What does this sim need? I love it but what improvements are needed? Better interface? Seems kind of stagnant lately. Hoping for much success for PiBoSo...
It would be interesting to know from the community what important features are missing for 1.0, and what is needed to make Kart Racing Pro more popular ( aside from physics and multiplayer improvements, that are already in progress, and AI, that is not planned ).
I want tonykart and birel for mini60! And I whant a new defoult track. And Update on the big karts (tonykart birel) the newest body work for birel and the new wheel for tonykart..
From my experience a standing start option would go a long way towards the enjoyment of this sim. I've talked a handful of my friends into downloading the full version of Kart Racing Pro and the penalties during the starts are always a complete buzz kill. They are all iRacing guys and while we enjoy the physics and handling of the sim it's rare if not impossible to get a clean start. So, ideally there would be a simple checkbox to allow a standing start. I realize it might not be realistic or accurate as far as real life karting but there's something to be said for ease of use and lack of frustration. Ideally, this simple little thing would be enough to bring a lot of folks back. For those that want to do the traditional kart start...well there's always that option too.
You've got to realize that there's a whole world of casual racers out there that would enjoy some less than hardcore relaxed rules. Just hop in a race and go. Some simple qualifying laps to get your spot on the grid...grid...go green and off you go. Simple. Once you get into a race it's a blast but most times someone does something wrong and ruins the experience. Consider also that Reiza Studios are taking a crack at karting and eventually iRacing is coming out with some karting. PiBoSo you already have a huge head start on all of them and I think this is the biggest hurdle for wider acceptance.
How about a demo with online multiplayer, simple standing starts and limit the demo to only one kart and one track? I think it would be VERY popular. Anyway, love what you're doing and would like to see you rewarded as much as possible for all of your effort. Just my 2 cents. -KCSmoke
for me i know u said ur not plaining ai......... But seriously this game is getting really big and it needs ai to push it thother
Physics and net code...that is pretty much all this game needs.
and maybe more engines/karts.
Rotax
DD2
IAME X30
Yamaha KT100S
FP7 Bodykit
Newer steeringwheel for the Tony Kart
I know basically all of that stuff is mean't to already be getting made but the only thing I have seen actually work is the X30 and DD2...
I have said it many times. This game needs something to make you play it even when no one is online, ai is not what I am talking about. Look at the races Sim Raceway does. I used to play that game over KRP until the changed and screwed up the physics of the kart. It was fun having month or week long events where you had multiple tries to put in your best run. This was not simple hot lap events they would be races that took about 10 minutes to complete so laps depended on the track size.
Also sacrifice realism for simplicity, less penalties on starts, standing starts, etc. If you keep it how it is and focused on the serious karter you have most likely maxed out on the number of people that will play this game.
I have not played this game in a month maybe closer to two. Hardly anyone is online and there is no need to play it by yourself.
the X30 Hotlap event, that was awesome, they need something like that again. It was sooooooooooooooooo gooooooood, just something that will keep people motivated to play the game
For me
1. Update the out of date default skins/karts including new steering wheels for all chassis, graphics, suits, so 2013 including possibly 2014 now new CRG graphics and suit have been released, and also things like the new OTK pedals and stuff like that, little details
2. to have cut through's on rolling up laps to stop you from driving miles around the circuit especially when someone taps you round so you have to do it allll again
3. definitely new FP7 bodywork as so many karts have this now
4. movable rad blinds which all players can see
5 SOUNDS - this is big for me as all karts seem to sound very similar when each engine in real have very distinctive tones/sounds, for instance the KF1 burble when power is applied or the KZ burble when the drivers lift off ( i dont know exactly, ive never driven either of them)
Quote from: Cory_bro on August 31, 2013, 08:10:12 AM
the X30 Hotlap event, that was awesome, they need something like that again. It was sooooooooooooooooo gooooooood, just something that will keep people motivated to play the game
+1.
What PiBoSo has to remember (and others) is that not just hardcore karters will be or even should be using this sim. While it's true that the hardcore karter can enjoy it, it's also beneficial to appeal to as broad an audience as possible. Tap into the general sim community. A lot of sim racers have been introduced to karting through watching the movie "Senna" where Senna gets his start in a kart. Reiza Studios is working on a new Senna sim and karting will play a prominent role. So you need to think about your position in the market as far as new customers looking for the most accessible alternative. They most likely aren't a karter in real life, and probably know little about the details of the sport.
