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October 05, 2022, 01:51:43 AM

News:

World Racing Series beta14 available! :)


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Messages - Torque

31
Tracks / Re: DIRT_OVAL_1_BETA
March 24, 2016, 02:18:06 AM
I made a low banked and medium banked version of this track. They are still in early stages because I have been spending most of my time working on the street stocks. They will still be fun to race on though!

Low banking: http://www.mediafire.com/download/mgh0fx9djfhdd2j/DIRT_OVAL_1_BETA_LOW.zip

Medium banking: http://www.mediafire.com/download/7m3eiyvr76xhbeb/DIRT_OVAL_1_BETA_MED.zip
32
Racing / Re: Sprints
March 21, 2016, 10:43:29 PM
Go to the mods section of the forum then click on tracks. At the top you will see a thread called track downloads. In that thread is a link to a database that Hawk made with all the currently available tracks.

Pm me if you want to run some laps sometime. I will give you our teamspeak info.
33
Mods / Re: Dirt oval content
March 21, 2016, 02:00:54 PM
Quote from: Phathry25 on March 21, 2016, 04:36:04 AM
How soon?  I am getting antsy.

Sometime this week for everyone but you! ;D You will need to wait until the full release.
34
Mods / Re: Dirt oval content
March 21, 2016, 03:12:21 AM
Coming soon...
35
Tracks / Re: Sprint car track downlaods
March 18, 2016, 09:50:58 PM
Non deformable (ND) tracks are also beneficial from a vehicle development point. Eliminating the deformation variable in the early stages of physics development keeps you from chasing your tail when the track changes.

The selling point of WRS for dirt ovals is certainly the deformable track. That doesn't mean ND tracks should be looked down upon. They have their place and I am sure there are people that would prefer them (its like racing with damage off).

I have done quite a bit of racing online with the deformable tracks. Granted it has only been with a few people but if you take the laps run and multiply by 5-10 you would be looking at comparable results for a full field. The real issues have to do with the data transfer for the track information. A track that has already recieved some deformation takes a significant amount of time to connect to. In the event you actually make it into the server your chances of a crash are pretty high. Although I haven't tested it I would bet there would be considerable lag with a full field of cars transfering track information.
36
Tracks / Re: Sprint car track downlaods
March 18, 2016, 02:39:06 PM
Quote from: AUSSIEDIRT on March 18, 2016, 09:24:12 AM
Seriously if you were going to just do that what's the point of doing a straight conversion without deformation it's pointless if Ur going to do that go back to one of those Dtr or rf outlaw groups.

There is a need to have non deformable tracks at the moment. Running with deformation is great with 2-3 people but it is not robust enough to handle a full field of cars yet. The surface wears away too fast and once it does you start to get connection errors and crashes.
37
Tracks / Re: Sprint car track downlaods
March 18, 2016, 01:27:49 AM
You're the Boss-man... I would just hate to see you get some bad publicity on something like this. As everyone has told you; your products have great potential. I think the original poster needs to have a chance to state his case before anything were to happen. If it were me I would want an issue like this handled privately.
38
Tracks / Re: Sprint car track downlaods
March 18, 2016, 12:30:33 AM
Quote from: bison160 on March 17, 2016, 06:44:45 AM
Actually, they were stole from Ratbag, as well as models I created for ASR. No permission was asked of me, so I highly doubt it was asked of anyone else. Can't we save the whole crappy conversion thing for rfactor. The person that hacked these models out of other games and ported them to WRS didn't even put any time in making them into a deformable surface which is the best thing about WRS. I just hate to see this turn into the mess that rfactor has of stolen, crappy conversions of 15-20 year old models when it has the potential to be the best Dirt Sim out there.

I'm surprised this thread hasn't gained any attention with an accusation like that. Does the OP have an explanation? PiBoSo, are you going to allow this to happen?
39
Mods / Re: Dirt oval content
March 15, 2016, 03:21:53 AM
We have been making some good progress on the Street Stocks. The physics are coming along great. They are a blast to drive! A few more tweaks and a little more model work and we will be releasing a beta version. Check out the screenshots that are attached.
40
Tracks / Re: TSF Raceway v0.5 Download
March 14, 2016, 11:13:28 PM
If I remember correctly it slowed down the most whenever the most deformation was occuring. Like sliding or spining your tires. I attributed the slow down to the amount of points that were being deformed at once. Your terrain size is almost the same as mine but it is 4 times the resolution. That would mean 4 times the amount of points for deformation. I believe that significant increase in calculations for deformation is what is causing the slow down.
41
Tracks / Re: DIRT_OVAL_1_BETA
March 14, 2016, 08:19:50 PM
I haven't run the sprints in a long time since we have been working on a Street Stock mod. I don't remember which setup worked. I tried running the sprints the other night and none of them seemed right.
42
Tracks / Re: TSF Raceway v0.5 Download
March 14, 2016, 08:15:19 PM
What is the horizontal size of your track? When I was testing I experienced major slow downs when my size vs pixels was too fine. My map is 400m by 400m with a resolution of 2049x2049. It works out to a scale of .195m per pixel in the heightmap (horizontally).
43
Tracks / Re: TSF Raceway v0.5 Download
March 12, 2016, 02:17:03 AM
I get a Core.exe when trying to load the track. I'm not sure what the problem is.

As for timing make sure you have your splits set up and make sure you extend the timing lines to reach the edges of your track.
44
Tracks / Re: TSF Raceway v0.5
March 10, 2016, 09:25:01 PM
Looks great! Can't wait to run some laps on it!
45
+1 for adding this to WRS.