Kart Racing Pro beta10 released: http://www.kartracing-pro.com/?page=news
A clean install is strongly recommended.
Release Notes:
- replays and setups are not compatible with previous versions
- engines data format has been changed to improve temperatures simulation
- dashes data format has been changed to support rpm lights warning
- gearbox preload was not included in Beta10 because it wasn't working correctly
hows does the pre load actually work?
So beta 10 was just released! What do you guys like more in this beta than beta 9? I found the karts to handle much better and I love the new Radiator Arm Cover feature! But I'm still curious to see how the shift pre-load works?
I swear I saw something about shift pre-load included in the release notes but perhaps not the final release notes? Was there a reason for this?
Quote from: Cory_bro on November 11, 2013, 07:05:10 PM
hows does the pre load actually work?
it should work in this way: keep the gear stick in the upshifting position, the gear will engage when you lift gas pedal
Quote from: Bayley Bell on November 11, 2013, 07:05:58 PM
What do you guys like more in this beta than beta 9?
give me some days, i am not quick as you guys ;D
Please keep the release discussion to this thread guys, thanks!
Where is the button to enable pre-load shifting?
When will the servers be up??
Hi guys, just downloaded beta 10 and I dont like it at all! First off the force feedback, grip and flex in the chassi feels very unrealistic in my opinion, the steering feels like a sponge. Second off the brake settings in garage are awfull, if you try driving with front brakes(even with brakes on low) you will lock upp like hell into every corner. In my opinion everything about the hanling(including brakes etc) is much worse than in beta 9, which i liked a lot.
Please link to update
Quote from: Mskart on November 11, 2013, 08:03:04 PM
Please link to update
The update can be downloaded from here: http://www.kartracing-pro.com/?page=downloads
thank you
Quote from: Alex10 on November 11, 2013, 07:59:19 PM
if you try driving with front brakes(even with brakes on low) you will lock upp like hell into every corner
yes because the force setting of front brake is disappeared from setup menu, maybe it is something going wrong and not wanted, it is usefull for user using a digital input for front brake, I suppose the most part
what is for the radiator arm?
in the F100 the movement is wrong
sorry but i dont know how to udate the game
i click on the link an i come to the krp site with the beta 10 descrition
but where can i download the update???
pease help me
thanks
Quote from: oppolo on November 11, 2013, 08:32:11 PM
Quote from: Alex10 on November 11, 2013, 07:59:19 PM
if you try driving with front brakes(even with brakes on low) you will lock upp like hell into every corner
yes because the force setting of front brake is disappeared from setup menu, maybe it is something going wrong and not wanted, it is usefull for user using a digital input for front brake, I suppose the most part
It doesn't seem to be possible to set the leverage on the manual brakes in real life.
The brake setting is for the pedal only.
If it can be useful, the option to limit the front brakes input could be added to the settings.
sorry piboso, where can i find the changelog?
Quote from: Fäbu22 on November 11, 2013, 08:38:17 PM
sorry but i dont know how to udate the game
i click on the link an i come to the krp site with the beta 10 descrition
but where can i download the update???
pease help me
thanks
http://www.kartracing-pro.com/?page=downloads
Quote from: Alby46 on November 11, 2013, 08:39:22 PM
sorry piboso, where can i find the changelog?
http://www.kartracing-pro.com/?page=news
Quote from: PiBoSo on November 11, 2013, 08:38:48 PM
It doesn't seem to be possible to set the leverage on the manual brakes in real life.
The brake setting is for the pedal only.
If it can be useful, the option to limit the front brakes input could be added to the settings.
yes, it will be very useful thanks
I used a force about 50 for front brake in the previous versions, unfortunately I can use only the right paddle of my g25 for simulate the better possible, I think there are no wheels with analogic paddles, sometimes compromises are necessary
Quote from: Alex10 on November 11, 2013, 07:59:19 PM
First off the force feedback, grip and flex in the chassi feels very unrealistic in my opinion, the steering feels like a sponge.
try high values of FFB force, high caster and rubbered track and linearity 100 in the FFB
download mirror by DrivingItalia.NET -> http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=3451
when i installed the new beta fresh, it didnt create a piboso folder in my documents, so where am i meant to put the the key?
Quote from: James Beer on November 11, 2013, 09:09:05 PM
when i installed the new beta fresh, it didnt create a piboso folder in my documents, so where am i meant to put the the key?
copy license.ini from old version
to me it doesnt feel like it is ready, sorry to say it but its not. Feels like a downgrade to me but thats just my opinion.