While most(?) of you guys on here have real world experience in karts I think it would be prudent for PiBoSo to appeal to the non-karteres as well. That's where the simplified start idea comes in. I don't think it diminishes what Kart Racing Pro is it just allows a wider audience to appreciate it. Don't get so focused on the intricacies that you forget what the experience might be like for a novice driving KRP for the first time. Even though I got my iRacing friends to buy the retail version of KRP they were turned off pretty quickly by the unforgiving nature of it, they just gave up and are sort of reluctant to try it again. Anyway, the intrinsic beauty of karting is gas, brakes, and driving the perfect line. Don't get so caught up in the details that you make that simple thing overly difficult.
Quote from: KCSmoke on September 01, 2013, 07:35:11 AM
What PiBoSo has to remember (and others) is that not just hardcore karters will be or even should be using this sim. While it's true that the hardcore karter can enjoy it, it's also beneficial to appeal to as broad an audience as possible. Tap into the general sim community. A lot of sim racers have been introduced to karting through watching the movie "Senna" where Senna gets his start in a kart. Reiza Studios is working on a new Senna sim and karting will play a prominent role. So you need to think about your position in the market as far as new customers looking for the most accessible alternative. They most likely aren't a karter in real life, and probably know little about the details of the sport.
While most(?) of you guys on here have real world experience in karts I think it would be prudent for PiBoSo to appeal to the non-karteres as well. That's where the simplified start idea comes in. I don't think it diminishes what Kart Racing Pro is it just allows a wider audience to appreciate it. Don't get so focused on the intricacies that you forget what the experience might be like for a novice driving KRP for the first time. Even though I got my iRacing friends to buy the retail version of KRP they were turned off pretty quickly by the unforgiving nature of it, they just gave up and are sort of reluctant to try it again. Anyway, the intrinsic beauty of karting is gas, brakes, and driving the perfect line. Don't get so caught up in the details that you make that simple thing overly difficult.
Exactly! Having the current model steering wheel or graphics is not going to attract more people to this game. The focus should be game play. Look how many people play this game when a new update comes out. Then a few short weeks later very few are playing. This has nothing to do with graphical features on the karts. Out of the 4 online racing sims I have played my favorite game play/races setup by far is what VRC Pro has, next is Simraceway, Iracing comes in third, and KRP last.
Simraceway has a great Quick Race option. They have waiting rooms setup for certain tracks with certain cars. You go into the room and select a race to join. When at least 2 people join a countdown clock starts(2 or 3 minutes cannot remember) when time expires everyone that selected that race joins the server automatically. You get about a minute of practice while everyone joins. Grid is determined by your connection speed. Standing start and off you go you are racing. No driving around for 15 minutes waiting for qualifying to end. No messaging/begging the two guys just driving around to vote on the poll so you can start qualifying or the race. You select a race and go race.
engines sounds would most likely draw some attention, Im sure a lot of people do it aswell when they get in a new car on a new game they rev the crap out of the car to see if it is any good.
This sim is for kart practising so stop saying make it more simple because this is all about the little details!!!!!!
I'm not suggesting that we "lose" anything. I'm suggesting that we add options to make it easier on first timers in KRP and those sim drivers that have no idea about the sport but want to give it a go. If you want a fullblown hardcore karting sim then it's there...no worries. 8)
For me its the netcode and the start procedure that are the most important fixes for the game, after that most things like classes and bodyworks can be moded in if people want to put in the time and effort. A big problem is that we cant race tracks with bridges as there is a glitch where all but the pole man are disqualified when going over a bridge.
Quote from: Sam on September 01, 2013, 01:27:39 PM
This sim is for kart practising so stop saying make it more simple because this is all about the little details!!!!!!
This game needs to gain popularity Piboso even said it himself. Having the latest steering wheel is not going to do that. If you play a game for the color of the steering wheel you will not be around long. It is the game play that keeps people and brings in new people. As the game sits now I feel it has about maxed out in the people that will play it. Most karters(who this game in current form targets) I talk to know about the game, and have tried it or have no interest in it. People that race other simulators that I have talked to, do not like how the game plays so they stay away from it.
Just look at how many people play the game when a new version comes out. Then look at how quickly they become bored of it and stop playing. This has nothing to do with the graphic kits on the karts or the steering wheel. They all come to see if the game has improved, then move on when there is really nothing to keep them playing.
Quote from: Diddy4957 on September 02, 2013, 12:50:01 AM
For me its the netcode and the start procedure that are the most important fixes for the game, after that most things like classes and bodyworks can be moded in if people want to put in the time and effort. A big problem is that we cant race tracks with bridges as there is a glitch where all but the pole man are disqualified when going over a bridge.
I agree with you.
