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GP Bikes beta6c

Started by PiBoSo, October 31, 2014, 11:56:11 AM

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Yohji

fall down reset is cahnged?

beta5, when falling down,I cant reset other rider goes front from faiilng down point

but, beta6 can reset any time. when I ride a course, other rider suddenly resporned in front of me, I crash to him...
it too dengerous...

SwarleyRuiz

November 03, 2014, 05:24:34 PM #31 Last Edit: November 03, 2014, 05:27:02 PM by BRM
Quote from: Oriol on November 03, 2014, 02:40:27 PM
Quote from: Guimengo on November 03, 2014, 02:57:43 AM
No las puede veer porque tienen que ser actualizadas para funcionar com la nueva version del juego

Entonces lo que me ocurre de que el juego se me clava podría ser porqué tengo estas motos no actualizadas en la carpeta bikes?

INGLES: need to modify the bike, to work in Beta 6.

Español: hay que modificar algun "algo", para que funcionen las motos, cada beta que sale las motos de una a otra beta no funcionan.
I use the google translator

Youtube: SwarleyRuiz Video of Games Racing.

SwarleyRuiz

November 03, 2014, 05:36:10 PM #32 Last Edit: November 03, 2014, 05:37:46 PM by BRM
Quote from: -aGy- on November 03, 2014, 02:53:55 PM
Quote from: Oriol on November 03, 2014, 02:40:27 PM
Quote from: Guimengo on November 03, 2014, 02:57:43 AM
No las puede veer porque tienen que ser actualizadas para funcionar com la nueva version del juego

you can not see the bikes, because you need upgrade 

Entonces lo que me ocurre de que el juego se me clava podría ser porqué tengo estas motos no actualizadas en la carpeta bikes?
when the game is stopped, it is because I have not updated the bikes


ENGLISH?

I use the google translator

Youtube: SwarleyRuiz Video of Games Racing.

ghostchild

November 04, 2014, 02:32:32 PM #33 Last Edit: November 04, 2014, 02:50:00 PM by ghostchild
Quote from: r1rossi on November 02, 2014, 09:46:25 PM
I am getting core .exe every time I finish one lap.

Frustrating.

On SPA , Catalunya, Mugello , and Aragon.

Any help would be nice.

Online or offline?
With this beta I am getting core.exe offline in many tracks, never had with beta5 o 4....  :-[

ps I've opened a new topic: http://forum.piboso.com/index.php?topic=1645.0

r1rossi

Offline,

I noticed , I had some files in the garbage bin waiting for me to clear it out.

after I deleted all old files that were already deleted and in the recycle bin, I was able to lap for 20min straight no errors.

I will keep testing.

yoshimura

Moto gp 800,1000.

Variable flexibility
The fact that the bike and the rider take 2 G in turn, means that in this situation, the load on the suspension is huge and they are so highly compressed. Accordingly, for the press more, it will take a major effort, which does not facilitate the natural absorption of bumps in turns. That is not good for handling. Worse, if a lump of 2 cm is in the wheel, the suspension is no longer at all in the working axis, but tilted to 60 °, it will have to be compressed to 4 cm, so that the wheel actually up 2 cm.Question, the lateral flexibility of the frame and swingarm to absorb some of the bumps in this context, they are simulated?

HornetMaX

Quote from: yoshimura on November 05, 2014, 09:49:56 AM
Moto gp 800,1000.

Variable flexibility
The fact that the bike and the rider take 2 G in turn, means that in this situation, the load on the suspension is huge and they are so highly compressed. Accordingly, for the press more, it will take a major effort, which does not facilitate the natural absorption of bumps in turns. That is not good for handling. Worse, if a lump of 2 cm is in the wheel, the suspension is no longer at all in the working axis, but tilted to 60 °, it will have to be compressed to 4 cm, so that the wheel actually up 2 cm.Question, the lateral flexibility of the frame and swingarm to absorb some of the bumps in this context, they are simulated?

Yes (of the fork and swingarm, not of the frame).

MaX.

Hawk

I must say that beta 6c is very enjoyable indeed when riding the YZF R6(Only other bike I've tried apart from the stock bikes). If this is anything to go by when the bike physics have been set-up properly on other bikes then beta 6c is a very good job indeed!  ;D
Having said that, the front end is still a little unstable but on the R6 it's way more stable than the stock bikes....

