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Messages - Furious

46
Bikes / Re: JJ2S X4 500 Motorcycle
December 23, 2014, 01:41:25 PM
Quote from: Wh1t34Gl3(SAS) on December 23, 2014, 12:41:14 PM
>Furious

PLease, learn to me how you did that. *fall on knees*

Btw, how the rims will handle that much power ? oO

He he ;) Nice to hear that. But I am not a creator of this 3D model. The profesional architect is. He is also the founder of the whole idea.

Rims with spokes are not a problem with power delivery due to propper force directions. In general, rims are not worse in any terms than solid rims except mass and complication level.

The thing with engine is, that uses the same way of oil delivery as 4 stroke. The air injection chamber was moved from below the cylinder to above it.

You can see more on jjsdesign.pl site ;)
47
Bikes / Re: JJ2S X4 500 Motorcycle
December 23, 2014, 12:31:24 AM
I will post power curve of the 125 prototype engine. It does 15 kW. I think thats quite nice as for the first ever prototype of a compleatly new engine.

Btw. Not everything with 200 hp is fun to ride, nither 50 hp is always borring.
48
Bikes / Re: JJ2S X4 500 Motorcycle
December 22, 2014, 11:33:35 PM
It's a polish bike, still under development. It has new type of cross, 2 stroke engine. 4 cylinders, 2 stroke , 110 HP, 500cc. What you can see is a render. And I have the 3D model from which that was rendered. So hopefully you can expect some nice looking mod. Just need time to learn how to make it to work.
49
Bikes / JJ2S X4 500 Motorcycle
December 22, 2014, 08:34:09 PM
SOON
50
I don't want to sound destructive, but... can you imagine how much torque you need to twist a rider and hold in that position? Maybe you don't know but that's over 50 Nm. NONE of the steering wheels on the market ( except bodnar's that is just a industry servo) is capable of something like that.
But any way. I wish you good luck :)
51
STK1000 Championship / Re: ROUND 1 - Aragon
December 10, 2014, 10:23:26 PM
Quick results for the race. If any of the riders have EXPORTED the results on their own, pls contact us.
52
STK1000 Championship / Re: ROUND 1 - Aragon
December 10, 2014, 05:47:30 PM
Quote from: r1rossi on December 10, 2014, 02:05:59 PM
Will there be a live stream available?
Yes
53
Support / Re: OCULUS DKII..HOW?
December 10, 2014, 01:31:05 PM
Oculus support is gonna be feature of beta 3 of MX Bikes
54
Support / Re: OCULUS DKII..HOW?
December 09, 2014, 06:31:37 PM
I have just seen the oculus video from MX Bikes site and I'm really jelous :(

Really, not a chance for a magic command in ini file PiBoSo?
55
Plugins / Re: Live timing pluging needed for livestream
December 04, 2014, 09:10:24 PM
Live standing would be also nice, as you said. I remember that there is 1 parameter in log file that GP Bikes generates automaticly in "my documents/piboso" folder that tell us about position on the track ( meters passed of the track lenght  for example 1568 (meters of the 4600 m long track) .

With that information from all of the server clients we could do that.
56
Plugins / Live timing pluging needed for livestream
December 04, 2014, 05:17:11 PM
Hi!
As you might know, I will be streaming races of the STK 1000 championship, but I need some help to do so in proper way.
As things are happening fast in GP Bikes ( crashes, disconnects etc.) I need to be sure that what I'm commenting is truth. So here is my problem. I need a live timing plugin capable of showing small circles ( maybe with different colours ) with riders numbers on it around map of the track we are racing. Can anyone, familiar with plugins, tell me if that is possible?
57
Media / Re: 360, You say? I raise you my NSR 500 stunt!
November 25, 2014, 11:17:13 PM
This actually looks very good. If the rider fell of in the right time that would be really realistic crash.
58
General Discussion / Re: Oculus DK2.
November 25, 2014, 09:16:11 PM
On the oculus site you have step by step instructions in faq section.
1 obvious question, have you turned it on with the button on the top?
59
Custom hardware / Re: Full motion simulator
November 20, 2014, 11:19:30 PM
Quote from: HornetMaX on November 20, 2014, 09:51:07 PM
Quote from: LOOPATELI on November 20, 2014, 09:39:09 PM
I think that Furious is right in terms of the overall force feedback of the bike. If you watch it in a 3rd person view (outside the simulator) it will look so weird, but while using the simulator it will be nice (obviously the overall force will not be the same as in reality, but yes in terms of its direction). Obviously the key of all of this Oculus Rift, because with it you can (more or less) cheat your brain. there are tons of examples where you can see that we can cheat our brain by the sense of sight.
If you use the pitch movement to simulate the force, then how do you simulate the real bike pitching movements ?

In Furious approach he's basically trying to give you a sense of the forward/backward acceleration but no sense of bike pitch, while with what I'm saying you'd get the opposite (no sense of forward/backward acceleration but a sense of bike pitch).


MaX.

Max, please tell me. What is the point of setting the actual pitch angle of the moving machine on a steady machine ? The feeling comes from our senses. We need to use the same kind of forces as in real life. That is most important. Way more than the actual value of it. As there was an experiment with oculus rift and roler caster. Someone made a 3d model of the RC track with bends of the same lenght but with much bigger radius. Next, he driven on that RC with no motion sickness or whatsoever. That is an example that direction of the force is what counts.

If you will see on oculus rift that you are horizontal, you will believe it, If you will see you are wheeling you will believe it as well. We cheat the brain, cause both situations gives you same feeling in terms of force directions, so your eyes decide what situation is now occuring.

About the roll movement.
The thing is that you cant really feel that the bike is changing its roll value, cause force vector is changing it's direction along with the bike lean.

So I'll keep Fw vector along with Gravity vector.
60
Custom hardware / Re: Full motion simulator
November 20, 2014, 03:03:10 PM
QuoteI'm sure you are wrong with your directions and I'll show that on the picture.