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April 26, 2024, 09:54:24 PM

News:

GP Bikes beta21c available! :)


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Messages - PiBoSo

3301
General Discussion / Re: Daily development
March 10, 2016, 10:55:48 PM

* KRP: completed support for intake and dash paints

* GPB / WRS / KRP / MXB: fixed the primary monitor detect, hence the default resolution


http://www.youtube.com/v/tKjZuykKY1I
3302
General Discussion / Re: Daily development
March 09, 2016, 10:46:13 PM

* KRP / MXB: revision of the registration web pages


http://www.youtube.com/v/AxWPfBdObIw
3303
General Discussion / Re: Daily development
March 08, 2016, 10:37:33 PM

* KRP / MXB: some tuning of the websites


http://www.youtube.com/v/H48j3KGBomU
3304
General Discussion / Re: GP Bikes beta8
March 08, 2016, 01:23:51 PM
Quote from: Hawk on March 08, 2016, 10:28:53 AM
Quote from: vin97 on March 08, 2016, 12:51:29 AM
Quote from: Blackheart on March 08, 2016, 12:40:57 AMthe rider's knee enters into the curbs (this is the bug)
I'm pretty sure it's the knee colliding with the bike geometry (like Hawk first said some weeks ago) instead of the rider colliding with the track.
If the knee/rider could enter (clip into) the curb, the bug would probably be fixed but the nicer solution would definitely be to allow the rider to clip into the bike (and keeping the sliding knee animation) or to automatically reduce the rider lean so that he has enough space (more difficult coding-wise, though).

The rider jump-off bug only started when Piboso implemented the knee slider contact and reaction to the knee colliding with the track. So yes and from the evidence provided in video by Vin and Blacky, the knee collision routine is the routine at fault for this bug in my opinion.

Hawk.

Again, not a bug, and not related to the knee animation, that is purely visual.
The behaviour is due to the new code to detect a low-side.
It's not bugged, because it works as it was designed to, that is to measure the distance of the rider from the ground.
Problem is: if the bike is leaning 65 degrees or more, and the rider is leaning further, and on the inside there is a very high curb, then the rider thinks it's a low-side.
And in some way, it is! Those mod bikes are probably leaning too much, the tracks are not smooth and accurate enough, and some of you expect too much from the physics...

A possible solution would be to make the rider automatically lean less when there is an obstacle on the inside.
However, you really cannot expect to lean at 70 degrees all the way around any turn of any track... Please check some real life footage!
3305
General Discussion / Re: GP Bikes beta8
March 08, 2016, 01:13:06 PM
Quote from: HornetMaX on March 08, 2016, 09:17:00 AM
Quote from: vin97 on March 07, 2016, 09:58:26 PM
Quote from: Stout Johnson on March 07, 2016, 09:38:46 PMAt the moment it is the reason for the bike understeering in sloped-down corners.
Are you sure it is actually doing that, though? Have you calculated the maximum possible corner speed for a given corner and checked to see if GPB is simulating it correctly?
It still looks like the bike is understeering but if the corner speed (and lean angle) is correct, then it would be a visual bug and the physics would be correct.
No vin, it's a bug. And a terribly ugly one for a sim like GPB. I mean, if a Milestone game was doing that, we would be all here pissing on it (video posted by janaucarre here: http://forum.piboso.com/index.php?topic=3129.msg49169#msg49169, look the second half in particular):

It's not a bug. It's a limitation of the simulation model, that hopefully will be improved soon.
A simulation model can have flaws when the input data is outside its working range, but still be extremely accurate in all other conditions.
Example: the Pacejka formulas don't work well with very high camber angles, so a new set had to be developed specifically for bikes.

Milestone games, on the other hand, don't have a simulation model at all, so they are NEVER giving an accurate or even remotely realistic output.
3306
Quote from: bison160 on March 08, 2016, 01:58:09 AM
"* KRP: more work on heats support"

PiBoSo, I see that you are working on heats for KRP. I assume this means Heat Races, and Alternate mains, such as D, C, B, and A mains etc. Please tell me that you are putting this in for WRS too as it is absolutely a must have for the dirt racing format. Any questions you have about how they are set up, I am glad to answer.

Yes, they will be later ported to WRS, too.
As soon as possible, of course.
3307
General Discussion / Re: Daily development
March 07, 2016, 11:11:53 PM
* KRP: more work on heats support

* KRP: started work to support intake and dash paints

* KRP: started work to simulate the kart in the garage to display realtime data readouts

* GPB / MXB: fixed a few bugs with stats recording and web pages


http://www.youtube.com/v/KDaO52dOm6Y
3308
General Discussion / Re: GP Bikes beta8
March 07, 2016, 06:53:55 PM
Quote from: vin97 on March 07, 2016, 06:11:01 PM
He just said the opposite in the netcode debate thread.

???
3309
General Discussion / Re: GP Bikes beta8
March 07, 2016, 04:39:19 PM
Quote from: Yohji on March 07, 2016, 03:35:32 PM
piboso, if you planning release date beta9 is too far, could you release beta8b it has Stability help include one?

it help it very good. I think it the sooner the better for GPbikes.

At the moment there are no plans to release a new build without improved multiplayer.
3310
General Discussion / Re: GP Bikes beta8
March 07, 2016, 03:27:11 PM

Fixed a few bugs in the stats.
Now clicking on a nickname in the records page should send to the correct rider stats.
Also, now the "races" page for each rider should be correctly filled.
Unfortunately a complete reset of all races and rating was needed.
3311
Quote from: janaucarre on March 06, 2016, 09:42:42 PM
I understood well piboso ;-)
Yes that could be interesting for the 125, particularly for the new buyers,  good idea,  it needs tests,  but a 125 specially adapted for this help i mean,  because all those which ride since a long time have a feeling they know well now and perhaps don't want  another.

Please note that it would be possible to disable the help anytime.
3312
General Discussion / Re: Daily development
March 06, 2016, 09:51:42 PM

* GPB / WRS / KRP / MXB: fixed the track background lighting

* GPB / WRS / KRP / MXB: added support for a dedicated track layout image

* KRP: started heats support


http://www.youtube.com/v/j5AUm_xaE9A
3313
Quote from: janaucarre on March 06, 2016, 07:56:02 PM
That's my feeling with mxbikes since one week.  I asked me if it was completely another physics or helping physics tuning,  now I'm ok:)

There were many physics improvements, too.

Quote
This kind of help is not as good for gpbikes as mxbikes,  perhaps only for the front wobbles but nothing else,  and i don't think it's possible to do only for that without having issues on other physics.

Think of the 125 bike, or turns with camber changes that some users insist on taking at full lean...  ::)
3314
The stability help is a concession to usability over pure simulation ( it will always be possible to completely disable it, though ).
Of course the plan is to keep improving the physics to make it less and less useful.
Nonetheless, it doesn't seem to be make a "playable" motocross simulator without some external help. The only other ( wannabe  :P ) simulator heavily relies on a long list of tunable stability parameters.

A stability helper could be added in the future to GPB, too, to help:
1) new users
2) less hardcore users
3) with badly made tracks
3315
General Discussion / Re: Daily development
March 05, 2016, 10:40:00 PM

* MXB: fixed the records stats

* GPB / WRS / KRP / MXB: added support for plugins sprite color

* KRP: kart and suit number and name shaders added


http://www.youtube.com/v/9YrllfAMwHI