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Messages - Cory_Hayes.11

31
Tyre textures aren't final, I just grabbed a photo of the side of a tyre and slapped it on and then the same with the face of the tyre, just needed something that was made by me so there wasn't any "stealing" problems with ANY textures :)
32
Another problem I always seem to come across

Basically when ever I change the GFX file to show my own wheels from cockpit view they are always invisible ( Had this same problem on KRP and never found a fix )

Basically I had the Road car's wheels showing from cockpit view, so I changed it to show my own and now I can't see any wheels, and yes I have named it to the same as the .EDF


* I did try adding the wheels into the cockpit edf and naming them ( Back on KRP at least ) and it never fixed it

Any ideas? @Anyone @PiBoSo @Snappe
33
Have to Modify the body to make a steering wheel fit in, but progress is coming along pretty well...

34
Quote from: Phathry25 on November 27, 2016, 05:39:38 PM
Are you stacks all collapsed?

That fixed it, thanks :)
35
THIS WHOLE MODEL IS MADE 100% BY ME

Basically, I am now working on a Formula SAE instead of a top doorslammer or a drag car of any kind because I lost motivation and don't want to really go through the process of actually re making stuff and being accused of stealing if it looks some what similar, so yeah, new project.

So yeah, first photo is what it looks like in the 3ds max scene, second photo is what it looks like in game.
* Ignore the random suspension objects and bars poking out of the body work, still have to move stuff. *

But yeah, Basically I used the line tool then used loft to make the chassis, and used the line tool then I used extrude on everything bodywork wise, but only certain parts are showing up, so yeah, if anyone has any ideas, that would be great



36
Physics / Transmission Slipping Problem
November 17, 2016, 09:41:03 AM
I am making a Top Doorslammer, and obviously I have to make the engine have heaps of power.

I will start from scratch.

I started with the S392 GT, I then changed the model to the model I am using.
I then set the wheels up in the GEOM file, I still have to finish suspension linkages and stuff to make it " Handle  correct ".

So I have played around with the sprint car on tracks like Daytona and stuff and it has heaps of power, so as a test I put the 410 engine curve to the S392's files.

Now, that is where the engine gets all how ya goin', basically until the engine reaches 120 degrees, the gears just " slip " but once it hits said temperature it finally will start grabbing the gear and driving it properly ( not making the power its meant to be making due to over heating but still hits 230km/h ).

So basically, is there a way in the .CFG to counter what I would imagine the torque of the engine doing this?
( I have played around with differential stuff and set it to half of the original gear settings on the final drive, and then for the first 7 gear ratios I have put them at half as well, but still getting the slip.

Any suggestions would be mint.



37
Off Topic / Re: iRacing to add karts
September 15, 2016, 06:13:18 AM
Quote from: PiBoSo on September 14, 2016, 04:14:13 PM
Quote from: Cory_Hayes.11 on September 14, 2016, 03:50:24 PM
You do talk about what the physics look like via video, that is basically the same as judging a book by its cover, you would actually have to try the game for yourself to truly have a valid opinion, I could imagine who the people are that you have talked to about KartKraft and them having an opinion that views the game as a bad arcade or something along those lines, but if you asked around you will find that a lot more people would find the game good/real, not trying to put myself in the position of "I AM RIGHT YOU ARE WRONG" but I personally on the closed sections of the KK forum have seen more position reviews of the game than negative, again, down to opinion of the game, no ones opinion is wrong.

P.S.
Some opinions are wrong... For example, I could have the opinion that the Moon is made of cheese, but that would be WRONG  :P

That opinion is wrong because it is about something that is fact, it is a fact the moon is not cheese opinions cant ever be wrong when it comes to something that is objective like enjoyment of a game
38
Off Topic / Re: iRacing to add karts
September 14, 2016, 03:50:24 PM
@Hawk

Started in 2004, currently still racing.

@PiBoSo

Put my "fan boy" opinion aside, and think of my comments here as an opinion like any other member, you don't really think I would literally jump into a bigger pond ( this forum ) purely trying to bash you, knowing that if I were to try harass you that I would have plenty people trying to roast me, right?

You do talk about what the physics look like via video, that is basically the same as judging a book by its cover, you would actually have to try the game for yourself to truly have a valid opinion, I could imagine who the people are that you have talked to about KartKraft and them having an opinion that views the game as a bad arcade or something along those lines, but if you asked around you will find that a lot more people would find the game good/real, not trying to put myself in the position of "I AM RIGHT YOU ARE WRONG" but I personally on the closed sections of the KK forum have seen more position reviews of the game than negative, again, down to opinion of the game, no ones opinion is wrong.


