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April 23, 2024, 06:09:44 AM

News:

World Racing Series beta14 available! :)


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Messages - PiBoSo

3256
Support / Re: Opponents bike volume
April 04, 2016, 08:44:49 PM

At the moment it's not possible.
Something is planned for the future.
However, please note this is a problem for real riders, too, to some extent  :)
3257
General Discussion / Re: GP Bikes beta8
April 04, 2016, 08:42:05 PM
Quote from: vin97 on April 04, 2016, 08:33:29 PM
Isn't it the same thing?
@PiBoSo: I thought we have been over this. Maximum lean angle of the bike and incorrect/illogical lowside detection are separate problems.
The fact that the rider decides his bike has lowsided when he is running out of space (in his current body position) and consequently ejects off instead of moving closer to the bike simply makes no sense.
Also, real MotoGP riders only hitting the maximum possible lean angle for a very short period of time is simply the result of sitting on a real bike as opposoed to sitting in front of a computer screen.
The virtual rider that keeps the bike at it's maximum possible lean angle all the time (at full lean input) is the reason for this "unrealistic riding style" in GP Bikes.
Manu's bikes lean a bit too much at some corners but this only happens at banked turns which suggests that there is still something wrong with GPB uphill/downhill physics.
The result laptimes that are pretty close on relatively flat tracks. Even Mugello ist quite accurate when you have a "more realistic" riding style.

It is physically correct to have more lean in banked turns.
It is possible to automatically lean the rider less. Experiments will be done in Beta9.
However, if there is a heavily banked corner with a tall kerb with opposite camber on the inside and the bike is leaning at the max, there is nothing to do.
Lowside detection can for sure be improved, but looks like there is ALSO a problem with bikes leaning too much on tracks that are not properly made.
3258
General Discussion / Re: GP Bikes beta8
April 04, 2016, 08:15:18 PM
Quote from: vin97 on April 04, 2016, 06:46:47 PM
They go wrong anyway (with any bike).

If I'm not mistaking it's Manu's attempt of avoiding the rider eject bug as much as possible.
Obviously this is not a solution but at the same time it's also not the cause of the problem.
...Maybe I don't remember it correctly but ultimately it doesn't matter anyway.

GPB just needs a more logical lowside detection algorithm.

Again, looks like some modded bikes lean too much.
If you watch real footage, they reach max lean ( around 65 ) only for a fraction of a second, and for sure not on corners with a steep, half-meter tall, kerb on the inside.
Are the laptimes of these modded bikes realistic?
3259
General Discussion / Re: GP Bikes beta8
April 04, 2016, 05:17:34 PM
Quote from: vin97 on April 04, 2016, 04:04:44 PM
Quote from: vin97 on March 17, 2016, 10:14:16 PMNot really important but could you shortly list the criteria for when a lowside is detected?

It would be much better to create a thread in the bug reports section.
This bike mod seems to have wrong data for the tyres and torus radius.
The criteria has already been described: it's the distance of the physics rider from the ground. However, the rear tyre must also be touching the ground. Maybe this latest additional check is not needed.
3260
General Discussion / Re: Daily development
April 03, 2016, 11:18:33 PM

* KRP: finally completed the code refactoring to support heats. Now it's testing and debugging time.


http://www.youtube.com/v/5OyM0R5uRPQ
3261
Suggestions and wishlist / Re: Real Mirrors
April 03, 2016, 06:01:19 PM

Please try disabling 3D grass.
3262
Suggestions and wishlist / Re: Real Mirrors
April 02, 2016, 11:02:27 PM
Quote from: Blackheart on April 02, 2016, 10:58:40 PM
Mr. Piboso since in WRS are already implemented, is possible have the same for GP Bikes? So we can create good road bikes!

A separate texture must be used for each mirror surface, and the texture filename must include "mirror"; for example: "leftmirror.tga" or "mirror_right.tga"
3263
General Discussion / Re: Daily development
April 02, 2016, 10:33:17 PM

* KRP: more work on heats support


http://www.youtube.com/v/x6QZn9xiuOE
3264
General Discussion / Re: Daily development
April 01, 2016, 10:28:17 PM

* GPB / WRS / KRP / MXB: fixed the track animations timer

* KRP: more work on heats support, on the user interface side


http://www.youtube.com/v/BbMzoSVKp1Q
3265
General Discussion / Re: Daily development
March 31, 2016, 10:49:31 PM

* KRP: almost finished with heats support

* GPB / WRS / KRP / MXB: started update of the Rift SDK to the latest 1.3

* GPB / WRS / KRP / MXB: fixed the high-res screenshots track animations


http://www.youtube.com/v/5EO1nfSCKrU
3269
General Discussion / Re: Daily development
March 25, 2016, 10:36:53 PM

* KRP: the shock! Worked on heats support...


http://www.youtube.com/v/4zLfCnGVeL4
3270
General Discussion / Re: Daily development
March 24, 2016, 11:09:57 PM

* KRP: surprise! Still working on heats support...  :(


http://www.youtube.com/v/aVIA1n5ng4Y