• Welcome to PiBoSo Official Forum. Please login or sign up.
 
March 28, 2024, 12:01:19 PM

News:

GP Bikes beta21c available! :)


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.

Topics - HornetMaX

41
General Discussion / New onboard view
February 19, 2017, 11:35:04 PM
I just gave a (very) quick try to the new onboard view mode (http://forum.piboso.com/index.php?topic=15.msg70886#msg70886).

I like it more than the normal one, maybe even much more (but I need to compare the two more for sure).
First sight (haha), it feels easier to my brain than the default one.

Only thing that looks a bit weird: when you wheelie, as the sight is kept aligned to the horizon, you basically look at your tank :)
Maybe we could apply a factor < 1 to the sight pitch compensation and partially avoid that (or maybe something more sophisticate, past a give pitch angle).

I invite all the onboard riders to give it a try and compare the two options !
42
Off Topic / Funny
February 07, 2017, 03:03:56 PM
43
Off Topic / Wings are back ...
January 31, 2017, 10:55:07 AM
... just a bit harder to spot :)

44
Off Topic / H2R vs SuperDukeR
January 25, 2017, 09:12:28 PM
Which one would you put your money on for a fast lap in Losail ?

Here below (half hidden) is what a pretty decent journo found:

2.09 with the H2R with slick tires, 2:13 with the 1290 with road tyres (Metzeler Racetec K3).

45
Custom hardware / 3d rudder
January 10, 2017, 10:01:41 AM
Anybody has tried one of these ? Could be useful for rider lean ...

https://www.3drudder.com/eu/
46
Custom hardware / Encephalon Helmet by nandlogic
December 18, 2016, 08:28:16 PM
A while ago I got contacted by the boss of the company working on a "smart helmet": a helmet with on-board electronics (and connected to a smartphone) providing a bunch of useful/safety/cool features.

His (rather smart) idea was to allow fast prototyping of his hardware and app using a bike simulator instead of a real bike+rider.
Luckily for him, GPB bikes not only is the best bike sim around, but thanks to its plugin interface, it's a perfect fit for the need.
Derrick asked me to code a plugin sending GPB data to a serial port of the PC, so that he can hook up his hardware (well, part of it) and test it while riding in GPB.

The data sent from GPB to the serial port is the data that his system will in the end get from the sensors it will have on-board: a GPS (positional data, heading), an accelerometer and a magnetometer. The plugin I coded for him does just this: translate GPB X/Y/Z data into GPS lat/long/altitude (that's less trivial than what it seems first sight), provide acceleration data and use a physical model of the Earth's magnetic field to provide magnetometer data. On top, the hardware can send strings to the plugin, to be shown on screen.

Here's a page showing a bunch of infos on the helmet itself: http://www.nandlogic.com/promo-smarthelmet.php

The latest newsletter and status of development: https://indd.adobe.com/view/4f7f9198-2a31-496a-88cc-2bf4954bdc83

You can see a video of the thing in action with GPB here:  https://adobeindd.com/view/publications/4f7f9198-2a31-496a-88cc-2bf4954bdc83/sw9u/publication-web-resources/video/GP_Bikes_Simulator_HiL_Demo.mp4

Not the best-looking crash ever seen in GPB, but you get the idea :)

Bottom line: GPB rocks !
48
General Discussion / ReShade v3
November 13, 2016, 10:05:07 AM
ReShade v3 looks quite neat and is finally very easy to use (no more fumbling with editing text files, installation is straightforward).

https://reshade.me/

I gave it a quick try and it works very fine with GPB.
49
Plugins / Anyone using GPB on Windows XP ?
November 02, 2016, 04:04:16 PM
If you're using GPB on a Win XP system could you please get in touch with me (PM here or email) and tell me:

Thanks !
50
Support / Trouble making plugin run on XP
November 02, 2016, 09:40:07 AM
@PiBoSo:

I've been informed that my MaxHUD plugin does not work on Win XP.

Initially I thought it was due to the fact Visual Studio 2015 has dropped support for Win XP by default, so I changed the toolset from v140 (the default one) to v140_xp (the one supposed to be XP compatible). I also recompiled one lib I use (SFML v2.0.4) using the v140_xp toolset (as by default, the binaries they ship are compiled with the default v140 toolset, hence they don't work on XP) but no joy, on XP my plugins seems to be not "executed" by GPB.