Netcode, standing starts and fixing the problems with the bridges. Those are the main things to work on right now
Quote from: nmpcs on September 02, 2013, 02:23:03 PM
Quote from: Diddy4957 on September 02, 2013, 12:50:01 AM
For me its the netcode and the start procedure that are the most important fixes for the game, after that most things like classes and bodyworks can be moded in if people want to put in the time and effort. A big problem is that we cant race tracks with bridges as there is a glitch where all but the pole man are disqualified when going over a bridge.
I agree with you.
Netcode, standing starts and fixing the problems with the bridges. Those are the main things to work on right now
YES!!! That way, we can finally race at PF International. :D
Yeah
oh, and one other thing... we need more than ten kart classes selectable as there are plenty available and we can't select them properly.
If AI isn't going to happen... I'd love to see in-game (not via the stats website) hot lap competition/leaderboards. Forza 4 added Rivals Mode, and I never had so much fun as my friends went back and forth trying to take the lead spot away from each other. 5-10 minute sessions would be best for KRP. First session you just set your best lap, no ghost seen. Later sessions, you can pick a friend or anyone on the leaderboard to have as a ghost to race against (if you want to race against #1, or the guy 2-3 places ahead of your current time). Really addictive, and great tool to help improve your times. Would be great to have this for when online isn't an option; don't have time to commit, or not enough players online at that given time.
You should consider putting your games on Steam Greenlight, and use Steam Workshop for mod installs/management. Being on Steam might be your ticket to get more exposure. However going on Steam without AI available, might be a failure to the broad audience.
There are so many things this game needs and so many things each and everyone of us want in it, the ability to do things like standing starts, arm over radiator, have ceramic or steel brake discs and feel the difference, have classes like Rotax, DD2, X30, Kt100, etc, tracks from outside of Europe, proper arm movements (moving your arm to adjust brake bias, arm over radiator, squeezing the fuel line) the list is endless on what we want for the game and what I have mentioned are just examples eveeryone could go on about what is needed and wanted for days on end
for me i think we need to make all the karts the same because i dont know about anyone else but i always seem to be the fastest in the crg over the other karts but apart from that netcode and engine sounds :)
....Crg, Tony and Birel, in real life, all feel different, and it isn't so much that the CRG is the fastest, its just you have got a setup that works on it, I can make the tony and birel go as fast as a crg.
Quote from: CRGDK37 on August 31, 2013, 11:43:19 PM
For me
1. Update the out of date default skins/karts including new steering wheels for all chassis, graphics, suits, so 2013 including possibly 2014 now new CRG graphics and suit have been released, and also things like the new OTK pedals and stuff like that, little details
2. to have cut through's on rolling up laps to stop you from driving miles around the circuit especially when someone taps you round so you have to do it allll again
3. definitely new FP7 bodywork as so many karts have this now
4. movable rad blinds which all players can see
5 SOUNDS - this is big for me as all karts seem to sound very similar when each engine in real have very distinctive tones/sounds, for instance the KF1 burble when power is applied or the KZ burble when the drivers lift off ( i dont know exactly, ive never driven either of them)
6.? Night racing?
We need events like this!
Simraceway Karting World Championships (http://community.simraceway.com/index.php/topic/1142-srw-karting-world-championship-september/)
(http://srwleagues.x10.mx/wp-content/uploads/2013/09/srwwkc-schedulesept.jpg)
simraceway.com (http://simraceway.com)
4 week long events where you have the entire week to put in your best race time. Just did the first challenge last night. 22 laps, if you stay consistent just under 20 minutes of driving. A challenge event like this requires much more skill then just a simple hot lap event. You have to maintain your lap times .5 a second a lap over 22 laps can put you off the back in no time.
The only reason I am not there driving all the time vs here is the Simraceway kart does not really feel like a kart.
What exactly do you guys mean by "net code"?
Also, it would be nice if there was an updated GUI within the sim that showed event leader boards etc...without having to exit the sim and go to a separate webpage.
I think it has been mentioned once or twice already, but how about a ghost feature? I happened to play simraceway the last few days and really enjoyed hunting my ghost. And it really helps you to better your time/driving.
Quote from: Racehard on September 13, 2013, 02:19:38 PM
I think it has been mentioned once or twice already, but how about a ghost feature? I happened to play simraceway the last few days and really enjoyed hunting my ghost. And it really helps you to better your time/driving.
