Kart Racing Pro Official Forum

General => General Discussion => Topic started by: PiBoSo on March 26, 2015, 10:15:28 PM

Title: Kart Racing Pro beta13
Post by: PiBoSo on March 26, 2015, 10:15:28 PM

Kart Racing Pro beta13 released:
http://www.kartracing-pro.com/?page=news

A clean install is strongly recommended.
How to update: http://forum.kartracing-pro.com/index.php?topic=3597.0

Please note that download mirrors are always welcome.
Title: Re: Kart Racing Pro beta13
Post by: Tr!st@n on March 26, 2015, 10:30:22 PM
We've got smoooooke  ;D ;D Thank you very much PiBoSo that was pretty quick, regarding how long Beta 12 needed.
Title: Re: Kart Racing Pro beta13
Post by: Taddzy on March 26, 2015, 10:33:36 PM
thanks piboso
Title: Re: Kart Racing Pro beta13
Post by: Xander Clements on March 26, 2015, 10:38:24 PM
I imagine this was pushed out quickly to get Lotus Karts in the sim, but I am curious. When we will be able to get a new build with multiplayer fixes and improvements? Being able to see more than 12 karts would be very helpful, along with less lag between karts through the connection.
Title: Re: Kart Racing Pro beta13
Post by: tebbers14 on March 26, 2015, 10:43:00 PM
+1 Xander
Title: Re: Kart Racing Pro beta13
Post by: Birel-Rotax 42 on March 26, 2015, 10:58:48 PM
Did this change any of the file system, and will mods still work?
Thanks for implementing the exhaust smoke, can't wait to try it out!
Title: Re: Kart Racing Pro beta13
Post by: Chiimpus on March 26, 2015, 11:04:05 PM
Quote from: Xander Clements on March 26, 2015, 10:38:24 PM
I imagine this was pushed out quickly to get Lotus Karts in the sim, but I am curious. When we will be able to get a new build with multiplayer fixes and improvements? Being able to see more than 12 karts would be very helpful, along with less lag between karts through the connection.

+1 This would be a VERY nice aspect have some development on  ;)
Title: Re: Kart Racing Pro beta13
Post by: Birel-Rotax 42 on March 26, 2015, 11:12:17 PM
Quote from: Birel-Rotax 42 on March 26, 2015, 10:58:48 PM
Did this change any of the file system, and will mods still work?
Thanks for implementing the exhaust smoke, can't wait to try it out!

Also, how is exhaust smoke implemented? Is it based off of an object or a configuration setting with the engines?
Title: Re: Kart Racing Pro beta13
Post by: Mario Müller on March 26, 2015, 11:39:04 PM
Kart Racing Pro beta13 is not compatible with Win7 64bit!  :-[
Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on March 26, 2015, 11:41:10 PM
Quote from: Mario Müller on March 26, 2015, 11:39:04 PM
Kart Racing Pro beta13 is not compatible with Win7 64bit!  :-[

Kart Racing Pro is compatible with Windows 7 64 bits.
What error do you get?
Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on March 27, 2015, 01:28:07 AM
Quote from: Birel-Rotax 42 on March 26, 2015, 10:58:48 PM
Did this change any of the file system, and will mods still work?
Thanks for implementing the exhaust smoke, can't wait to try it out!

Tyres, chassis and bodyworks need to be updated.
Title: Re: Kart Racing Pro beta13
Post by: VELOCIPEDE on March 27, 2015, 10:43:56 AM
download mirror on Drivingitalia.NET -> http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=3451
Title: Re: Kart Racing Pro beta13
Post by: Ryan Harris on March 27, 2015, 12:30:03 PM
So... smokes only on ignition, and not at low revs? ah that's awkward.
Title: Re: Kart Racing Pro beta13
Post by: Birel-Rotax 42 on March 27, 2015, 04:13:59 PM
Quote from: Ryan Harris on March 27, 2015, 12:30:03 PM
So... smokes only on ignition, and not at low revs? ah that's awkward.
I feel the same way. Was playing around with it and seems like you are going to have to increase the max rpm to ~6500/7500 and you will get the results you are looking for on the starts and everything. That's what I noticed when playing around with it. The nature of the smoke rendering appears to have it set so the smoke is stronger towards the bottom and thins as it approaches the max (calculus equation, such as limit as "X" (rpm value) approaches maximum ax rpm set in config) and it looks to use a parabolic/polynomial equation to determine the drop off. Then again, it could be completely different from that, but that is what I have observed. I personally really like it, and it will be implemented in the Rotax, but overall great work, PiBoSo!

Here are my thoughts:
I really like being able to see more than 100 tracks (or whatever limit was previously set)
The Lotus Kart is spectacular!
The new adjustments in front/rear hubs is good, but why was caster limited to 21 degrees now? It was at 28 before, and worked well.
Overall awesome job!

Now for questions: what is automatic ballast adjustment? How does it function?