Quote from: oppolo on November 11, 2013, 07:12:29 PM
Quote from: Cory_bro on November 11, 2013, 07:05:10 PM
hows does the pre load actually work?
it should work in this way: keep the gear stick in the upshifting position, the gear will engage when you lift gas pedal
yes, it appears also to me it doesn't work :-\
Just downloaded it, when i click on the exe. it says "Setup File is Corrupted". Same thing that happend with Beta 9, now i gotta download it on a different computer and copy it onto my one again. :( is there no way to fix this for Newer Releases?
Quote from: LIAM 36 AUS on November 11, 2013, 09:50:19 PM
Just downloaded it, when i click on the exe. it says "Setup File is Corrupted". Same thing that happend with Beta 9, now i gotta download it on a different computer and copy it onto my one again. :( is there no way to fix this for Newer Releases?
The server is probably overloaded at the moment. Please try downloading it again. The file should be exactly 613,112,091 bytes.
Quote from: Alex10 on November 11, 2013, 07:59:19 PM
Hi guys, just downloaded beta 10 and I dont like it at all! First off the force feedback, grip and flex in the chassi feels very unrealistic in my opinion, the steering feels like a sponge. Second off the brake settings in garage are awfull, if you try driving with front brakes(even with brakes on low) you will lock upp like hell into every corner. In my opinion everything about the hanling(including brakes etc) is much worse than in beta 9, which i liked a lot.
this is what i have found to be as well! also it crashes a lot I used to get below 30 ping now i have 250-400!
in the mini60 engine
OptTemperature = 50
CylinderHeatTransferFactor = 0.06
CylinderMassFactor = 0.1
StaticCoolingFactor = 0.001
CoolingFactor = 0.00065
HeatingFactor = 0.5
starter
{
torque = 2.5
maxRPM = 2100
}
shiftRPM = 11000
MaxRPM = 14000
TemperatureAlarm
{
min = 95
max = 120
Quote from: oppolo on November 11, 2013, 10:34:41 PM
in the mini60 engine
OptTemperature = 50
CylinderHeatTransferFactor = 0.06
CylinderMassFactor = 0.1
StaticCoolingFactor = 0.001
CoolingFactor = 0.00065
HeatingFactor = 0.5
starter
{
torque = 2.5
maxRPM = 2100
}
shiftRPM = 11000
MaxRPM = 14000
TemperatureAlarm
{
min = 95
max = 120
The optimal temperature is the engine one, while the alarm is triggered, in an aircooled engine, by cylinder head temperature.
If force feedback is weak and you experience random crashes, please make sure to do a clean install, removing all settings and old setups saved in My Documents/PiBoSo/Kart Racing Pro/
The main problems reported so far are:
- collisions
- ping
- rolling start
Anything else?
Quote from: PiBoSo on November 11, 2013, 10:50:08 PM
The optimal temperature is the engine one, while the alarm is triggered, in an aircooled engine, by cylinder head temperature.
is there some relation between opt engine and head temp in an air cooled?
I mean, if I make the physic of an engine with head temp of 180, should I increase also the opt eng temp?
Quote from: oppolo on November 11, 2013, 11:58:00 PM
Quote from: PiBoSo on November 11, 2013, 10:50:08 PM
The optimal temperature is the engine one, while the alarm is triggered, in an aircooled engine, by cylinder head temperature.
is there some relation between opt engine and head temp in an air cooled?
I mean, if I make the physic of an engine with head temp of 180, should I increase also the opt eng temp?
There is no direct relation.
Probably a way to read engine temperature should be added for modders.
Quote from: PiBoSo on November 11, 2013, 11:59:54 PM
There is no direct relation.
Probably a way to read engine temperature should be added for modders.
ok thanks,
this is an obscure parameter I don't know how it could change by, I could guess
CylinderHeatTransferFactor
CylinderMassFactor
HeatingFactor
IntakeScale
carburation
Quote from: oppolo on November 11, 2013, 08:34:06 PM
what is for the radiator arm?
bump
another thing, why now I can shiftup without lift also at rpm a little below max rpm?
Oppolo you can shift when not lifting in real life as well, but it destroys the gear box and engine
Quote from: Sam on November 12, 2013, 12:57:35 AM
Oppolo you can shift when not lifting in real life as well, but it destroys the gear box and engine
You CAN'T shift not lifting in real life, so no destroys at all.
