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April 26, 2024, 01:09:42 PM

News:

World Racing Series beta14 available! :)


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Topics - h106frp

201
Bikes / Yohji V1 Mura 990 with adjustable rear pivot
November 27, 2015, 03:23:37 PM
With Yohji's permission i have attempted to rename this bike into bikeMOD form and i have also played with some of the steering damper values. It should appear as T1 variant in the list.

It should now exist happily alongside the stock and V3 bike similar to a factory rider test special  ;).

I have found i like this bike a lot once set up. Using MaXHUD you can see that as you raise the pivot value the rear suspension will attempt to level the bike and maintain the steering geometry.

You should find the bike is much more responsive to suspension tuning and can be made to handle better than stock. It might take a bit of tuning to get it the way you want

Thing to watch;
-Value of 0 on the pivot is similar to stock, trying starting with a value of 4 or 5
-This is not a 'tamed' 990, it will still be a handful just like the original
-You do not need to be so extreme with front rake angles, pre-load etc, the bike is more horizontal under acceleration
-Noticed it seems to like a stiffer rear set up
-It takes a few laps to adjust to the new handling
-You can brake harder and slides are easier to save, generally less prone to unexpected crashes
-You might notice you need to be more progressive with the throttle, all of the force no longer (correctly) acts down on the wheel in the same way as before but is used to lift the rear

The bike is just an experiment for beta7 and for comparison to stock.



I have done a lot of laps with it so it should be OK, any problems please be patient and let me know- i am new to this stuff  :)

Updated with better modified config
Got some feedback and noticed the oscillations on low sped corners - retweaked -new upload
One small change back to default for kYaw value - really cant work out exactly what it does so left default.-new upload

https://drive.google.com/file/d/0B5ctW4QlgobdalJWV0ZSSW43VEE/view?usp=sharing
202
Physics / Steer KDamping value
November 26, 2015, 10:59:31 PM
In the bike.cfg file 'steer' section what are

KDamping0 = 0
KDamping1 = 0.2

I have been tinkering with Yohji's 990 V1 model and altering these values to

KDamping0 = 0.8
KDamping1 = 0.1

has made the bike a joy to ride, the violent head shakes (often started by very small lean angles) are calmed down and cornering is much more stable.

Front braking confidence is massively improved  :)

But i am just guessing at values  ???

Not tried it yet but anyone know exactly what

Damper = 4.7
DamperPower = 1.5 <-- changed this to 2.5 and got cores after a big crash  :(

relate to ?

Thanks

Did some more tests and it seems 'damper' can be raised a bit without problems, currently at

   Damper = 6.7
   DamperPower = 1.5

   KDamping0 = 0.8
   KDamping1 = 0.2

With yohji's 990 V1, still guessing at what the values actually do  ??? but a massive improvement over the stock bike

Its brilliant! Bike holds a good line on turns, headshakes are controllable (and realistic), front and rear slides are saveable, best feel i have had for the 990 with beta 7.

Highly recommended that you give it a try  :)
203
Where are they? Its lonely out here


Ok, really just for fun and to generate some discussion. I have only really got to grips with online since the B7 improvements.

Racing is another subject and i do think it deserves a discussion of it own.

Now B7 is reasonably stable with NDS tracks why do we see so many open servers with low occupancy? The common complaint is that GPB seems lonely in practice mode, the GPBOC open servers (thanks Nick  :) ) are just like a virtual trackday and its a chance to pick up some useful tips and see all those lovely bike models out on track.

Thanks

204
General Discussion / Suspension travels
November 23, 2015, 12:09:31 AM
After riding spa for a bit i though i would use MaxHud and observe the suspension movements.

It seems that with the 990 under any acceleration (even light acceleration) the front suspension is at full extension and the rear does not move much at all. Playing with the settings for front and read suspension really does not seem to make much impact. I was under the impression that the rear suspension geometry is supposed to give some opposing reaction to keep the suspension more level (and keep some load on the front tyre) under acceleration. What am i missing?

I thought it worked like this
http://www.sportrider.com/more-fun-geometry
205
General Discussion / Which view do you use?
November 18, 2015, 05:20:39 PM
With some decent mod bikes posted recently i have noticed the onboard view seems to get very little attention and some are quite poor quality. Is it because the modders believe no one ever uses this onboard view?

I never use chase and i would like to see at least a few bikes with quality onboard models, textures and working gauges.

Thanks
206
Support / Garage - Bike geometry
November 03, 2015, 08:11:54 AM
I might be missing something, but is it possible to alter the rear ride height or adjust the height of the front yoke on the fork tubes in the garage?
207
General Discussion / Riderless bikes
October 31, 2015, 10:44:03 PM
Why do i see bikes without a rider when online?
208
Bug Reports / B7 EDTracker view bug
October 27, 2015, 11:12:03 PM
Nice to see native (working) support for joystick look mode in B7 but the vertical axis (look up/down) is inverted.

Horizon tilt is  still disabled when in 'free look' modes  :(

Noticed with look left that the engine sound completely disappears and appears to be right channel only when looking ahead, volume increases with look right.
209
When using first person view the rider shadow does not project onto the cockpit even though it projects onto the track surface.

Image below demonstrates the effect with the sun behind the rider but no shadow cast onto the cockpit.

210
Support / HDR post processor
October 12, 2015, 10:55:15 PM
Found an old thread on HDR post processing and gave it a spin.

Do any settings exist to tweak the processor? The effect is a bit over the top currently and i was just wondering what it would be like with a less intense effect.