Kart Racing Pro -> Testing -> Start -> Trainer -> Enable
It's also possible to load trainers.
not sure if anyone has noticed...but with standard gearing on the KZ ( not sure about other engines) the CRG has 135kph and the other two have 134kph.....and I am pretty sure the tony and birel maxed at 175 and the crg just kept on building speed, not sure if it is still the same....haven't tried maxing a kart out in a slipstream for a while...just something for everyone to look at i guess, if it is still like that it would be great for them all to be the same as the crg
Quote from: Cory_bro on September 13, 2013, 04:53:19 PM
not sure if anyone has noticed...but with standard gearing on the KZ ( not sure about other engines) the CRG has 135kph and the other two have 134kph.....and I am pretty sure the tony and birel maxed at 175 and the crg just kept on building speed, not sure if it is still the same....haven't tried maxing a kart out in a slipstream for a while...just something for everyone to look at i guess, if it is still like that it would be great for them all to be the same as the crg
The engines have a slightly different gearing.
Quote from: PiBoSo on September 13, 2013, 04:45:56 PM
Quote from: Racehard on September 13, 2013, 02:19:38 PM
I think it has been mentioned once or twice already, but how about a ghost feature? I happened to play simraceway the last few days and really enjoyed hunting my ghost. And it really helps you to better your time/driving.
Kart Racing Pro -> Testing -> Start -> Trainer -> Enable
It's also possible to load trainers.
Thanks:)
But I feel bad I didn't know it was already implemented :-[
I don't know if this has changed lately, but I was very annoyed by the slow UI.
I just hated it, when loading a new skin takes 20seconds each time.
Apart from that I really like the game, except for the low number of official tracks.
I hope u get more attention with release of 1.0, you really deserved it.
Quote from: Thalenberghen on September 13, 2013, 08:28:22 PM
I don't know if this has changed lately, but I was very annoyed by the slow UI.
I just hated it, when loading a new skin takes 20seconds each time.
Apart from that I really like the game, except for the low number of official tracks.
I hope u get more attention with release of 1.0, you really deserved it.
Loading time has been significantly improved. Still not as fast as it should be, though. It can be further reduced switching to 32bits textures: http://forum.kartracing-pro.com/index.php?topic=1527.msg23106#msg23106
I got this simulator to practice my driving since we don't get much track time where I live.
I found the simulator hard to master. I usually play KF3 which is similar to the Rotax/Cheetah/X30 we have where I drive, and Mini karts which is the most available multiplayer class in the game.
I'm still off pace from many drivers, partially it is my fault but sometimes I noticed that the hotter and more rubbered the track is, it is much easier to drive and I'm on par with other drivers - there's more change than in real life.
Anyways, here are my few cents about what the game needs to give an easy start for new comers:
-> Better multiplayer experience:
* voting is still unclear to me - how to start, what option are available...
* A more forgiving roling start, which is important
* I got disqualafied so many times for speeding because of people pushing me off - it is really frustrating
-> Some initial setup presets (i.e clean track, rubbered track, rain, hot climate) to start with - they don't have to be ideal but will help those who are not hard core into Karting.
I tried applying CRG America kart setup tips (from here http://www.crg-america.com/pdfs/CRG_Kart_Tuning_Manual.pdf) and although they're out of date and not always giving the predicted behavior, they did make a noticable difference when driving.
-> Some tracks (i.e) has point where the kart get stuck on the kerbs. This is really frustrating.
Some things that could be nice:
-> Carburettor adjustment while driving. I have a Logitech driving force GT which has a great dial on the steering wheel for this purpose.
-> Maybe there will be on option to resume a practice to retain a certain track condition (rubber, weather etc.)
-> Yamaha KT100 would be nice but certainly not a top priority
On the plus side -
-> I'm happy with the selection of karts. KF3 is similar enough to other TaG without front brakes, having X30/Rotax/KGP/ROK won't make much difference to me.
-> I like the graphics. Newest and most recent color schemes can be done by 3rd parties. These things don't affect the behavior of the kart after all.
-> Trainer are awesome and really help. If I could associate them with the setup and conditions they were recorded with, that would help. A library of trainers for beginners would also help - I guess that's more of a community feature.
I should mention that I really like the game and if I hadn't had an injured wrist, I would've played it more often.
KRP needs something to fix it and draw people in. In the past three days of playing other sims and checking here to see if anyone was racing I saw less then half a dozen people online and only twice was there more then one person online at a single moment. This was over a weekend no less when people have time to play games.
I suggest some kind of race or something that does not need others online. There are ways to race people without them needing to be online at the same time. This will bring in racers and have them playing the game able to kill time while they hope someone else might start playing the game. The way it is now you just load up the stats page check the servers see no one is online and move on to something else. On the very rare occasion you might see a person online.
