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April 18, 2024, 11:04:14 PM

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Topics - Myst1cPrun3

1
Setups / MPR Setup Guide
December 27, 2021, 09:32:57 PM
Here is a link to a 22 page Guide on setups. Works for real riding too.

https://forum.piboso.com/index.php?topic=11342.0
2
Myst1c's Mods / MPR Setup Guide
December 27, 2021, 09:31:54 PM
So, a while back my Dad gave me a book, with a whole bunch of information on regarding how to ride UK Race circuits, and motorcycle setups, troubleshooting handling issues and so on.

GP Bikes, being the simulation it is, meant that a lot of what is written in the book is actually relevant and applicable, despite it being from real world riding origins.

Long story short I spent the past 3 nights typing up over 20 pages of setup guides and suspension information, that will hopefully help not only GP Bikers, but those of us that ride in the real world as well.

I have provided some annotations in the guide, (seen in italics) that will hopefully help transfer some things to GP Bikes and clear up any issues.

The guide itself is and old "SuperBike Magazine Circuit Guide", which was published in the year 2000. I believe the thing is from magazines, where you got a new "part" every issue. As a result its from a time when carburettors were still a thing, and T*tty posters were still in the pull-out pages, so some references may still be a bit "old fashioned" and crude (although some may say this was a better time). There aren't many, but it may give some idea as to why the language makes a reference it does etc.

Even though the actual guide is almost as old as me, over 95% of the content (such as track guides and suspension tips) are still relevant today, and the setup "trouble-shooting" is immensely useful.

Anyway, I hope its useful, I may scan and upload the entire book if there is enough interest. Although some UK tracks have changed since it was written, it could still be a fun thing to have available. (Anglesey is no longer a rectangle with chicanes, and Snetterton has a middle bit now, just for reference on how far back this book was written).

Here is a download link, the file is in .PDF format. I'm open to visual formatting suggestions, as at the minute its just a large wall of text and so on, and I've never been very good at making things "easy on the eye".

Mega Download Link:

https://mega.nz/file/hCQFDQAZ#M8YMnI7nEoQUg-XCNXuBNnhKtZNapdeUrIui5rOivCg

Enjoy  :)
3
Myst1c's Mods / M2 Rework - Feedback
December 21, 2021, 01:09:35 PM
Reply here if you have any feedback on the mod
4
Suggestions and wishlist / Updates to Adriatic Track
October 23, 2021, 10:54:13 AM
A few updates to the model of Adriatic could be a good plan, for b21 possibly.

The real version has kerbs that are 'double wide' at various points, Turns 6 and 16, would be nice to have this modelled.

Also there are a few holes on the joining between track and grass areas - Turn 14 and 15 having the biggest.

Would just be nice for a slight update. :)
5
I'd love to see the one lap wonder qualy that was superpole introduced into GPB. With motoe using it as "epole" (until next yr) it's not out of the realms for a modern GP rule set to include it. Would also add some spice to the qualy sessions

 :)  :)
6
Suggestions and wishlist / Changes to start light sequence
September 17, 2021, 08:45:32 AM
I'm going to suggest a change to the start light sequences in online races.

This concerns the 2D lights that pop up when sat on the grid.

The pop up disappears and then re-appears when the start sequence kicks in.

Would it be possible to not have it appear at all, as I've seen a few jump starts when the helper disappears rather than when the start lights go out.

Instead of that maybe have a Marshall hold a red flag 20m further Infront of the grid or something, and then when he disappears have the light helper come on?

This could reduce the confusion, and add some extra realism, as the light units only come on irl during the start sequence, the red flagger holds the grid prior.
7
Suggestions and wishlist / Pit boards: all of them
September 09, 2021, 07:23:57 AM
Following the updated outboard announcement in the daily dev reprise, I was wondering if it would be possible to see all the pit boards when riding past.

As in you can see other people's on the wall not just yours (yours is the only 2d pop up however)

Milestones MotoGP 21 has it so any pitboard of someone within about 5 seconds on track is visible over the pit wall, so you get the cool visual of riding past them all.

Would be cool to see something similar in GPB.

(I also hope the new pitboard is paintable :) )

8
Following a recent discussion, I feel like adding tyre slip as something that can be shown in plugins would be useful.

I don't know if that's the right way of saying it, but I'll try and explain.

Using MaxHUD's inbuilt rumble, I had decent feel from the suspension and chassis, however there was no feeling from when the tyre approached the limit of grip/started sliding.