I guess the sky problem is due to it being quite a low resolution image relative to its scale size. I do like the effect it has on on the trees  though 8)

211
Suggestions and wishlist / On board view lighting effects
September 25, 2015, 04:12:45 PM
It would be nice if the on board helmet view could simulate the effects of sunlight hitting the visor, you see similar effects for canopy glare in flight sims.

Generally it would be nice if sunlight glare could be simulated better throughout the sim, when you turn into the sun, the track and on bike lighting effect never really changes and this always seems a little bit strange. Does the sun position actually have any effect on the lighting model?

On the default 990 it is noticeable that the instruments have no lens glass and you get no reflection effects at all. I remember GP500 having quite an effective lighting effect for the on bike view fairing screen and instruments so it must be quite a low overhead effect to create.

Thanks
212
Custom hardware / Extreme rumble fun
September 07, 2015, 08:30:34 PM
Though i would give it a go.... Rumble chair mk1  ;D

The signals from the telemetry and the sub woofer audio channel on the sound card are passed to a low pass filter and amplifier board and then out to a 2*120 watt ARCAM Delta power amplifier. The amplifier was a freebie as it needed a few repairs to get it working - it had been badly abused at some time and quite a few burned and failed components needed replacing. Brilliant amp now though, it will do nearly 300 watts in bridged mode (real watts not p.m.p.o.  ;) )

The software host for the telemtry to USB microcontroller running alongside the sim. This integrates into the same micro i use for my other controller rig  8)


DACs, low pass filters, amplifiers and mixer circuit board, PIC micro with USB in the foreground



The power amplifier drives a total of 4 cheap 100 watt tactile transducers. Each channel has 2 transducers, currently bike transverse accelerations on 1 channel and bike vertical accelerations mixed with the sub woofer audio on the other channel. I decided i needed the sub audio mainly to improve the effect over rumble strips and too make the system flexible for use with other games. I will probably add more channel mixing options as i tweak the design a bit.

The transducers are fixed to the bottom of my PC office chair as X-Y pairs ;D




Once attached to the chair it shakes and rattles really well, enough to be looking at isolating the chair from the floor before i disturb everyone else too much  ::)  8)

You really do not get the full effect of the transducers until you attach them to a structure, it really amplifies the effect.

Love the effect, quite amazing seeing the bike take a bump on the screen and feeling it in the real world at the same time. Still some tweaking and experimenting to do and i might revise the mounting and move 2 of the drivers to the front of the chair to broaden the area that really feels the shaking effect.

Having a lot of fun with this silly little project  :)
213
Playing with my widget i can view front and rear wheel speed and the difference whilst riding.

With the default 125 i can observe that front braking with any useful but controlled degree of force (not locking the wheel) and the bike upright, straight and stable causes a difference of up to 3m/s difference in wheel speed with the front rotating slower than the rear. Not tried it with any of the more powerful bikes yet.

This seems to suggest either the front is always sliding to some degree or the rear is spinning up. Pretty sure i am not lifting the rear tyre and the throttle is shut, all braking assists are off.

Not sure it means anything, i am just wondering what causes this to happen, any ideas?

214
Support / Connection bandwidth setting?
August 05, 2015, 10:43:50 PM
What should i set this to?

What is considered low/med/high bandwidth?

And what impact does it have on the online sim?

Thanks

215
Some discussion as to the pros/cons of rumble support and whether it could give an advantage, just wondering the ownership status of rumble capable supported controllers within the GPB community.

For discussion please use MaX's postings  :)
216
Bug Reports / Head tracking and view tilt.
July 20, 2015, 09:42:58 AM
When head tracking is enabled auto 'tilt' (0-20 degrees) is forced disabled.

The head tracker now supplies the tilt value directly from the head tracker rotation. This is incorrect in simulation, normally the head movement would correct the tilt created naturally by the bike lean. In the current configuration the tilt effect is counter intuitive.

Can tilt be forced ON when using head tracking? Either in the current configuration of a computed maximum tilt and/or as a fully simulated system with the head tracker countering the bike lean angle to compute the correct tilt angle.

Thank you.
217
Just curious, but what are the hardware requirements for a dedicated server? What sort of processor/network/disc/memory loads do you see whilst hosting on a given system.

Seen a lot of discussion of configuration, but not much on hardware.

I guess you do not need any fancy graphics hardware but how much computation load is on the processor or is this off loaded to the clients and just 'managed/routed' by the server or is it having to process the physics data of all clients? This would seem to be the big one for Host performance requirement.

I guess you could run a headless system managed from another PC to reduce costs and clutter.

I guess a 'proper' add on network card is a must have.

Does GPB support multi-core processors? Do they help at all?

Just wondering whether we are talking i7 or NUC type levels of performance
218
Bikes / RC30 would be a great addition
July 18, 2015, 10:02:34 AM
Would really love to see this in game (with a really good on board view  ;) );



An iconic classic bike with a totally different engine character to in-lines and 2 cylinder 'v's

I would have a go, but i have no idea how to do a bike in GPB and the only modeller i have used is Blender.

219
I am really struggling with the hairpin at the bottom of Lukey heights. Whatever i try seems to lead to a fall but the rest of the circuit i can run at a reasonable pace.

What is a good line/method for navigating through this slow corner?

Help please - its driving me mad
220
Would it be possible too add force feedback rumble to reflect the 'feel' of the track surface?.

Having done a lot of laps it feels like it would be nice to have a bit of feedback when you hit bumps or rumble strips on track. I suppose it would be an indication of the vertical accelerations experienced by the rider.

Had a quick look and it seems straight forward to send the rumble signal using Xinput for left motor/right motor, if the sim sensed a sudden change in acceleration it could trigger a rumble signal of suitable magnitude and frequency