39
Off Topic / Re: iRacing to add karts
September 14, 2016, 01:22:50 PM
http://steamcommunity.com/id/CoryHayesAU

^^^^^^

Just to prove I have access to KK
40
Off Topic / Re: iRacing to add karts
September 14, 2016, 12:31:58 PM
Quote from: Stout Johnson on September 14, 2016, 11:01:39 AM
offtopic@Grimm:
Automobilista is a good sim imo. I regularly do laps in Automobilista, but haven't spent too much time with the karts. For the few minutes I have tested Karts in Automobilista, I can say that I liked it, but I do feel that the feeling of driving a real kart is much better conveyed in KRP. But KRP definitely has a learning curve though. Which probably is an argument for being a good sim. Also, it is essential to have the steering configured correctly.

ontopic:
Quote from: Phathry25 on September 13, 2016, 01:10:12 PM
I disagree about the dynamic track stuff. It is what sets the game apart and is 100% necessary.
I know what you mean. That dynamic track stuff definitely is a jewel. Do not get me wrong, it should def be in the sims and will really help Piboso's sims to stand out. BUT what I mean is, that business-wise it is just THE MOST important thing to establish the product on the market asap. There is not (not yet) a serious competitor on the market, but very likely to come rather soon (KK, maybe iracing?). And KRP is very advanced and only really lacks the online stability. And whenever this might eventually be sorted is very uncertain.

But it has been proven that without dynamic track surface Piboso's netcode is already rather stable and allows for online racing. So it would make much sense to release KRP without dynamic track feature online (it could be there for offline mode to showcase that it is already working). Piboso could establish KRP as THE best kart sim and generate some revenue. It would also help to not let his competitors become as big in the market. KK will most likely not be on par with KRP in terms of physics. But if Piboso allows KK to be the first kart sim in the market, then all this initial revenue will go to the devs of KK who in turn can use that profit to make KK better, even in terms of physics. Either way, it will hurt KRP (and consequently all other projects).

KRP needs to be out there asap, there is no way around it - everything else is playing russian roulette from a business stand-point.

Quote from: Phathry25 on September 13, 2016, 07:43:20 PM
Stop all other development until you can sort that and get one solid game out. And it fixes the issue across all platforms presumably.
+1

Look, no I know either PiBoSo will delete my comment, or I will have my head ripped off.

But I am a beta tester for KartKraft, and I can confirm that KartKrafts physics are basically at this point better than KRP in most situations, the only thing really off about KK at the moment is that fact that it has the fixed setup and the kart does have initial turn in understeer which does make the game feel sluggish in some points, but still when you get to certain corners that lets say "suits" the setup, the kart feels perfect.

I know I am going to get mobbed for saying that, but this is a public discussion where all opinions should be welcome so yeah.

Cory.
41
Credit to Matt McLean who originally started making this back in 2013 but due to him actually having a social life he handed the project files over to me!
Obviously Matt's and my version of Todd Road won't have anything on the KartKraft version but still, for the few who still play KRP have a good time with the track :)

*Note - The shader on the track is really bright in this version of Todd Road, I have fixed it but I can't be bothered to really upload a newer version for such a small fix
      + I know its black around the track.

Download Link - http://www.mediafire.com/download/qzkiuym3175d6yr/Todd+Road+2015+v0.9.zip

Installation path - Windows (C:) -> Program Files (x86) -> KartRacing Pro ( Or what ever game you are putting this in) -> Tracks

Screenshot -
42
General Discussion / Re: a few suggestions
December 13, 2015, 05:02:14 AM
to make all four corners of the car different click Asymmetric, its on the right side while you are in garage (y)
43
General Discussion / Re: Rant
December 07, 2015, 01:40:51 PM
Quote from: PiBoSo on December 07, 2015, 01:34:25 PM
Quote from: Cory_Hayes.11 on December 07, 2015, 01:20:20 PM
Thank you for the reply,  You said on the KRP forum "There will be a small surprise feature, too." can you please verify what that is so that so we know what to and what not to work on?

It wouldn't be a surprise  :P

Quote
Is the feature night racing by any chance?




Well any idea when the next build will be released?????
44
General Discussion / Re: Rant
December 07, 2015, 01:20:20 PM
Quote from: PiBoSo on December 07, 2015, 12:56:44 PM
Quote from: Cory_Hayes.11 on December 07, 2015, 10:09:10 AM
Not to be bagging PiBoSo but lately he just hasn't even said anything at all to us on the KRP forum, no updates on anything :/
I feel like he has given up on the game/forum.

The ( sad ) reason is that there are no important updates to report.
Unfortunately at the moment the focus is all on MXB / WRS / GPB, because KRP is in advanced stage of development, unlike the others.
This is the downside of working on multiple projects at the same time.
The positive side is that work on one simulator can really help improve the others.

Thank you for the reply,  You said on the KRP forum "There will be a small surprise feature, too." can you please verify what that is so that so we know what to and what not to work on?
Is the feature night racing by any chance?
45
General Discussion / Re: Rant
December 07, 2015, 10:30:00 AM
Quote from: JJS209 on December 07, 2015, 10:24:08 AM
Quote from: Cory_Hayes.11 on December 07, 2015, 10:09:10 AM
Not to be bagging PiBoSo but lately he just hasn't even said anything at all to us on the KRP forum, no updates on anything :/
I feel like he has given up on the game/forum.
--->>> http://forum.piboso.com/index.php?topic=2765.0 !

Hence KRP FORUM, you can't expect everyone from the KRP side to just come over here and see what he has done, when a good  90% of the time nothing he has done is relevant to KRP, you feel?
He needs moderators for the KRP forum