(This is an exaggerated issue on the HP4 Race I found due to the different tyre/suspension values I have tried)

It really seems to harm the overall riding experience, to the point I never even used 'rumble' for over 2 years when I started.

Having the ability to add a growing vibration as the limit of tyre grip is approached, and exceeded would be incredibly useful for me personally.

Now whether this is released as a plugin option or as part of a standard controller vibration integration I don't know.

Would just be nice to have.

 :)
9
One of the big things recently with GPB modding is implementing alternative rider models and rider styles.

There are now over 5-6 alternative riders, with different boot and glove models, as well as well over 20 riding styles to choose from to go with.

However in both mods, and standard riding styles, we are missing quite an obvious one for me.

That is what I call an "alternate" modern rider. Basically the same as the Modern Rider, but without the "Aero Hump" on the back.

For me, particularly for classic
"pre-injection" racing, this Just fits better than the aero hump, which is really a post 2000 style thing.

Sure you can use the Legends Rider, or put a skin over an already existing hump, but I'd like to see the "issue", if it's even called that, stopped at the source. Which would be a new model/edit of the existing one.

Just something to think about that could help immersion etc.  :)
10
Following a classic SBK race it has become clear that GPB's jump start issue has not been solved, and is still a huge issue.

I have come up with some 'ideas' for implementing a potential fix.

1)
The first option is to simply replace the jump start Disqualification with a 5 second
time penalty added at the end of the race.

This allows the start to go ahead, and, should the penalty be 'unfair', then players can 'remove' the penalty by simply taking 5 seconds off the total time. (Or add more If the penalty is too little)

The result is simply allowing the race to go ahead, rather than have to endure restart after restart because someone 'put their bike in gear'

2)
The second option is to change it from disqualification to a ride through penalty. (Most modern tracks use 'Long Lap' penalties however this not an option in GPB atm)

In track modding there is an option I believe for putting a surface as the 'pitlane', so if we could add an entry and exit line in trackED, similar to sector points, it could be a good way of enforcing this option, as well as making speed limits a requirement in the pits.

Now I've done very little track modding so I don't know how it would work 100% but it would be an improvement over what we have now.

Sub Point 2a)

It's important to note however that ride through penalties on some tracks aren't vaible, (such as Mallory Park, where the pits are quicker than the lap) so allowing track modders to physically choose the penalty for a jump start on each specific track, rather than just default to a DSQ could be a nice way of doing things.


3)
The third option is to give an admin the option to add and remove time penalties post race, (or ride throughs in race if they're in spectator mode). This again could improve the overall usability of the situation, and would take out the hassle of adding time up and altering positions.


Maybe a combination of all 3 could be better, but one thing I do know, DSQ needs to go completely 100% just to get it to work. Add in a time penalty instead to fix the issue, it can always be sorted playerwise post race.

 :)
12
Myst1c's Mods / BMW HP4 Race
July 10, 2021, 10:30:57 AM
Coming soon
13
So after a little discussion on the discord, it came up that people are releasing whole new helmet mods just to 'add a go-pro' and 'add 3d tear-offs' to the helmets.

This makes the helmet folder, rather large, with a lot helmets that the 3d models coming from the same sources. Its a bit pointless.

(I think - Its been a while) MX Bikes has the in game menu option to add a 3D Action Cam model to the helmet/rider.

Would it be possible to have this option ported to GPB, and maybe also an option for 3D tear offs in the same way.
14
Suggestions and wishlist / Sidecars
June 27, 2021, 11:08:38 PM
It's a suggestion/a thing on my wishlist so here it is.

Sidecar support in GPB.

There are very few places to actually use sidecars, the most common ones being rfactor, TT Ride on the Edge, and the Old jester TT games.

While the sidecars there are mostly ok, they're lacking in areas. (Rfactor as it's a car SIM, and the TT Ride on the Edge because, well, physics). The best ones are from the old jester gamers which are PS2 era games (like GPB but unlike GPB they haven't been updated)

The reason why I'm suggesting this for GPB is with the development of moddable rider animations and models, having a dedicated sidecar passenger and animation isn't too far out of reach, and GPB could do the physics quite well.

I appreciate this doesn't really follow the 'Grand Prix Bikes' style GP Bikes development is aimed at, so I don't expect much to come of this suggestion.

However it could be a fun addition, and open up a new demographic/audience.

And besides, the sidecars are always bonkers and fun  :o
15
In the bike CFG files we have the ability to tune the stiffness and damping of the chassis, to give the bikes different behaviour and feel from the chassis.