The SFML libs I use are statically linked into the .dlo.

Some of the things I tried (with forum user lkslodzkzn, who has the problem on XP):

  • Compile the plugin example you provide, using the v140_xp toolset: everything works fine on XP.
  • Compile one example .exe that comes with the SFML library, using the v140_xp toolset (and linking the lib statically into the .exe): everything works fine on XP.

Here's a test version of my plugin (.dlo and MaxHUD_data folder to be put into the plugins folder): https://mega.nz/#!II0iwKjI!Hu__z_HzgVKxh2ofi7T1_NH2z6mgOuqxxFPN3KyF2mE

Is there a way for you to get any additional info about what's happening ? Maybe and error message when GPB tries to load the .dlo ?

I'm out of ideas: if no news I'll just forget about supporting XP.
51
Since a while ago (roughly 10 days I'd say) I can non longer see youtube videos embedded in the forum messages with the flash tag) with Chrome (under Win 7 64).
Everything works fine with Firefox (dind't try IE). Example, the video here below (recently posted):

https://www.youtube.com/v/bC_EElRii9w&

Nothing shows for me in Chrome, just a big empty space.

Wild guess: something related to recent chnages in policies on flash content and/or https use.

52
Bug Reports / Weird anti-aliasing bug ?
October 31, 2016, 11:01:59 PM
I start GPB with the following graphics settings:

  • 1920x1080, fullscreen, 32bits, 120Hz, no vsync
  • AntiAliasing set at 8x
  • Scrren ratio = resolution, Texture size = high, filtering = triliner, aniso = 16x
  • Dynamic shadows yes, Reflections yes, Shaders yes
  • Draw distance high, model detail high, 3d grass yes
In the main menu page, I have the Murasama (default paint) showing, like this:


Switching the AA to 16x I get this (look at the front brake disk, it becomes somehow transparent, plus the dark parts become "weird"):


Now, if I switch back to 8x AA, the problem does not go away.
But if I then quit GPB and restart it (the AA is again set at 8x) I'm back to the initial situation (AA at 8x and no problem).

If it matters, I have an NVidia 970.
54
Custom hardware / Tobii 4C
October 22, 2016, 04:48:34 PM
55
General Discussion / Happy ending
October 19, 2016, 07:43:06 PM
Actually it's more of an happy start: http://forum.mx-bikes.com/index.php?topic=1329.msg19656#msg19656

@PiBoSo: thanks, sincerely.
56
Bikes / Brembo
October 11, 2016, 06:48:03 PM
57
@PiBoSo:

Since beta9, when using my output plugin (http://forum.piboso.com/index.php?topic=79.0) on an onlilne server with multiple players I have a weird problem.
Randomly, all the output plugin quads that are on screen blink: they disappear for a tiny fraction of a second and then reappear. All of them at the same time.

It seems to happen more the more rider are on track/on the server. Tonight on a server running Aragon with Moto2 with 8-9 riders it was very very visible.
If you have less riders (2-3) it seems to happen less frequently (i.e. you may have to wait 1-2min between occurrences). Offline it doesn't seem to happen at all.

Even if I can't be 100% sure, I'm thinking the problem is not in my code as I preallocate all my quads and hide some of them when needed (setting alpha to zero), but what I see on screen involves all the quads (and strings) at the same time.

Any idea ?

58
Bug Reports / Output plugin RaceAddEntry() calls
October 09, 2016, 08:05:55 PM
[not sure it's a bug, maybe it's just me misunderstanding the logic]

When I start an offline testing session (but it's the same online), the game calls RaceEvent() and then RaceAddEntry() multiple times (one per rider), fine.
After that there's a call to RaceSession() (fine) and again calls to RaceAddEntry().

Is it normal that there're two calls to RaceAddEntry() for each rider ?
I store the entries somewhere, am I supposed to clear them at each RaceSession() call ?

I thought RaceAddEntry is called at the very beginning and then only when a new rider joins.
59
Bug Reports / Output plugin RaceSession() problem
October 08, 2016, 01:33:40 PM
@PiBoSo: I joined an ongoing race (hence I was allowed only to spectate live).
The call to RaceSession() had m_iSessionNumLaps set to zero, instead of the race length in laps.
60
Both front and real values are zero at EventInit().

Side question (minor): should they be passed in SPluginsRaceAddEntry_t ?