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April 24, 2024, 02:00:54 AM

News:

GP Bikes beta21c available! :)


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11
General Discussion / AI BOT
Last post by gaga_dreher - March 04, 2024, 04:39:38 PM
Hey folks!

So, I'm all about motorcycle simulators and guess what? I'm making a 'BOT' for GP Bikes! The plan is to let it do loads of laps fast to test stuff out.

Here's where I need your help – got any data from your races? I wanna use it to make the bot smarter, then see if it can beat you guys 😬. Any data, old or new, from any track, would be super awesome!

Cheers for any help you can give!
12
General Discussion / acceleration impossible
Last post by Zar05 - February 22, 2024, 10:46:33 AM

Hello,
I have been playing with immense pleasure for many years with GP Bikes, THANK YOU PIBOSO for your work and your passion.
 But for a few days, I have noticed a problem for which I have not been able to find a solution: When I am at the stand : in neutral, I can accelerate as I want, but as soon as I engage a speed, it is no longer possible to accelerate. I specify that I play familiarly with a Thrustmaster T16000M analog joystick, but I notice the same problem with the keyboard or with an Xbox type controller. This is also not linked to the speed limit in the pit lane, since when I arrive on the track, nothing changes. Thank you in advance for your answer.
 Respectfully
Jim / France


Bonjour, je joue avec un immense plaisir depuis de nombreuses années avec GP Bikes, MERCI PIBOSO pour ton travail et ta passion.Mais depuis quelques jours, je constate un problème pour lequel je ne parviesn pas à trouver de solution :Lorsque je suis au stand : au point mort, je peux accélerer comme je veux, mais dè que j'enclenche une vitesse, il n'est plus possible d'accélérer.Je précise que je joue familièrement avec un joystick analogique Thrustmaster T16000M,mais je constate le même problème avec le clavier ou avec une manette type Xbox.Ce n'est pas non plus lié à la limitation de vitesse dans la pit lane, puisque lorsque j'arrive sur la piste, rien ne change.Merci, par avance de votre réponse.Respectueuesement
Jim / France
13
Suggestions and wishlist / Track Limits
Last post by mdlp - February 13, 2024, 08:36:26 PM
Hi Piboso. 

I've been helping run race leagues for a while now, and it became evident very quickly that most riders try to stay within the rules, specifically valid track areas. However a small minority were more than happy to flaunt track limits and this soured the experience for me, which lead to monitoring the situation and applying penalties. I feel this makes the racing much better in that those playing fairly are no longer at a disadvantage.

The downside to this is that it takes a lot of time no matter how I approach it. On average 2-3 hours per race for track limits alone, plus other things I have to do for each event.  Apart from the obvious negative aspect of that, it disuades me from hosting more elaborate events. Whilst we have hosted Sprint/GP races and Superpole/Race1/Race2 events, I am reluctant to do it often as the toll and amount of free-time it consumes can be overwhelming.

What I am leading up to is whether you would consider some productivity tools/enhancements to enable this to be mostly handled 'in-game'.
What I have in mind is the ability to apply specific invisible, non-collidable objects to the track layout for the purpose of recording when a tyre has come into contact. Ideally detectable from one direction only to avoid triggering in the event of a rejoin. These boundary objects to trace the edge between permitted and non-permitted areas. The entire circuit would likely be unneccesary and perhaps undesireable if no advantage is gained, but def the entirety of corners plus some overlap to corner entry/exit.  Perhaps even existing terrain types could cover this.

I imagine GPB recording this in the same way it does with rider contact, so it can be reviewed and jump to those specific points in a replay. The time that would save alone would be immense.

Another possibility would be to optionally have dashboard/HUD warnings for when these events have been triggered.

To take it further, maybe even configurable parms in the GUI to enable/disable the Long Lap Penalty, and for how many infractions trigger a LLP, with a similar boundary box at the penalty lane with LL-entry and LL-exit boundaries to determine a valid lap being taken etc.

Thanks for your consideration.

Cheers,
Mark.
14
Suggestions and wishlist / Rider swap
Last post by Ricoway46 - February 03, 2024, 10:52:18 AM
Possibility of swap rider in the pits
15
Suggestions and wishlist / Reduce slipstream
Last post by Ricoway46 - February 03, 2024, 10:47:03 AM
Is there a possibility to reduce the slipstream? Thank you
16
Suggestions and wishlist / Whitelist - force livery and a...
Last post by Ricoway46 - February 03, 2024, 10:44:22 AM
  • Possibility to force the livery via the whitelist
  • Ability to specify the BOP, then add/remove kilos and add/remove horsepower

Thank you
17
General Discussion / Re: Daily development reprise
Last post by PiBoSo - January 31, 2024, 11:52:33 PM
* GPB / WRS / KRP / MXB: added muffling to distant sounds

* Tools: fixed the LODs of heightmaps when using the top-down view in Track Editor and Map Viewer

* Tools: more fixing of the Track Editor centerline close feature


18
Virtual Reality / Re: Where to configure VR trac...
Last post by infected247 - January 31, 2024, 11:46:33 PM
cheers mate, looks like I missed this one
19
Virtual Reality / Re: Where to configure VR trac...
Last post by Chris_Beeves - January 29, 2024, 08:52:10 PM
It's in the profile.ini

under the "input" section, add:

rider_tracking_fbgain = 0
rider_tracking_lrgain = 0

a value greater than 0 increases the gain. 1 doubles the gain
20
Virtual Reality / Re: Where to configure VR trac...
Last post by infected247 - January 28, 2024, 06:49:51 PM
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