Well a key part of modern grand Prix racing is to perform similar development on the swingarm, giving different stiffness' and weight distributions etc to control how the rear wheel reacts under load.

Having a new section in the cfg such as

Swingarm:
Stiffness = X
Damper = y


Maybe under the 'rsusp' section, as in the cfg that covers the swingarm mostly anyway.

Could introduce a little bit of extra fidelity for the development of mods, and increase the accuracy of their corner exits.

Granted it's a small issue not having this, however, it would just be another extra little thing to utilise.
16
A new 2 stroke engine has recently been certified for Euro5 use, bringing it inline with the most modern motorcycling machines in the world...

With emmisions strangling the big 4 banging screamers of i4 1000s and 600s, could this be the way for motorcycling, instead of the electric age?

https://www.visordown.com/news/new-bikes/langen-two-stroke-gains-euro-5-certification-heres-how
17
Suggestions and wishlist / Future Official Content
June 10, 2021, 06:13:34 PM
Not really a debate as to what would be best as official content, as that's a whole different topic, but more of a suggestion to get the 'Most content for the Minimum effort'

Tracks -

Tracks are fairly set in stone, but alternative layouts for any released track (Regardless of if the layout is GP Spec or not) could provide extra options and keep things fresh


Bikes -

Bikes are perhaps a little more time consuming. As ontop of 3D modelling like the tracks, the bikes they would have to have physics developments as well, which involves a lot of research and in-game testing.

This is why I am suggesting 'completing the grids'

At the minute, we have an M2 machine, which, is based off the Middleweight Grand Prix Class,
of the 2018 spec rules.

Now in 2018, in that particular class,  there was 6, main constructors, so it's perhaps not a great example.

But in 2021 there are only 4 constructors... One of them, has mainly the same bike as they did in 2018, and is already represented.

So with only 3 new models, a new engine and sounds, and minor chassis tweaks to each model, a full 2021 field of M2 spec machines is born. Front + Rear suspension values, wheel values, every single thing, except the chassis properties and from, would be the same on a model basis.

I appreciate 3 new models is a lot of work, as are the sounds, but it is no-where near as much work as doing 1 bike per category, especially as they're so similar to each other.

It would also help 'fill the game out' a bit more too.

Now in terms of brand new bikes...

M3 would be a good option for me personally, as both the demo bike and a 'full field'

As there are only 2 manufacturers in the 2021 real version of the class. (More constructors but they're simply rebadged bikes)

So 2 models, that as with the M2 are mostly the same physics wise, bar engine power maps and chassis, and there is a full field of M3 machines.

I appreciate that is quite a bit of work, but on a personal note, a full field one year is much more fulfilling on the eyes and immersion than one bike but several different types.

However I'm sure I'll like most of whatever is chosen  :)

18
In GPB, there is a barrier that prevents the bikes from overleaning.

Not sure how it works exactly but it seems to limit bike lean based off maximum edge grip available at that given point.

In theory it's a good idea.

However it seems to prevent the bikes leaning when on the brakes, which can make some interesting handling behaviour, and riding styles. It is a particular issue when you're leaning over at full lean (50°-60°) and grab the front brake....
The bike often simply stands up, instead of the front folding into a crash.

It can be 1/2 edited out in the mods .tyre files, but this seems to not be 100% in keeping with realism, and handles badly.

My change would be that it simply limits the maximum lean value, at the point with the most lean. (Set in the tyre files)

instead of changing the maximum lean value based off the grip at that specific point.

For me this would help trailbraking a lot as it would be down to the rider and effectively take away some of the assistance, without causing some undesirable cornering behaviour.

19
Support / EngineED - Throttle Scaling
April 17, 2021, 10:34:21 PM
What is the purpose of this? The way I read and used it was that it was used to limit power and torque in a given engine map.

However if I close an engine map and open a new one it remains selected and affects the new one. Am I missing something or is this how its supposed to work?
20
Support / AUTO BLIP - CFG Settings HELP
April 07, 2021, 03:07:33 PM
PLEASE HONOUR THE TOPIC AND ANSWER THE QUESTION. IF YOU DO NOT KNOW THE ANSWER DO NOT REPLY PLEASE. THANKS

Whenever I try to utilise autoblip on my mod it doesn't blip higher than the idle throttle mark. (It does blip though)

(Looking at debug it simply blips up to 0.15 on the throttle, which is my idle throttle setting in engineED, no matter what I have the blip settings set too)

Advice needed

Early gearbox settings for reference: