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Messages - Stout Johnson

61
Cars / Re: Physics Editor Style GEOM Preview
February 03, 2018, 02:00:28 PM
Quote from: PiBoSo on December 10, 2016, 12:02:58 AM
There is a program, called CarEd, but it's far from being ready for release: http://forum.piboso.com/index.php?topic=3533.0

Unfortunately so far there weren't enough requests for car modding tools, so it's very low in the TODO list.
If you think there is a potential community of modders, it could be moved higher in priority.
Please move up in prio list. I am stuck... can't get my cars finished.




62
Quote from: h106frp on January 31, 2018, 06:07:09 PM
Fix the issues with track transparencies
Finish the HDR lighting
Go to 64 bit to allow acccess to more memory

.....and GPB would look pretty good even with the current engine.
agreed...
63
Quote from: PiBoSo on January 28, 2018, 10:07:56 PM
Could you please upload the FBX file? Preferably as simple as possible, for example with the two doors only.
I am on work leave, so I don't have access to the files until next weekend. Thanks to h106frp's and Hawk's hints, I will look into the matter first. If I cannot resolve the matter, I will send you a depleted file with only some parts of the model. Thanks for your support.

@H, Hawk: Thanks for your advice.
64
@h106frp: Thank you for your information! It sounds reasonable, it might have been auto-corrected on the 3dsMax export (which is a nice feat btw). I will check on this and report back as soon as I have time for further investigation (not before next weekend).
65
Quote from: h106frp on January 28, 2018, 09:10:24 PM
Were the missing parts mirrored from the other side when you built the model as they might still be ''inside out''
Well, but in 3ds max the car looks ok. So I don't know if it might be "hidden" the other way around? I don't think so, because when my friend used my exported fbx file, it was all ok.
66
Quote from: PiBoSo on January 28, 2018, 08:34:00 PM

Which version of fbx2edf are you using? 32 or 64 bits?
I tried both. Both have the same result.
67
I tried to convert some car models using the fbx2edf converter. However, I always end up with a buggy model in WRS. The model in general looks ok, but for some reason the right door and some other things are messed up. A friend of mine tried exporting the very same model to edf via the 3dsMax export that was provided with 3ds Max 2010. And then the model was all ok (see below, the upper picture is the model exported via fbx2edf, the other one directly from 3ds Max 2010). I use 3ds Max 2018 and I do not have access to 3ds Max 2010. So I depend on the fbx2edf converter to work  :-\ is there anything you can do?





Edit:
Here is another example. It shows that it is some kind of pattern of fbx2edf - it is always the right door and some other chassis part on the right.

68
Off Topic / Re: 765cc of porn!
January 25, 2018, 12:49:19 PM
Here is an article from a german motorcycle magazine ("PS"), concerning the new Moto2 Triumph engine.
https://www.motorradonline.de/test/fahrbericht-triumph-moto2-prototyp-2018.991090.html

Google translation (changed where translation was misleading):

More power, more torque, more sound for more action and excitement in the Moto2 class. This is what officials aim for with the change from Honda four to triumph three-cylinder. In Calafat, the triple prototype gave a first taste of its skills.

From 2019 the Moto2 will drive with three-cylinder engines from Triumph. The 765er Triple from the Street Triple RS serves as a base, in its final stage of development as a Moto2 engine then at least 133 hp strong. PS could drive a prototype exclusively in the Spanish Calafat.

The three-cylinder is in the chassis of a Daytona, with the strut and fork cartridges K-Tech and steering damper and Dunlop's Moto2 slicks on the OZ wheels was prepared for this task.

The three-cylinder starts like the fire department. Get out of the pit lane, and with enthusiastic roar from the Arrows exhaust it puts the load on the back wheel. Compared to its brave series base, the triple is not recognizable.

What the engineers squeezed out from the 123 hp series engine, is staggering. Based on an incredibly strong middle of the triple reaches the corner exit outright magnificent.

The racing engine has a longer first gear, otherwise the gearbox remains unchanged. The gear changes clean and crisp thanks to the quickshifter (without blipper). But the first gear is not really needed here, even the narrow corners of the Spanish course can be taken in the second.

Below 6,000 rpm, the triple is a bit reluctant, from this mark on pressure there is plenty of power. At 8,000 rpm, the front wheel pulls up in second gear. So I shortshift into third gear. That thing really does have pressure in the middle.

The three-cylinder acts precisely, directly and willingly, almost no vibrations. It delivers its performance very evenly, revving powerfully and with a triumphant roar in the air.

