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May 02, 2024, 10:29:37 AM

News:

GP Bikes beta21c available! :)


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Messages - HornetMaX

5806
Physics / Re: Set max lean angle of the bike..
December 29, 2013, 01:20:45 PM
There must be one inside GPB, as the virtual rider doesn't lean more than a certain angle when you push your stick fully to the right/left. Probably the parameter is not exposed in .cfg files as it is a property of the (virtual) rider more than a property of the bike.

MaX.
5807
Tracks / Re: Isle Of Man
December 29, 2013, 01:08:10 PM
Quote from: Hawk_UK on December 29, 2013, 09:40:58 AM
I believe GP Bikes will try and process all the I.O.M. track model data at once and doesn't have the ability to only process small sections of very large tracks.
I think there's a parameter called "drawdistance" in the "[gfx]" section of your profile.ini, so that at least it doesn't try to draw everything, that's clear.

MaX.
5808
Suggestions and wishlist / Re: Launch control
December 29, 2013, 01:00:15 PM
Yes. No launch control yet.

MaX.
5809
Physics / Re: Physics modding questions
December 29, 2013, 12:57:52 PM
Quote from: C21 on December 29, 2013, 11:13:02 AM
But Not on all forks there are two Springs and dampers. Some have the Spring on the left and the damping Unit in the right side...but that is a minority.
True, but it doesn't really matter: 2 springs of 7.5 N/mm or one of 15 N/mm will behave the same (at least at the level of detail relevant for gpb).

MaX.
5810
Support / Re: New... AMD Drivers
December 28, 2013, 02:41:57 PM
Quote from: Alby46 on December 28, 2013, 02:38:35 PM
13.11 beta 9.5 no problem...

13.12 are out since a while and are WHQL, not sure there's a valid reason to stay on 13.11 beta.

MaX.
5811
If piboso decides to work on this, it would be also nice to separate the rider suit from the bike paint (it has already been suggested) and allow the same "default" behaviour proposed for the helmet.

MaX.
5812
Bug Reports / Re: Bike not stopping
December 28, 2013, 11:35:38 AM
I see what Stout means, but if we want to have some sort of "time penalty" when somebody falls, then we should have that, and not a bike running for miles with no rider, hitting any sort of obstacles without falling. That's just not realistic (OK, it happens from time to time, but very occasionally and to a much lesser extent). On top, it's utterly annoying and clearly horrible when racing.

MaX.
5813
Physics / Physics modding questions
December 27, 2013, 06:04:28 PM
This message is mainly for Piboso.

I'm sure you are and were well aware that unlocking the physics would trigger a gazillion questions to you from the community (and, to be honest, I was expecting even more). The question is: how do you prefer to handle this?

Are you preparing some sort of documentation for the physics files (bike.cfg, .geom, .engm, .tyre) or do you prefer us to do it, firing questions on specific parametees we don't understand?

I'll soon have the time to create a doc if necessary (anybody with the necessary skills/knowledge is welcome to participate).

MaX.
5814
Bikes / Re: Chopper
December 27, 2013, 05:54:18 PM
Quote from: dibu on December 27, 2013, 05:26:49 PM
Why not going to the extreme, a trike with a beer barrel and a fat lady at your side?  :o
Fat lady is too much simulation for me, make it two slim Swedish sisters :)

MaX.
5815
Paints / Re: Paint Organisation?
December 27, 2013, 02:41:17 PM
Quote from: JamoZ on December 27, 2013, 01:32:32 PM
And in the end if a paint is not named properly, it will not be included in the paints library, easy as that :D
Agreed.

I think a good idea is to start with the 125 paints, just to practice before doing the tough stuff.

MaX.
5816
Bikes / Re: Chopper
December 27, 2013, 02:35:03 PM
Quote from: Toomes1 on December 27, 2013, 02:01:45 PM
Lol, Jesus what next.

I got an idea !! Why don't we make a car mod in gp bikes?

:P

MaX.
5817
Paints / Re: Paint Organisation?
December 27, 2013, 01:16:19 PM
Totally agree on the principle. It should also be applied to bikes, helmets models, helmets paints and tracks.

Quote from: Reactive on December 27, 2013, 10:01:59 AM
order like Nick_Number_Team_Bike  looks more farsightedly for me (i mean naming from more potentialy permanent value to less permanent)

I'm for the opposite, as the most important thing is the bike the paint is for.
Team is not really useful, there will not be plenty of teams.

What I'd do:


  • Tracks: NAME_YEAR_VERSION as in Monza_2010_v1.1. Maybe it's a good idea to add the author too.
  • Bikes: MAKE_MODEL_YEAR_VERSION as in Yamaha_R6_2011_v1.2. If we ever manage to sort out different categories (not easy) the the category could be prefixed (i.e. before the MAKE), like SBK_Yamaha_R6_2011_v1.2
  • Paints: to be absolutely clear, the name should include the entire bike name (eventually except the version number), plus the paint name. However if the paint db was kept with the same directory structure as the one needed by gpb (eg. Bikes/SBK_Yamaha_R6_2011_v1.2/paints), then everything would be very clear without the need for a very long paint name.

MaX.
5818
Bikes / Re: Chopper
December 27, 2013, 12:39:13 PM
Quote from: PeterV on December 27, 2013, 12:03:56 PM
:o not to be an asshole , but no thx
I mean, we already have scooters so why not choppers...  Not that I'll ever play with any of the two anyway.

MaX.
5819
Helmets / Re: Helmet Installation Guide
December 26, 2013, 09:42:47 AM
Assuming a software is properly written I think it doesn't make a difference where you put it. In any case I don't think gpb has 64bit specific code.

MaX.
5820
Helmets / Re: Helmet Installation Guide
December 25, 2013, 01:19:15 PM
Most likely, unrar of rider.pkz is not necessary: simply create (in C:\Program Files (x86)\GP Bikes\gpbikes) a folder named "rider" and a sub-folder named "helmets" and put there your new helmets. This avoids messing up the original helmet.

The same is also valid for bikes.pkz, tracks.pkz etc.

MaX.