Thanks for keeping us up to date and adding awesome content! Keep it up, your work is appreciated!
Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on March 27, 2015, 04:58:40 PM
Quote from: Birel-Rotax 42 on March 27, 2015, 04:13:59 PM
Quote from: Ryan Harris on March 27, 2015, 12:30:03 PM
So... smokes only on ignition, and not at low revs? ah that's awkward.
I feel the same way. Was playing around with it and seems like you are going to have to increase the max rpm to ~6500/7500 and you will get the results you are looking for on the starts and everything. That's what I noticed when playing around with it. The nature of the smoke rendering appears to have it set so the smoke is stronger towards the bottom and thins as it approaches the max (calculus equation, such as limit as "X" (rpm value) approaches maximum ax rpm set in config) and it looks to use a parabolic/polynomial equation to determine the drop off. Then again, it could be completely different from that, but that is what I have observed. I personally really like it, and it will be implemented in the Rotax, but overall great work, PiBoSo!

Here are my thoughts:
I really like being able to see more than 100 tracks (or whatever limit was previously set)
The Lotus Kart is spectacular!
The new adjustments in front/rear hubs is good, but why was caster limited to 21 degrees now? It was at 28 before, and worked well.
Overall awesome job!

Now for questions: what is automatic ballast adjustment? How does it function?

Thanks for keeping us up to date and adding awesome content! Keep it up, your work is appreciated!

28 degrees caster was not realistic.
Ballast is now automatically calculated and added if the total mass is under the "minimummass" set in each kart.
Title: Re: Kart Racing Pro beta13
Post by: Birel-Rotax 42 on March 27, 2015, 06:51:42 PM
Quote from: PiBoSo on March 27, 2015, 04:58:40 PM
28 degrees caster was not realistic.
Ballast is now automatically calculated and added if the total mass is under the "minimummass" set in each kart.
Alright. The ballast part is very helpful, thank you!
Title: Re: Kart Racing Pro beta13
Post by: BoNI on March 28, 2015, 09:10:47 AM
There are fixes about oculus support or avoid to try?! :P
Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on March 28, 2015, 10:54:26 AM
Quote from: BoNI on March 28, 2015, 09:10:47 AM
There are fixes about oculus support or avoid to try?! :P

No changes in Oculus Rift support, yet.
Title: Re: Kart Racing Pro beta13
Post by: dibu on March 28, 2015, 04:42:53 PM
Thank you for beta13, the new Lotus kart looks nice.:)
Title: Re: Kart Racing Pro beta13
Post by: Birel-Rotax 42 on March 28, 2015, 05:51:57 PM
Bug report: At any track in testing, (options at rainy, 100% wet track) the track surface is the same as the dry track, but skybox has changed, and the track is wet, but but not noticeable until driving onto the surface. Is this a problem on my end?
Title: Re: Kart Racing Pro beta13
Post by: dibu on March 28, 2015, 06:05:21 PM
Quote from: Birel-Rotax 42 on March 28, 2015, 05:51:57 PM
Bug report: At any track in testing, (options at rainy, 100% wet track) the track surface is the same as the dry track, but skybox has changed, and the track is wet, but but not noticeable until driving onto the surface. Is this a problem on my end?
Same here, offline and online.
Online stats seem to be broken too. There are no times recorded in the online stats atm.
Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on March 28, 2015, 07:36:56 PM
Quote from: Birel-Rotax 42 on March 28, 2015, 05:51:57 PM
Bug report: At any track in testing, (options at rainy, 100% wet track) the track surface is the same as the dry track, but skybox has changed, and the track is wet, but but not noticeable until driving onto the surface. Is this a problem on my end?

Kart Racing Pro beta13b released:
http://www.kartracing-pro.com/?page=downloads

Changelog:
fix: wet track
fix: challenge crash
Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on March 28, 2015, 07:38:08 PM
Quote from: dibu on March 28, 2015, 06:05:21 PM
Quote from: Birel-Rotax 42 on March 28, 2015, 05:51:57 PM
Bug report: At any track in testing, (options at rainy, 100% wet track) the track surface is the same as the dry track, but skybox has changed, and the track is wet, but but not noticeable until driving onto the surface. Is this a problem on my end?
Same here, offline and online.
Online stats seem to be broken too. There are no times recorded in the online stats atm.

All karts and bodyworks have been just registered.
Please report if stats for any kart / bodywork combination is not recorded.
Title: Re: Kart Racing Pro beta13
Post by: AndyCarts on March 29, 2015, 01:06:48 PM
Love the beta. I use an xbox one controller. Now i can put the steering angle down to 90 degrees i can set some half decent time. Iv not got space for a wheel.
Small bug, The smoke on the KF3 comes out of the wrong side of the exshaust.

Also im a little confused by the caster adjustment. I was always under the impression that kart caster runs somewhere between 5-10 degrees. but in KRP im running 15-20 degrees. I'm a somewhat novice real world karter, but is there something I'm missing? I ask as I use the sim to get a rough how to set up real karts.

