• Welcome to PiBoSo Official Forum. Please login or sign up.
 
April 20, 2024, 02:01:41 AM

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Torque

61
Tracks / Re: DIRT_OVAL_1_BETA
January 23, 2016, 04:36:51 PM
Quote from: nuovaic on January 23, 2016, 08:04:17 AM
Track is fun and thanks for the setup. After 60 laps I was just getting into the groove..
Presumably a track fence will be added at some point? As it is racing here will just atract hooligans. I found by accident it is possible to jump the entire track.

There is no plan to put a wall entirely around the racing surface. I do plan to add a fence and trees around the track to prevent people from straying off too far or going off the edge of the map.

We have some major testing to do on the deformation of the track. You have to remember that each car on the track multiplies how fast it will deform. A race with 15 cars would only take 4 laps to get the track to the point you did by yourself.

Thanks for the comments,
Torque
62
Ok, thanks. I figured there might be a few that were already possible.

If you need further explanation on any of them let me know. I am happy to help.
63
Tracks / Re: DIRT_OVAL_1_BETA
January 23, 2016, 03:01:59 AM
Quote from: bison160 on January 22, 2016, 11:46:53 AM
Where do you put the setups? Thanks in advance.

Here is where mine are located:

E:\Users\Home\Documents\PiBoSo\World Racing Series\profiles\Torque\setups\DIRT_OVAL_1_BETA\sprintcar_wl_360
64
This sim has excellent potential and I am grateful for all the time you have devoted to it. It is awesome that you personally take the time to help people with the sim and listen to their suggestions. Below are a few that I have come up with so far. It is not a comprehensive list. I have rated them 1-3 with 1 being least important and 3 being the most important.


Above all the stability of the sim needs to be better. There are still alot of users that get CORE errors. This will be the number one killer of this Sim. I get two semi consistent crashes. 1) it will crash when I am leaving a server after running alot of laps. 2) after a random crash it will crash again shortly after re joining the server. I will continue to monitor my crashes to help the debugging.


1.)          Rating: 3

The ability to push the sprint cars backwards. I have been in many on track incidents where a simple push backwards would avoid having to escape out to the pits.


2.)          Rating: 1

Better sprint car paint template. I feel it would be easier to paint if the side panels were all lined up as if they were on the car. From what I have read it also looks like graphics need to be reversed in order to show up on the car properly.


3.)          Rating: 1

A lap counter/leader board that is part of the scenery. Many dirt tracks have lap counters setup that are visible to the drivers and fans.


4.)          Rating: 2

More accurate times on the board that pops up on your screen when you cross the start/finish line. This needs to read out to the third decimal place.


5.)        Rating: 2

The ability to make the time board stay up permanently. Sometimes it disappears before I have a chance to look at it. This should also include a hide permanently function for those that like a more "hardcore" sim experience.


6.)         Rating: 2

A leader board that is view-able from the cockpit. This should show fastest times, on track position, time between cars etc. The user should have the option to permanently show/hide this.


7.)          Rating: 3

The ability to connect to a server without using the handling service. It is no fun if I can't race online because the handling server is down. Also we should have the ability to connect online if in some event the handling server goes down forever.


8.)         Rating: 3

The ability to manually set the race lineup from within the server.


9.)        Rating: 3

The ability to have multiple qualifying races and multiple main events. For example 30 cars show up to race. 3 qualifying races are held with 10 cars each and the top 6 in each race transfers to the A main. The remaining 12 cars run the B main. The top 2 from the B main transfer to the A main.


10.)          Rating: 2

The ability to set the starting orders randomly or inverse of the qualifying times.


11.)         Rating: 3

Control of the track grip/friction in the track files vs the cars tire files. No two dirt ovals are the same when it comes to grip. Also if the grip settings remain on the car side we could run into problems where certain cars act odd on certain tracks because of the order of the layers the track creator chose.


12.)         Rating: 3

Control of the terrain deformation rate in the track files.


13.)          Rating: 3

clay soil types. The grip in the clay should have a wetness variable that affects the grip. Clay becomes very tacky with the correct moisture/compaction. 100% dry is never the point that the track has the most grip.


14.)         Rating: 1

A material type that does not receive any deformation. It may be useful in some situations to have a hard stop on the point the track will deform to.


15.)         Rating: 1

The ability to see your own shadows from within the cockpit.


16.)        Rating: 3

The ability to turn the dust off. This may be very hard on some computers when there is alot of cars on the track.


17.)        Rating: 3

Anti roll bars for the sprintcars.


18.)         Rating: 3

Different tire compounds for the sprintcars.