As it stands if no one is online there is absolutely no reason to play KRP. This game does not have the following to survive like this. Looking at Simraceway there can be 30 people online playing the game. You would be lucky out of those 30 to find 5 of the people in one of the quick races or events. It is not until users online gets well over 50 before you start to easily find 3+ people in a single quick race or event to join. They also have a chat window that is visible/accessible from every game menu so you can easily chat or let others know where you will be racing so they can join you.
It just sucks to see such a great sim with awesome physics suffering because of poor game play.
Quote from: PiBoSo on September 13, 2013, 08:52:50 PM
Quote from: Thalenberghen on September 13, 2013, 08:28:22 PM
I don't know if this has changed lately, but I was very annoyed by the slow UI.
I just hated it, when loading a new skin takes 20seconds each time.
Apart from that I really like the game, except for the low number of official tracks.
I hope u get more attention with release of 1.0, you really deserved it.
Loading time has been significantly improved. Still not as fast as it should be, though. It can be further reduced switching to 32bits textures: http://forum.kartracing-pro.com/index.php?topic=1527.msg23106#msg23106
Hi, my kart.ini looks like this, where do i add the "texture_quality = 1"
[GFX_DEFAULT]
x=800
y=600
bpp=32
fullscreen=1
refresh=0
[SOUND]
driver=0 ; 0 = default
max_sounds=32
efx=1
[master]
server=master.kartracing-pro.com:10600
Quote from: zizkebab on September 15, 2013, 03:41:01 PM
I got this simulator to practice my driving since we don't get much track time where I live.
I found the simulator hard to master. I usually play KF3 which is similar to the Rotax/Cheetah/X30 we have where I drive, and Mini karts which is the most available multiplayer class in the game.
I'm still off pace from many drivers, partially it is my fault but sometimes I noticed that the hotter and more rubbered the track is, it is much easier to drive and I'm on par with other drivers - there's more change than in real life.
Anyways, here are my few cents about what the game needs to give an easy start for new comers:
-> Better multiplayer experience:
* voting is still unclear to me - how to start, what option are available...
* A more forgiving roling start, which is important
* I got disqualafied so many times for speeding because of people pushing me off - it is really frustrating
-> Some initial setup presets (i.e clean track, rubbered track, rain, hot climate) to start with - they don't have to be ideal but will help those who are not hard core into Karting.
I tried applying CRG America kart setup tips (from here http://www.crg-america.com/pdfs/CRG_Kart_Tuning_Manual.pdf) and although they're out of date and not always giving the predicted behavior, they did make a noticable difference when driving.
-> Some tracks (i.e) has point where the kart get stuck on the kerbs. This is really frustrating.
Some things that could be nice:
-> Carburettor adjustment while driving. I have a Logitech driving force GT which has a great dial on the steering wheel for this purpose.
-> Maybe there will be on option to resume a practice to retain a certain track condition (rubber, weather etc.)
-> Yamaha KT100 would be nice but certainly not a top priority
On the plus side -
-> I'm happy with the selection of karts. KF3 is similar enough to other TaG without front brakes, having X30/Rotax/KGP/ROK won't make much difference to me.
-> I like the graphics. Newest and most recent color schemes can be done by 3rd parties. These things don't affect the behavior of the kart after all.
-> Trainer are awesome and really help. If I could associate them with the setup and conditions they were recorded with, that would help. A library of trainers for beginners would also help - I guess that's more of a community feature.
I should mention that I really like the game and if I hadn't had an injured wrist, I would've played it more often.
Very good points and very well argued.
Quote from: Leonardo Ratafia on September 24, 2013, 03:00:41 AM
Quote from: PiBoSo on September 13, 2013, 08:52:50 PM
Quote from: Thalenberghen on September 13, 2013, 08:28:22 PM
I don't know if this has changed lately, but I was very annoyed by the slow UI.
I just hated it, when loading a new skin takes 20seconds each time.
Apart from that I really like the game, except for the low number of official tracks.
I hope u get more attention with release of 1.0, you really deserved it.
Loading time has been significantly improved. Still not as fast as it should be, though. It can be further reduced switching to 32bits textures: http://forum.kartracing-pro.com/index.php?topic=1527.msg23106#msg23106
Hi, my kart.ini looks like this, where do i add the "texture_quality = 1"
[GFX_DEFAULT]
x=800
y=600
bpp=32
fullscreen=1
refresh=0
[SOUND]
driver=0 ; 0 = default
max_sounds=32
efx=1
[master]
server=master.kartracing-pro.com:10600
The lines
[core]
texture_quality=1
must be manually added.