Still the obvious problems with core.exe crashes at times.... These seem in part to be caused on occasions by server lag when others are connecting and disconnecting(The screen freezes and then either core.exe's or manages to continue - seems somewhat random); also caused by track mesh artefacts like gaps between the track and terrain or any gaps in the track meshes(core.exe's for this reason are definitely replicable at will).

The respawn positioning is a big problem. It may have seemed a good idea to respawn in the centre of the track, but quite often this puts the respawned rider on or very close to the racing line and therefore a lot less avoidable for other riders. In my opinion a respawned rider would be a lot more avoidable if they respawned on the outer or inner edges of the track surface.

Then of course it would be nice to have the old rider back as an option for riding styles.

It would also be great to be able to MOD our own riders if that is possible?


Hawk.

rodney007

Quote from: Hawk_UK on November 08, 2014, 12:02:35 AM
I must say that beta 6c is very enjoyable indeed when riding the YZF R6(Only other bike I've tried apart from the stock bikes). If this is anything to go by when the bike physics have been set-up properly on other bikes then beta 6c is a very good job indeed!  ;D
Having said that, the front end is still a little unstable but on the R6 it's way more stable than the stock bikes....

Still the obvious problems with core.exe crashes at times.... These seem in part to be caused on occasions by server lag when others are connecting and disconnecting(The screen freezes and then either core.exe's or manages to continue - seems somewhat random); also caused by track mesh artefacts like gaps between the track and terrain or any gaps in the track meshes(core.exe's for this reason are definitely replicable at will).

The respawn positioning is a big problem. It may have seemed a good idea to respawn in the centre of the track, but quite often this puts the respawned rider on or very close to the racing line and therefore a lot less avoidable for other riders. In my opinion a respawned rider would be a lot more avoidable if they respawned on the outer or inner edges of the track surface.

Then of course it would be nice to have the old rider back as an option for riding styles.

It would also be great to be able to MOD our own riders if that is possible?


Hawk.

The R6 feels much better however there is still a twitchy aspect to the bike. Visually there seems to be quite a bit of suspension travel when gently
on and off the throttle and as you say the front (although less wobble) has some stability issues.

Throttle steer feels good and the rear tire works for grip however the gap between traction and slide is too thin and at low speed can loose control a bit easy.

Stability on the brakes is also much better than the stock GP bike and feels quite good.

Though compared with the stock GP bike it is a huge improvement and would be considered as a "playable bike".

PeterV

as mentioned before and confirmed by many last night >:(

The respawn on the middle of the track is a real danger, collisions where happening left right and center during the WSS600 race.
In my opinion it would be better to re(set) spawn close to the track but on the grass, you can easily look around and join the action when its safe to do so. Please fix this in a next beta.

I also noticed that the sightninglap went from 5 min. too 7 min in duration, why? and can this be altered? or even shortend?
please an reaction.

Yohji

me too
it had better respawn track side, or few seconds no collision.

and it had better sighting lap and wup lap time can edit in dadicated.ini

and i hope in sighting lap can skip when all rider Gridon, like a wup laps.

Hawk

Agree with you guys.

I can understand why Piboso changed the respawn time to respawn straight away; this is something everyone was asking for due to complaints that waiting for a safe gap  respawn in beta 5 often caused a situation were you could be losing nearly a whole lap on occasions which  totally ruined a riders race. So yes, I do like the immediate respawn but it just needs the respawn position tweaking so that as others have said here, the rider respawns on the side of the track.
The only problem I can see with respawning off the track surface is that there must be circuits(especially anyone who creates a street circuit) were there could be a wall immediately off track surface were respawning a rider off track would respawn the rider either inside a wall or building or behind those objects and unable to get back on track surface?? Just a thought.  :)
So I think in the long term, the best option would be to respawn right on the edge of the track surface were, okay, at times there will be collisions, but I personally think those collisions will be cut down by 99%.
Either this or we just accept that the only circuits suitable for GBP are the purpose built race tracks that I think will always have enough room just off the track surface to position a respawned rider to get back on track?

Just a few thoughts to bear in mind.  ;)


Hawk.

Hawk

November 08, 2014, 09:44:22 AM #42 Last Edit: November 08, 2014, 09:48:59 AM by Hawk_UK
Quote from: rodney007 on November 08, 2014, 12:27:53 AM
Quote from: Hawk_UK on November 08, 2014, 12:02:35 AM
I must say that beta 6c is very enjoyable indeed when riding the YZF R6(Only other bike I've tried apart from the stock bikes). If this is anything to go by when the bike physics have been set-up properly on other bikes then beta 6c is a very good job indeed!  ;D
Having said that, the front end is still a little unstable but on the R6 it's way more stable than the stock bikes....

