to create the height map. I will try greating a box banked at the same angle and put it in to see if it is coming through correctly.

I don't think my layers have any thickness right now...my THT is blank. I have only edited the HMF and ran the map.bat to get it in the viewer. I havent set any material thicknesses.
75
Physics / Supported rear suspension models
December 24, 2015, 05:49:35 AM
Hello,

Can PiBoSo or anyone else tell me what kind of rear suspensions are currently available. I am curious what kind of dirt cars are realistic to do at this point in the sim. Late models run a 4 link suspension with short bars, that have several different mounting holes for the ends of each bar on the chassis and spindle. Depending on the angle and length of the bars, as the car rolls in the corners, the angles of the rear axle change, helping turn it around the corner.

I know the different mounting points isn't something adjustable within the garage right now, but is it possible to at least set up this type of suspension now, and maybe in the future you can add an adjustment in garage so that different mounting positions can be adjusted in the setup of the vehicle?

https://www.youtube.com/watch?v=BxjoT6K0fq4

That is a good video showing the movement of the suspension on a 4-link.