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May 01, 2024, 12:00:36 AM

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Topics - h106frp

121
Bug Reports / 11b wet weather and tyres
March 02, 2017, 11:56:04 PM
If i fit dry tyres and select wet weather i get a crash to desktop when the tyres lose grip to the point of crashing

Fit wets and it seems OK

122
Bug Reports / Wet weather windshield
March 02, 2017, 10:08:55 PM
The wet weather windshield appears to have stopped working, has the model structure changed?
123
To make each bike feel more unique would it be possible to add non-default assets to the bike folder for;

3P rev dial and needle - so they match the unique 1P bike view

Gearshift/brake/transmission sounds so they do not all sound the same.

Currently the sfx/hud always goes to the the default GPB folder, could it look in the local folder and if nothing found fall back to default?

Thanks
124
Support / c_helmet.edf
February 11, 2017, 06:30:47 PM
What should the c_helmet.edf model contain ? The file for the default hemet is very small - is it just a pivot point?

Thanks
125
Support / Bike control state with rider detached
February 11, 2017, 01:31:35 PM
Looking at possible reasons for unusual engine failures.

When the rider departs the bike just before a crash are the throttle and clutch returned to the closed position or are they left in the last position requested by the player ?

Thanks
126
Suggestions and wishlist / Rear tyre downshift locking
February 08, 2017, 10:08:27 PM
When playing in 1P it is often difficult to detect when over ambitious downshifting has locked the rear.

Currently the lock up appears to be modelled as a smoth continuous sliding of the rear tyre and in 1P the first indication of severity is when you started to tip the bike in and it just slides out.

Most descriptions of downshift lock up describe the rear tyre as 'hopping', If this is due to the tyre locking, causing the rear suspension to extend, tipping the bike onto the front suspension which compresses until the load on the tyre is reduced enough to allow the whole cycle to repeat then could the cyclic fore-aft pitching of the bike be modelled to give an indication of rear lock up and severity in 1P view.

If my assumptions are nonsense then please advise and then ignore.  :)

Thank you

127
Suggestions and wishlist / Showroom - bike viewer menu
February 06, 2017, 12:31:05 AM
In the showroom bikeview could the menu that appears (space to remove) in the middle of the screen and usually on top of the bike be re-positioned to a corner or edge?

Thank you
128
Support / What is the function of cutoff = 1 in bike cfg
February 04, 2017, 09:23:51 AM
cutoff = 1 in bike cfg

This value appears unique to the 125, the only bike without complex ECU - what is its funtion?

Thank you.
129
Support / Steer mounted windshield .wss file structure
January 29, 2017, 10:45:02 AM
What is the correct pivot structure for a .wss windshield file when the windshield is part of the 'steer' model group?

I tried the standard 'chassis' pivot and the raindrop layer displays but does not track the windscreen model correctly

tried;
steer pivot and windshield does not display the raindrop layer at all

chassis pivot only appended with steer pivot and windshield i.e. the same as the normal model does not display the raindrop layer at all

Help please, thank you.

130
Bug Reports / BikeED Steer pivot definitions
January 27, 2017, 09:32:09 AM
Played with this a lot and referenced back to the stock models.

If the White and Purple 'steer' definitions do not lie on the same plane the position becomes displaced away from the location defined by the white 'steer' and the effect can be observed in both the 1P and 3P in game models and can cause issue with steer/chassis collisions due to the offset arc of travel of the steer arrangement.

I can understand why we would need 2 steer definitions due to the possibility of either the wheel axis being forward or aft of the stanchion or the triple tree clamps being on a different rake axis to the chassis steer tube - both valid.

This would suggest that the points should be steer at the chassis and steer at the fork tube defining the offset and points relative to  the front wheel centreline and all the figures should work OK and the bars should pivot correctly.

Currently the 3D model fsusp 'origin pivot' also appears to contribute and appears to function in defining the offset in a manner opposing the 'purple' steer pivot definition. Also positioning fsusp pivot at the wheel pivot or fsusp pivot at the steer pivot differnently report correct or zero offset in BikeED respectively although visually both are correct.

The indicated offset only being correct when steer pivot and purple 'steer' are aligned.  Any attempt to influence trail by moving the purple 'steer' causes indicated offset to decrease (and the pivot animation problem to be introduced) which if correct is opposing the adjustment in trail.