19.)         Rating: Already possible

The ability to open setups from other tracks from the garage. Eventually there will be enough tracks where setups will work at more than one place. we need to be able to do this from the garage vs copying and pasting in the documents folder.



20.)          Rating: 1

Decreased load times for when you are entering a server with a highly deformed track. The time to load a track goes up dramatically when it is deformed. I understand there is quite a bit of data to transfer but any speed increase would help. I have waited over 5 minutes to connect to a server so far and I see this time increasing when you get larger amounts of cars running on the track.
65
Racing / Re: Dirt oval racing
January 22, 2016, 05:26:32 PM
I want to get a head count of how many people would be interested in racing this Wednesday the 27th at 8:30 PM EST. The track would be DIRT_OVAL_1_BETA and we would run the wingless 360's.

This would just be a fun race to test out the track/sim and build some intetest in the WRS community.
66
Tracks / Re: DIRT_OVAL_1_BETA
January 22, 2016, 02:54:13 AM
Here is a setup for the wingless 360. We have found this to be the most drive-able car so far.

http://www.megafileupload.com/a8hm/RACE.stp 
67
Tracks / Re: DIRT_OVAL_1_BETA
January 21, 2016, 03:44:04 PM
You can add it to the database now. It will probably be awhile before I release the next version.
68
Mods / Re: Dirt oval content
January 21, 2016, 03:53:03 AM
A beta version has been released. Check the track section for the download link.
69
Tracks / DIRT_OVAL_1_BETA
January 21, 2016, 03:50:06 AM
Here is a link to the beta version of the track I have been working on. You can check the Dirt Oval Content thread to follow along with its development. There is still alot of work to be done but I wanted to make a release to get some input and give people another track option.

(***UPDATED LINK***) Thank you to Hawk for hosting the file.

https://mega.nz/#F!WY8RzCCR!BKKeFGqbIa8Gat6Ys3TGDA!KIcT0TLC

Feel free to post any suggestions or bugs.

Setup for the wingless 360: http://www.megafileupload.com/a8hm/RACE.stp 

Torque
70
Mods / Re: Dirt oval content
January 19, 2016, 04:34:12 AM
Here are some updated screenshots showing progress on the track. Hopefully I will be releasing a beta version soon.
71
Mods / Re: Dirt oval content
January 13, 2016, 03:01:07 PM
Thanks bison. How is your track coming along? Any luck figuring out why your objects weren't in the right place?


You are welcome to run some laps with us some night. We are on most nights between 8pm-11pm EST. I have been debating renting a teamspeak and dedicated server to leave up 24/7 but it doesn't look like there is enough interest built up yet.
72
Racing / Dirt oval racing
January 11, 2016, 06:33:55 PM
Are there any people interested in getting a group together to do some dirt oval racing? If so please post what day and time works best for you.

Torque
73
Tracks / Re: Scaling Issues...need help.
December 25, 2015, 02:35:00 AM
There should be thicknesses In both files. The only layer that shouldn't have a thickness is Layer 0. From what I can tell the thicknesses in each file are independent of eachother. The thickness in the HMF control how deep each texture is applied and the thickness in the THT controls the depth of the physical terrain types (soil, soft soil, compact soil etc.). As I write this out and think about it I don't think it is your problem. If you had a layer that was 5m thick and you had a texture problem it would show the tires above the track. Kind of like the issue Aussie had with his car above the track.

A word of warning. If you don't have a thickness set for your texture; when it deforms it will get rid of a whole tile instead of just where the tire tracks are. I have had this happen ocassionally with my top layer that is very thin also.
74
Tracks / Re: Scaling Issues...need help.
December 24, 2015, 08:31:17 PM
Hmm, might be a 3dmax issue. I followed a similar procedure with blender and my objects came in at the right place. I have only done two objects though, and they were both exported in the same .FBX. My map is 2049 and my objects were on a flat surface with a known height. I think I have noticed some scale issues with the banking though. There are some areas that seem much steeper than my 3D reference model that the height map was created from. If your objects that are on flat surfaces seem to be in the right place you can make an object to test how accurate your banking is.

Couple random things to check:

How thick is the top layer of your track? Any chance that the tires are in the right spot but your top layer is missing a texture?

Do all of your sizes match between the HMF and THT files?

75
Mods / Re: Dirt oval content
December 22, 2015, 07:48:18 PM
Thanks bison. The track surface only uses three material layers. The deformation does an excellent job of blending them together as the track wears down.

The track is loosely inspired by Albany-Saratoga speedway. I am pretty much just going by the seat of my pants as this is my first track. I plan to add a wall on the front stretch and a few track side objects. Then I will release a beta version.