The racing engine in its final stage is said to be revving up to around 14,000 rpm - and thus 1,350 / min higher than the production engine. The Moto2 racers will be equipped with Magneti Marelli electronics, which in addition to launch-, traction- and wheelie control also has an electronically adjustable engine brake.

Surprisingly short is the list of changes to the production engine. CNC milled channels, higher compression and titanium valves with harder springs ensure optimum gas flow and efficient combustion even at high speeds. As already mentioned, the first gear is longer, under the narrower covers rotates the slipper clutch and a smaller alternator. Overall, the racing engine is 4.4 kilograms lighter than the production engine. In addition, a modified sump opens up more freedom in the routing of the exhaust manifold.

The development of the engine is already well advanced. There did not occur any real durability problems during the test phase.

Conclusion: the three-cylinder engine really has delivered an absolutely formidable impression in the few test rounds. In combination with a nimble super sports suspension, it is a a real blast. Will there be a similar a 765cc athlete from Triumph for the street? The answer of the officials? A sly grin.

69
General Discussion / Re: World Racing Series beta12b
January 17, 2018, 07:29:29 AM
Ok thank you.
70
Off Topic / Re: 765cc of porn!
January 16, 2018, 02:33:56 PM
That sound is fookin amazing!
71
General Discussion / Re: World Racing Series beta12b
January 13, 2018, 08:43:20 PM
Quote from: PiBoSo
* GPB / WRS / KRP / MXB: support for open centerlines
How can open centerlines be achieved in TrackEd? What has to be done to be regarded as a valid centerline if it is not a closed course?

Quote from: PiBoSo
* GPB / WRS / MXB: added start area and joker lap checkpoints support in TrackEd
Does joker lap work already?
72
Mods / Re: How to Install Mods?
January 13, 2018, 10:17:29 AM
Quote from: King Javo on January 12, 2018, 11:27:05 PM
Can anyone point me on how to install mods to get the most out of this game?  Also, anyone know if there's a VW GTI out there I can add?
Hey buddy. I am currently working on some mods, some street cars included. A Golf GTI could be in there down the road. But at first I hope Piboso fixes some suspension and tyre simulation bugs...
73
Italian Mod Team / Re: [Release] Suter MMX500
January 08, 2018, 10:25:35 AM
Quote from: KliPPiE on January 08, 2018, 09:59:18 AM
Apologies for my forward response.

Edit: I have removed my rude comments.
I take my hat off to you for being able to admit to your fault. Unfortunately, in the age of keyboard warriors this only happens rarely.

General speaking, please all stay respectful to modders. They have put a lot of work into creating stuff you would not have otherwise. It is a total surplus. If you do not like at all, then don't bother. If you have criticism, then give it in objective and respectful manner.
74
Quote from: PiBoSo on January 04, 2018, 10:35:07 PM
According to the ODE code, this is the new algorithm used: https://www8.cs.umu.se/research/reports/show.cgi?year=2006&nr=005
"It is also shown that this scheme introduces physical anomalies in the system"  :o
I read the paper of Lacoursière. From what I understand, I think it is like you say. They somehow went into a trade-off between stability and geometric correctness. This (http://lost-found-wandering.blogspot.de/2013/01/gyroscopic-forces-in-ode.html) might also be interesting for you. Looks like the paper from Lacoursière is not totally immune to criticism.

From what I understand though, the paper of Lacoursière deals with any kind of rigid body (e.g. "long thin object" like in the numerical experiment on p.11). As far as I understand, for the simulation of gyroscopic forces for wheels, there should not be much of a problem right? I quote: "the rigid body will eventually stabilize in a state of rotation about the axis with the largest inertia" (p.11 in the paper). For the simulation of gyroscopic forces of wheels there should not be any problem imho, since there is only one axis of inertia (edit: well at least the axis of rotation should be the one with the largest inertia).

So maybe the instabilities you experienced with the new library are due to other variables from your sim? The tests from h106frp might be helpful in that respect maybe? Again, from what I understand if you simulate wheels, there probably should not arise such problems. Maybe the implementation of the new gyroscopic calcualtions just made other instabilities more obvious? In other words: Can you rule out that the instabilities you experienced in your tests with Snappe are caused by anything other than the new gyroscopic code and only became obvious with the new (better?) calculations?
75
Quote from: PiBoSo on January 04, 2018, 10:07:00 AM
The new gyro computation makes the simulation explode with very fast spinning objects, like wheels, so it has to be disabled.
Hope it is just a temporary workaround.  :-\  with the new gyroscopic code the sim would probably have the potential to be more accurate. Might mean a lot of tweaking for your sims, but in the end it will surely be for the better.