Is this by design as it does not seem to be possible to adjust the steer geometry very effectively without creating either visual artifacts (are these reflecting the actual simulated geometry used for calculations?) or reported values for offset/trail in BikeEd that do not appear to correlate with the displayed geometry.

I am raising this mainly due to;
a) the graphical integration issues it creates in game
b) these values have a huge impact on in-game bike handling - I can create bike with great believable handling that do not report either correct values in bikeED or look correct visually in-game and contradict what you would expect from the indicated offset and trail values.

I appreciate that you are always busy but If you could find a bit of time to just explain the pivot point definition philosophy I might be able to work out a bit more for myself.

Thank you
131
Support / BikeED steer point definitions
January 23, 2017, 10:01:15 AM
In BikeED we have 2 linked 'STEER' mounting points, one highlighted purple and one white.

What parameter is each point supposed to define?

I ask because I am observing some strange effects on the observed steer pivot position in game if the 2 are axially displaced from each other in BikeED.

Displacing them effects trail in Bike ED but causes the steer pivot position to displace as observed in 1P view. I checked and the default Mura1000 has the 2 displaced so I assume it is supposed to be functional.

132
Suggestions and wishlist / sfx engine volume option
December 18, 2016, 11:57:51 PM
In bikke sfx would it be possible to add a non-defaulting script option of 'gain/attenuation' for the first person view engine sound?

It would be nice to adjust the perceived engine volume between 1P and 3P much as in reality so that transmission/wind/brakes/tyres can be heard in 1P but the exhaust (engine) is dominant in 3P

Thank you
133
Off Topic / 1050TI interesting issue
December 18, 2016, 11:52:24 PM
Fittted a 1050ti and it runs GPB at max everthing at very high frame rate often hard against >200fps but i noticed a lot of very bad glitching in the display (running 120/144Hz monitor) vsync was off.

Setting vsync to 120Hz (not tried 144) gives a solid 120fps and no glitching.   :)

Just in case its useful for anyone else with a similar set up.
134
Support / Suspension animation
November 28, 2016, 08:06:20 AM
For a model with an exposed classic rear suspension is it possible to correctly animate the shock ?
I remember one of the more recent development post mentioned that support was being added for a deformable 3D spring object - has this implemented?

Thank you
135
Suggestions and wishlist / Rider movement limits
August 15, 2016, 11:23:39 AM
Would it be possible to add limits (possibly like the collisions bubbles in bikeED) to control the limits of the rider animations?

I have noticed that with a lot of bikes the rider can moves forward into the tank or back into the seat hump during animation. Also the 'tucked in' animation can have the rider helmet passing through the top of the tank

Thank you
136
Off Topic / What is going on with UK used bike prices?
August 02, 2016, 08:47:58 PM
Looking for a cheap project bike and all i can see is overpriced, rusty, knackered, high mileage rubbish which people seem to think is worth thousands of pounds.

Have i missed something in the last couple of years?

Strangely i could pick up a super sport 600 for a reasonable price, but a low capacity commuter has a joke of an asking price  :o ???
137
Support / Pit limiter led
July 19, 2016, 08:45:43 PM
Is their a gfx.cfg script key for the a pit limiter indicator LED/lamp ?  (like the shift light)

I noticed in the dev log you are including script for flashing the rpm lights for limiter indication but is an 'old school' single light implementation possible?

Thank you
138
Support / LCD display setttings
July 06, 2016, 11:07:11 PM
Hello,
Is it possible to display the current lap time in the same way as lastlap{} and bestlap{}?

What is the function of the different enable modes, 0, 1, 2 (I assume 0 is disabled)

Thank you
139
Custom hardware / Thumbstick extensions
July 02, 2016, 09:39:03 PM
Gave these a go and its a definite improvement on the short standard stick for direction control.


Designed for xbox so needed to take a tiny bit of material off the bottom to make them compatible with the GPX pad where they snagged on the elevated bit of the housing. Only a few quid and worth a try
140
Suggestions and wishlist / Bike racing number plate
June 21, 2016, 02:03:26 PM
Could the racing number texture similar to MXB be applied to GPB?

It would be even better if the number could be assigned dynamically by the race server (hint) with modders just declaring the texture space(s)

Thank you.