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April 20, 2024, 12:22:51 PM

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Messages - Myst1cPrun3

1021
General Discussion / Re: Help coming online (Mods)
April 27, 2019, 06:55:59 PM
The simplest way I've found is to extract all the pkz files found in your GPB Directory. I personally don't use a mods folder as for me it didn't work right.

Then extract the mod files into the relevant folders, bikes - bikes, tracks - tracks, tyres - tyres, stands to misc. stands etc.

As well as this, try installing the other rider and helmet models which are found on the forums.

Then you should be set.


EDIT: Place to install is wherever  you installed GPB, by default its in program files I think
1022
Quote from: Vini on April 25, 2019, 05:17:14 PMyeah and sorry for getting a bit aggressive here but it's hard enough to get piboso to notice these suggestions as it is.

Amen to that. Is there not a way to tag them, like an empty quote or something?
1023

Quote from: Alex Nogueira on April 21, 2019, 04:18:28 PMAlright Adalgood, thank you for this championship, I'll adapt. I will sign up but I do not know what is where I find my GUID. How much to enroll without this?

Open gp bikes and go Into the 'profile' tab is the easiest way
1024
Virtual Reality / Re: motion sickness
April 23, 2019, 05:35:53 PM
Quote from: poumpouny on April 23, 2019, 02:09:06 PMi think the best option is to link the rider lean to the VR headset lean, so you're forced to lean yourself actually .....
It is the best option, but its not done well enough for me to use it at the minute, as the forward and back rider lean is very extreme in how far you have to go to get it to move
1025
UPDATE - 22/04/2019 - Added 2015/2017 Yamaha R1M WSBK Skin
1026
Virtual Reality / Re: motion sickness
April 22, 2019, 04:54:12 PM
Quote from: XTRMLN on April 22, 2019, 03:48:20 PMI use a rotating office chair and use it to rotate rather than having to do the leaning so much in my chair.

I use a rotating office chair as well, but for me the rotating feels odd compared to the leaning, but would be another option if space was severely limited  :)
 
1027
Virtual Reality / Re: motion sickness
April 22, 2019, 12:35:17 AM
A weird thing with GPB at the minute is that the engine struggles with the rendering of VR in some areas, I have a 2080 ti, overclocked i9 and 32gb of ram and I still experience stutters and framedrops, making things really really bad. (Javis Donnington is a big one, and unplayable for me in VR, even with everything on 'MIN')

But for most other tracks I'd recommend turning 3D grass off, as some tracks render their own anyway,
and running:

Textures: Medium
Distance of Vision: High

As for the rider movements, in order to not feel sick you will HAVE to move your head into the corners, like on a real bike.
This involves moving yourself in your chair, which depending on the amount of room, can be a bit difficult.

I tend to tilt my chair forward and rest my elbows on my knees, with my feet directly under me, as this feels more natural in terms of positioning, and allows me to move a little more correctly/naturally, more in keeping with what the rider would do.

I've found having the right body position and making the right movements in your chair can drastically reduce motion sickness (I managed 3 hours of consistent riding only stopping when  needed more fuel with little issue, the main one being a small headache from having a heavy, hot TV rammed on my face and not motion sickness).
1028
I agree there are things that can be done to, say, reduce the playable impact of the issue, if its even a big issue at all, which is what I feel the rest of this thread appeared to highlight. (only reason I got involved was to clear up some things in th evideo regarding FOVs and how the movement became like that etc)
I personally understand what you mean vini, and It would be nice to see this implemented in another 1p view like was metioned here:

Quote from: Myst1cPrun3 on April 21, 2019, 11:20:49 PMAs for the in game character vs camera positioning, the one we have now is a good balance I feel between moving and not being over exaggerated like the real movement has the potential to be, although a 3rd 1p camera option with this as a setting would be a nice compromise. Or at least some sliders.



If I'm not mistaken, Milestones 'SBK X' had the 1p view change depending on what riding style you were in, and it actually matched up in replays as well.
(May have been another SBK Game not sure, but a milestone game did have this, I remember there being some upset as it was taken out, possibly for the jump to the next gen of consoles. (XBOX ONE and PS4)

PS: Sorry for hijacking your thread sorry LOL
1029
Custom hardware / Re: incredible mixed reality video
April 22, 2019, 12:20:05 AM
For me the current way I'm doing things is all I've ever known, and I have very little real world motorcycling experience, (Just the UK's basic learner test, (CBT) and the entry level 'On Track' lesson/experience at the Ron Haslam Race school, in which I got nowhere near both my limit and the bikes limits in the few laps I did), so I am not exactly in a position as to say whats realistic and whats not.

I can only say what feels 'natural' if that makes any sense, and the current way I have everything setup with my gamepad and VR feels a little more natural than pedals and a steering wheel, certainly for bikes. (I find it hard to get everything co-ordinated with bikes using a steering wheel as my brain doesn't enjoy the mind f**k of car inputs and a motorbike on screen lol.)