Again, love the sim, keep up the good work.
Title: Re: Kart Racing Pro beta13
Post by: Tr!st@n on March 30, 2015, 03:27:16 PM
So, how do i get the exhaust smoke to work at least a bit? Because i have nothing.
Title: Re: Kart Racing Pro beta13
Post by: Taddzy on March 30, 2015, 04:30:22 PM
i have it working many of times now!!! kf3 and f100 come out of the wrong place
Title: Re: Kart Racing Pro beta13
Post by: 7HUND3R on April 03, 2015, 05:53:08 PM
I notice that the addresseed is not like before, turning a bit and makes u Kart abrupt. I have a g27
Title: Re: Kart Racing Pro beta13
Post by: j0e on April 12, 2015, 11:42:59 PM
Does beta13 work well with windows 8.1?
Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on April 12, 2015, 11:55:47 PM
Quote from: j0e on April 12, 2015, 11:42:59 PM
Does beta13 work well with windows 8.1?

There should be no problems.
Title: Re: Kart Racing Pro beta13
Post by: Xander Clements on April 18, 2015, 01:54:23 AM
Well, having tried our first race of the SKWC, I can now sadly say that PiBoSo has completely FUCKED UP the multiplayer.

Congratulations retard of the year, it's 2015 and we have a connection on a game worse than DSL. I'm done trying to fill your pockets with new buyers; You obviously have no idea what to do.
Title: Re: Kart Racing Pro beta13
Post by: tebbers14 on April 18, 2015, 02:06:28 AM
+1
Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on April 18, 2015, 02:00:04 PM
Quote from: Xander Clements on April 18, 2015, 01:54:23 AM
Well, having tried our first race of the SKWC, I can now sadly say that PiBoSo has completely FUCKED UP the multiplayer.

Congratulations retard of the year, it's 2015 and we have a connection on a game worse than DSL. I'm done trying to fill your pockets with new buyers; You obviously have no idea what to do.

There is no need to use this language. It doesn't make your message "stronger", only annoying to read. Other messages with a similar tone have been deleted.

Unfortunately there were little netcode changes in Beta13, so it's surprising that it works worse than before.

As you probably know, development resources are extremely limited ( there is ONE programmer working on MULTIPLE projects at the same time ).
So, unlike other companies that can afford a full team working on different areas at the same time, priorities must be established.
And it was decided to give full priority to physics for two main reasons:
1) it's what makes KRP unique: there already are some alternatives on the market with karts poorly simulated with car physics and ridiculous setup options
2) as soon as physics is completed, physics data files can be finalized for modders

Anyway, Beta13 is almost feature-complete, so the focus for Beta14 ( and all future releases ) is on netcode only ( along with some more bug fixes ).
So please report all the problems you find, but PLEASE do it properly: words like "shitty" or "fucked up" are not helpful. It would be useful to have a full description of all the problems you find, the server you are using, the settings you are using, ping of the clients, and so on...
Title: Re: Kart Racing Pro beta13
Post by: Taddzy on April 18, 2015, 02:10:31 PM
THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Kart Racing Pro beta13
Post by: Cory_Hayes on April 18, 2015, 02:12:19 PM
Quote from: PiBoSo on April 18, 2015, 02:00:04 PM

1) it's what makes KRP unique: there already are some alternatives on the market with karts poorly simulated with car physics and ridiculous setup options


Because -7 camber either side isn't ridiculous setup, and then further on going to -14 either side..... #StanceNation?
Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on April 18, 2015, 02:18:25 PM
Quote from: Cory_Hayes on April 18, 2015, 02:12:19 PM
Quote from: PiBoSo on April 18, 2015, 02:00:04 PM

1) it's what makes KRP unique: there already are some alternatives on the market with karts poorly simulated with car physics and ridiculous setup options


Because -7 camber either side isn't ridiculous setup, and then further on going to -14 either side..... #StanceNation?

Thank you for the report, it will be fixed in the future.
The point is not about setup range ( an easy a quick fix ), but rather chassis setup options, like bars, seat, axles, ...
Title: Re: Kart Racing Pro beta13
Post by: tebbers14 on April 18, 2015, 04:47:13 PM
Agree that physics are unmatched, but for all of SKWC, THANK YOU for realizing that a good MULTIplayer is what a game needs in the 21st century.

BTW, what does the server rely on to be the fastest possible?

Server Specs:

Processor- Intel Xenon E5-2690 @2.9 GHz
RAM- 2.0 GB (unknown speed and type)
OS- Windows Server 2008 R2 SP1 x64
HDD
Internet Speed: 623mb upload, 431 upload, 1ms ping

Title: Re: Kart Racing Pro beta13
Post by: PiBoSo on April 18, 2015, 05:25:17 PM
Quote from: razorkart14 on April 18, 2015, 04:47:13 PM
Agree that physics are unmatched, but for all of SKWC, THANK YOU for realizing that a good MULTIplayer is what a game needs in the 21st century.

BTW, what does the server rely on to be the fastest possible?

Server Specs:

Processor- Intel Xenon E5-2690 @2.9 GHz
RAM- 2.0 GB (unknown speed and type)
OS- Windows Server 2008 R2 SP1 x64
HDD
Internet Speed: 623mb upload, 431 upload, 1ms ping

The CPU is not very important, and this server is surely more than enough.
Title: Re: Kart Racing Pro beta13
Post by: tebbers14 on April 18, 2015, 07:55:17 PM
 8) 8) 8)