You can flat shift..... And now some guy that races and owns are gear compiny made a gear box that you can flat shift with... And its legal
Quote from: Aritz on November 12, 2013, 01:01:07 AM
You CAN'T shift not lifting in real life, so no destroys at all.
http://www.youtube.com/watch?v=8CzFChc8gk4 - flat-shift 100% official international regulation legal.
Oop there is it
Quote from: PiBoSo on November 11, 2013, 09:57:54 PM
Quote from: LIAM 36 AUS on November 11, 2013, 09:50:19 PM
Just downloaded it, when i click on the exe. it says "Setup File is Corrupted". Same thing that happend with Beta 9, now i gotta download it on a different computer and copy it onto my one again. :( is there no way to fix this for Newer Releases?
The server is probably overloaded at the moment. Please try downloading it again. The file should be exactly 613,112,091 bytes.
Nope, Did'nt work. I have to use another Computer to Download, that was the only Fix last time. its 584 MG it says. Someone else had the same Problem and said to download using a different Computer.
Quote from: Matthew McLean on November 12, 2013, 03:09:36 AM
Quote from: Aritz on November 12, 2013, 01:01:07 AM
You CAN'T shift not lifting in real life, so no destroys at all.
http://www.youtube.com/watch?v=8CzFChc8gk4 - flat-shift 100% official international regulation legal.
designed by Modena Engineering used exclusively by Ricky CapoAnd I wasn't talking about that new invention, I was talking about standard KZ engines, so the engines of KRP should be the same, where IS IMPOSSIBLE to shift that way. It is simply not possible because the torque doesn't allow you, and therefore you can't broke the engine at all.
Ricky Capo's dad owns a company in Australia called Modena Engineering, but it has nothing to do with the engine Modena, I have a feeling it is actually a maxter engine.
Quote from: oppolo on November 12, 2013, 12:54:40 AM
Quote from: oppolo on November 11, 2013, 08:34:06 PM
what is for the radiator arm?
bump
another thing, why now I can shiftup without lift also at rpm a little below max rpm?
It is a flaw of the gearbox simulation, but it's not new.
i think the same about the ffb. its a bit weird while driving now.
radial tiresumping ist better but still not good enough. piboso if you want i give you a test version of lyon to test the right settings out. havent tested the netcode yet.
but in total i pretty like the new beta. for me the ffb and the dumping is just a small piece of the cake. well done piboso!
After updating i got "Invalid login: please register"
Quote from: Eemeli Kelokorpi on November 12, 2013, 07:00:55 PM
After updating i got "Invalid login: please register"
Please make sure the nickname is correctly set in Kart Racing Pro -> Profiles -> Nickname
Quote from: PiBoSo on November 12, 2013, 08:09:35 PM
Quote from: Eemeli Kelokorpi on November 12, 2013, 07:00:55 PM
After updating i got "Invalid login: please register"
Please make sure the nickname is correctly set in Kart Racing Pro -> Profiles -> Nickname
Yes it is correct.
PiBoSo, the new engine CFG file structure for temperature and radiators in Beta 10 leaves us an-able to have properly functioning air-cooled engines. The Mini60 temperature doesn't really function properly, and an engine I had made for the last beta has serious temperature issues. As standard out of pits it starts at 450 degrees, when it's meant to start at 180. The only way I can get the temperature to function as intended is to give it the properties of a water-cooled engine, which means in the setup menu there is a radiator cover option and the radiator arm cover works while driving. Do you have any suggestions?
Quote from: Matthew McLean on November 13, 2013, 10:20:54 AM
PiBoSo, the new engine CFG file structure for temperature and radiators in Beta 10 leaves us an-able to have properly functioning air-cooled engines. The Mini60 temperature doesn't really function properly, and an engine I had made for the last beta has serious temperature issues.
Could you please give more information about the Mini60 engine temperature problem?