In the future, I would like to put a handle bar system on a quick release and pop it on the thrustmaster wheel, but that is a long way away yet, as I've got both a new car to buy, and (Hopefully) saving for real world bike racing at some-point soon
1030
Quote from: passerBy on April 21, 2019, 11:38:11 PM
Quote from: Myst1cPrun3 on April 21, 2019, 11:20:49 PMAs for the FOV, I run the lowest possible in GPB, as that's the correct calculated one for my monitor size/distance ratio (Yes there is a calculation for FOV, and yes there is a 'correct' one, its not just personal preference.
It's funny how we mentioned the same thing at the same time, but in a diametrically different manner :)


Quote from: undefinedAs for the in game character vs camera positioning, the one we have now is a good balance I feel between moving and not being over exaggerated like the real movement has the potential to be, although a 3rd 1p camera option with this as a setting would be a nice compromise. Or at least some sliders.
Absolutely agree on that.

In car sims, I tended to use either a trackIR or a button to look L/r, so if I got the camera where the persons head should be I'd generally adjust the FOV until the steering wheel and hands were 1:1 ratio with mine, and often this isn't generally too far from the calculated one, which I'm not saying should be run 100% as personal comfort and preference is just important, more of a baseline I feel instead of an absolute value. I come from hardcore Car Sim racing so I'm guessing I'd have a different perspective to FOV than some people here who only play motorbike games.

Project cars 1/2 were a good example of camera options. They gave so many menu options/sliders regarding actually playing the game, it meant you could either just plug'n'play, or tailor the experience exactly how you wanted it, regardless of how good/bad the rest of the game is (ITS NOT A SIM BUT THATS FOR A DIFFERENT FORUM LOL). Which is what I feel GPB needs, especially in the Cameras dept. as its sorely lacking customisation aside from the very basics.

As for the other thread, thats not neccessarily because the visuals feel exaggerated, as a matter of fact that TrackIR setting and VR visuals feel very natural, but that in order to use the VR/Track IR to control the rider movement, I would have to really exaggerate the movement of myself, for instance to tuck in I actually have to get up out of my chair and walk a few feet forward. In the sim normally I use the 'Automatic L/R Lean', and the 'y' and 'a' buttons on my xbox gamepad to lean F/R. I use the second 1p sationary cam as the sim controlling the tuck in can be very odd, and cause me to be in the fuel tank lol
1031
Custom hardware / Re: incredible mixed reality video
April 21, 2019, 11:28:17 PM
Direct Steer sure does look interesting, and I do have a thrustmaster wheel, however I would be doing a disservice to the DS2 option should I attempt this, as for some reason I seem to have more trouble getting the inputs right when using a wheel, as my brain just doesn't compute what I'm seeing lol.
I guess playing MotoGP games, and other gamepad options since MotoGP 4 would limit my ability to change, But I should imagine it'd be an interesting one to see, especially if there's someone that can get the best of them both, for a decent comparison.
1032
Virtual Reality / Re: motion sickness
April 21, 2019, 11:24:10 PM
Some little things I've found can be found here:

https://forum.piboso.com/index.php?topic=6523.0

and

https://forum.piboso.com/index.php?topic=5188.0

These helped me, particlarly the view 1 coding, and using the second, stationary first person view (The one that doesn't move when you tuck the rider in).
1033
Quote from: Vini on April 21, 2019, 09:02:09 PMIt's not exaggerated IMO. Compare it to real helmet cam footage. Maybe the weird FoV/crop makes it look a bit weird in Mystic's vid.
Anyway, I specifically wanted to keep head tracking and VR out of this discussion because then it gets a whole lot more complicated.
The 1p view should simply match the real head position of the rider in-game. Everything else doesn't make sense.

Should point out that I used the 'stationary' 1p cam, and a TrackIR in this vid, so the movement is not affected by me manually tucking in, and is entirely my own (I should also point out its extremely similar to my movements that I make now in VR, and indeed made the transition easier, so is perhaps not the best example for a NO VR! argument lol)

As for the FOV, I run the lowest possible in GPB, as that's the correct calculated one for my monitor size/distance ratio (Yes there is a calculation for FOV, and yes there is a 'correct' one, its not just personal preference.


As for the in game character vs camera positioning, the one we have now is a good balance I feel between moving and not being over exaggerated like the real movement has the potential to be, although a 3rd 1p camera option with this as a setting would be a nice compromise. Or at least some sliders.

1034
Support / Re: Adjust Head Tracking Sensitivity
April 21, 2019, 07:42:51 PM
The thing with the trackIR is that its params were adjustable in the program itself, as I ran it a while and could manually set sensitivities and such.
As for the vJoy, it seems to make it register as a joystick, however I'm not sure how the VR will react to that as I'm not entirely sure how VR works, and what clashes etc.

I will however look into it, as it would make VR close to perfect having the rider tracking working correctly
1035
Support / Re: tx and fanatec pedals
April 21, 2019, 06:06:18 PM
Quote from: doubledragoncc on April 21, 2019, 05:52:31 PM
Quote from: Myst1cPrun3 on April 21, 2019, 03:51:28 PMFor Car racing the Fanatec Stuff is better than the Thrustmaster stuff, however, I don't use either in GPB, I use a gamepad. Personally I'd have a DD Wheel with a quickrelease mounted handlebar, but I'm too poor to bother saving for either. ::)

Im always willing to help if you want to try building your own system m8

DD


Cheers, for the offer, and a better controller has been on my radar for a while, so it will be an investment for the future. but at the minute I'm lacking in the rather important money department, as I kinda need a car, and saving up for real world racing next year (Hopefully but unlikely) is also taking up my money.
Cheers for the offer though