Still the obvious problems with core.exe crashes at times.... These seem in part to be caused on occasions by server lag when others are connecting and disconnecting(The screen freezes and then either core.exe's or manages to continue - seems somewhat random); also caused by track mesh artefacts like gaps between the track and terrain or any gaps in the track meshes(core.exe's for this reason are definitely replicable at will).

The respawn positioning is a big problem. It may have seemed a good idea to respawn in the centre of the track, but quite often this puts the respawned rider on or very close to the racing line and therefore a lot less avoidable for other riders. In my opinion a respawned rider would be a lot more avoidable if they respawned on the outer or inner edges of the track surface.

Then of course it would be nice to have the old rider back as an option for riding styles.

It would also be great to be able to MOD our own riders if that is possible?


Hawk.

The R6 feels much better however there is still a twitchy aspect to the bike. Visually there seems to be quite a bit of suspension travel when gently
on and off the throttle and as you say the front (although less wobble) has some stability issues.

Throttle steer feels good and the rear tire works for grip however the gap between traction and slide is too thin and at low speed can loose control a bit easy.

Stability on the brakes is also much better than the stock GP bike and feels quite good.

Though compared with the stock GP bike it is a huge improvement and would be considered as a "playable bike".

Yes, I think this tends to happen particularly with adverse track cambers? You have to very gently accelerate in those circumstances in my experience.

Now that Piboso has finished the core GPB physics algorithms, then I presume the solution is to tweak the actual bike physics to enable the bikes suspension/geometry and other handling settings in the bikes physics files to handle these problems?

As soon as I have time, I'm really going to have to learn how to create these physics files for the MOD bikes now the performance of the bike is directly related to the bikes physics files and isn't hindered anymore by the core GPB physics algorithms.

Hawk.

PiBoSo

November 08, 2014, 05:43:42 PM #43 Last Edit: November 08, 2014, 06:06:51 PM by PiBoSo
Quote from: HornetMaX on November 05, 2014, 09:55:54 AM
Quote from: yoshimura on November 05, 2014, 09:49:56 AM
Moto gp 800,1000.

Variable flexibility
The fact that the bike and the rider take 2 G in turn, means that in this situation, the load on the suspension is huge and they are so highly compressed. Accordingly, for the press more, it will take a major effort, which does not facilitate the natural absorption of bumps in turns. That is not good for handling. Worse, if a lump of 2 cm is in the wheel, the suspension is no longer at all in the working axis, but tilted to 60 °, it will have to be compressed to 4 cm, so that the wheel actually up 2 cm.Question, the lateral flexibility of the frame and swingarm to absorb some of the bumps in this context, they are simulated?

Yes (of the fork and swingarm, not of the frame).

MaX.

GP Bikes simulates frame flex, separate for front and rear, assuming the engine is infinitely stiff.
Swingarm lateral stiffness is included in the rear stiffness.
Front longitudinal flex and swingarm torsional stiffness are simulated too, but unused because they are too stiff in real life.
Forks flex is not simulated, because in real life they are as stiff as possible to allow sliding.


Edit: correction about swingarm flex, after a check of the source data.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

yoshimura

Quote from: PiBoSo on November 08, 2014, 05:43:42 PM
Quote from: HornetMaX on November 05, 2014, 09:55:54 AM
Quote from: yoshimura on November 05, 2014, 09:49:56 AM
Moto gp 800,1000.

Variable flexibility
The fact that the bike and the rider take 2 G in turn, means that in this situation, the load on the suspension is huge and they are so highly compressed. Accordingly, for the press more, it will take a major effort, which does not facilitate the natural absorption of bumps in turns. That is not good for handling. Worse, if a lump of 2 cm is in the wheel, the suspension is no longer at all in the working axis, but tilted to 60 °, it will have to be compressed to 4 cm, so that the wheel actually up 2 cm.Question, the lateral flexibility of the frame and swingarm to absorb some of the bumps in this context, they are simulated?

Yes (of the fork and swingarm, not of the frame).

MaX.

GP Bikes simulates frame flex, separate for front and rear, assuming the engine is infinitely stiff.
Swingarm lateral stiffness is included in the rear stiffness.
Front longitudinal flex and swingarm torsional stiffness are simulated too, but unused because they are too stiff in real life.
Forks flex is not simulated, because in real life they are as stiff as possible to allow sliding.


Edit: correction about swingarm flex, after a check of the source data.

thank you for accuracy explained piboso.