I'm doing my birel 190 suitable for beta10, following parameters of mini60 I haven't problems of temperature during race, the only "issue" is the starting temperature, but it is not a real problem because it drops soon
Quote from: oppolo on November 13, 2013, 10:49:05 AM
I'm doing my birel 190 suitable for beta10, following parameters of mini60 I haven't problems of temperature during race, the only "issue" is the starting temperature, but it is not a real problem because it drops soon
I have the starting temp issue as well, but myself and a few friends also have an issue keeping it at the correct temperature
Quote from: Matthew McLean on November 13, 2013, 10:54:52 AM
Quote from: oppolo on November 13, 2013, 10:49:05 AM
I'm doing my birel 190 suitable for beta10, following parameters of mini60 I haven't problems of temperature during race, the only "issue" is the starting temperature, but it is not a real problem because it drops soon
I have the starting temp issue as well, but myself and a few friends also have an issue keeping it at the correct temperature
also in the mini60 of Piboso head temp has a more wide range than liquid cooled, it is related to engine rpm and gas pedal.
this is my attempt with beta10 with a birel190 air cooled, it is not still final http://speedy.sh/qWSR2/birel-190.7z readme inside, I'm still going on to change parameters for seeing what happens
Quote from: Eemeli Kelokorpi on November 13, 2013, 09:33:34 AM
Quote from: PiBoSo on November 12, 2013, 08:09:35 PM
Quote from: Eemeli Kelokorpi on November 12, 2013, 07:00:55 PM
After updating i got "Invalid login: please register"
Please make sure the nickname is correctly set in Kart Racing Pro -> Profiles -> Nickname
Yes it is correct.
Did you receive the email with the correct nickname?
local host, I was training rolling start, I was in the corridor and my speed was over 50 intentionally before yellow line, but I didn,t take a penalty
Quote from: oppolo on November 14, 2013, 07:55:39 PM
local host, I was training rolling start, I was in the corridor and my speed was over 50 intentionally before yellow line, but I didn,t take a penalty
Rolling start regulations have been changed to be more realistic.
In real life the yellow line is only used for rolling re-starts after a race neutralization.
Now the race starts as soon as the starting lights are turned off.
Quote from: oppolo on November 11, 2013, 07:12:29 PM
Quote from: Bayley Bell on November 11, 2013, 07:05:58 PM
What do you guys like more in this beta than beta 9?
give me some days, i am not quick as you guys ;D
well, after many attempts for a satisfied FFB I say this release is not so bad. FFB in KRP basically is this, is not real feel in the gmotor, useless expect something completely different
finally KZ1 has stronger brakes
I haven't understood what arm on radiator is for
I wasn't online, so I don't know anything about it
The arm on radiator warms the engine a lot faster. This is used on winter or cold days in real life.
Quote from: oppolo on November 14, 2013, 10:19:22 PM
Quote from: oppolo on November 11, 2013, 07:12:29 PM
Quote from: Bayley Bell on November 11, 2013, 07:05:58 PM
What do you guys like more in this beta than beta 9?
give me some days, i am not quick as you guys ;D
well, after many attempts for a satisfied FFB I say this release is not so bad. FFB in KRP basically is this, is not real feel in the gmotor, useless expect something completely different
finally KZ1 has stronger brakes
I haven't understood what arm on radiator is for
I wasn't online, so I don't know anything about it
It heats up the engine faster, but works well when you combine arm cover and radiator cover in the kart setup.
so the hand could be useful during rolling start, do you feel different in power with 10 degrees less of temp?. for me this stuff is strange, liquid cooled engine shoudn't have a thermostat? anyway I know, it exists in real life
(http://www.vroomkart.it/sites/vroomkart.com/files/www.bazardelkart.it/ALIM3424_0.JPG)
10 degrees for a shifter of the start is worth about half a hp aspecialy if too cooled
Quote from: Sam on November 15, 2013, 11:08:30 AM
10 degrees for a shifter of the start is worth about half a hp aspecialy if too cooled
quite the opposite actually the only risk of being too cool is cold seizures of the engine from the cylinder head materials not expanding the same as the piston, but being too hot will take away power dramatically...
If too cold like you said seizures but they loose alot of excelration but too hots pre bad aswell
Just tested the new framecap option PiBoSo mentions in the core.ini documentation thread.
[framerate]
cap = 120
I tried 120 frames (makes sense for 60hz monitors)... the frame rate readout in game shows 125. Tried to bump it down to 115... game still shows 125. Any ideas?
Quote from: DjFIL on November 19, 2013, 05:34:37 AM
Just tested the new framecap option PiBoSo mentions in the core.ini documentation thread.
[framerate]
cap = 120
I tried 120 frames (makes sense for 60hz monitors)... the frame rate readout in game shows 125. Tried to bump it down to 115... game still shows 125. Any ideas?
Post updated:
http://forum.kartracing-pro.com/index.php?topic=286.msg30487
I feel a bit dumb but what would be the difference between setting v-sync at 120 (I have a 120Hz screen) and framecap at 120 ?
MaX.
Quote from: HornetMaX on November 19, 2013, 11:45:05 AM
I feel a bit dumb but what would be the difference between setting v-sync at 120 (I have a 120Hz screen) and framecap at 120 ?
MaX.
In theory, the only difference is that v-sync = 120 fps, cap = 125 fps.
In practice, there could also be differences due to the different waiting used: cap uses a "sleep" function on the CPU, v-sync uses an unknown function in the graphics driver, that could use more CPU or GPU.
The main purpose of the "cap" feature is to save power, especially when not on track.
It's probably better to use v-sync with a 120hz monitor, to avoid tearing.
Quote from: PiBoSo on November 19, 2013, 11:53:08 AM
It's probably better to use v-sync with a 120hz monitor, to avoid tearing.
That was my thought too. Not that I notice tearing while playing but ... :)
MaX.
Quote from: PiBoSo on November 11, 2013, 08:38:48 PM
It doesn't seem to be possible to set the leverage on the manual brakes in real life.
The brake setting is for the pedal only.
isn't it possible to set the leverage with those screws?
(http://kartsportnews.com/OLD-site/content/2008/Handbremse.jpg)
(http://tonykart.com/immagini_prodotti/205_1177.jpg)
Quote from: oppolo on November 20, 2013, 10:32:03 PM
Quote from: PiBoSo on November 11, 2013, 08:38:48 PM
It doesn't seem to be possible to set the leverage on the manual brakes in real life.
The brake setting is for the pedal only.
isn't it possible to set the leverage with those screws?
At least one extra attachment point is needed to adjust leverage:
(http://www.margay.com/shopmargay/images/P/KidKart_DriveFront03-3.jpg)
Quote from: PiBoSo on November 21, 2013, 03:08:27 PM
At least one extra attachment point is needed to adjust leverage:
I was thinking that the gray screw, pointed by the arrow, allow the movement of piston in that black pivot
(pensavo che la vite sul manettino, quella grigia indicata dalla freccia, permettesse il movimento del pistoncino che preme sulla pompa, il pistoncino sembra che faccia fulcro su quella vite nera indicata dalla freccia)
Quote from: oppolo on November 21, 2013, 03:57:13 PM
Quote from: PiBoSo on November 21, 2013, 03:08:27 PM
At least one extra attachment point is needed to adjust leverage:
I was thinking that the gray screw, pointed by the arrow, allow the movement of piston in that black pivot
There doesn't seem to be a way to adjust the leverage ratio.
Maybe it is possible to change the master cylinder, though.
for back brake there isnt really something.
on the front brake you adjust it by using. there isnt only 1 and 0. but on the pedals of the steering wheels, there is only 1 and 0. that is our problem.
Quote from: PiBoSo on November 21, 2013, 08:37:46 PM
Quote from: oppolo on November 21, 2013, 03:57:13 PM
Quote from: PiBoSo on November 21, 2013, 03:08:27 PM
At least one extra attachment point is needed to adjust leverage:
I was thinking that the gray screw, pointed by the arrow, allow the movement of piston in that black pivot
There doesn't seem to be a way to adjust the leverage ratio.
Maybe it is possible to change the master cylinder, though.
mmm, yes you are right, the ratio doesn't change, it's only adaptive for the shape of the hand, like in the front brake of motorbike.
anyway we need a trick, even if not realistic because it is impossibile to use with a digital input, who drives krp with analogic paddles behind the wheel?
- or an increase in the smoothness
- or a power brake setting
yea i agree, there has to be some comprimise cause we dont all have load cell front brake levers on our wheels at home haha
Two serious force feedback bugs have been found and ( hopefully ) fixed.
Work is in progress to improve collisions, too.
A patch should be released soon.
Quote from: PiBoSo on November 25, 2013, 01:13:46 PM
Two serious force feedback bugs have been found and ( hopefully ) fixed.
Work is in progress to improve collisions, too.
A patch should be released soon.
Great work PiBoSo :D glad to see fixes coming
Its not just the feed back of the wheel its the strength, it feels to light if you look at games like codemasters f1 and pcars it takes more work to turn the wheel on the g25 and g27.