Kart Racing Pro Official Forum

General => General Discussion => Topic started by: Aritz on February 02, 2012, 10:35:35 AM

Title: Beta 6
Post by: Aritz on February 02, 2012, 10:35:35 AM
Yes, we know it, it is too soon yet, but..... any news/already done fixes/new features or karts about Beta6?  :P

Title: Re: Beta 6
Post by: prostix on February 02, 2012, 02:25:51 PM
have chassis of 2012 with skin
Title: Re: Beta 6
Post by: PiBoSo on February 02, 2012, 03:37:38 PM
Quote from: Aritz on February 02, 2012, 10:35:35 AM
Yes, we know it, it is too early yet, but..... any news/already done fixes/new features or karts about Beta6?  :P

There is a long list of small fixes and optimizations already integrated, but nothing important. The most notable is probably the possibility to reconnect to a server with a different kart.
More changes are in progress.
Title: Re: Beta 6
Post by: Cloudheaven on February 02, 2012, 04:40:38 PM
Thank you PiBoSo! Everytime it's exciting to wait your next release, and everytime you
do this, no one can be disappointed by the impressive work and updates!
Title: Re: Beta 6
Post by: Nitrox on February 02, 2012, 05:03:11 PM
Quote from: PiBoSo on February 02, 2012, 03:37:38 PM
The most notable is probably the possibility to reconnect to a server with a different kart.

Yey!
Title: Re: Beta 6
Post by: prostix on February 02, 2012, 06:41:48 PM
the HD
Title: Re: Beta 6
Post by: laraarsa on February 02, 2012, 08:04:46 PM
Quote from: prostix on February 02, 2012, 06:41:48 PM
the HD
What do you mean with the HD?
Title: Re: Beta 6
Post by: Dan Buck on February 03, 2012, 12:34:20 PM
Quote from: PiBoSo on February 02, 2012, 03:37:38 PM
Quote from: Aritz on February 02, 2012, 10:35:35 AM
Yes, we know it, it is too early yet, but..... any news/already done fixes/new features or karts about Beta6?  :P

There is a long list of small fixes and optimizations already integrated, but nothing important. The most notable is probably the possibility to reconnect to a server with a different kart.
More changes are in progress.

PiBoSo, and that thing crashing my game?! Are you looking at it for Beta6?
Title: Re: Beta 6
Post by: PiBoSo on February 03, 2012, 12:46:59 PM
Quote from: Dan Buck on February 03, 2012, 12:34:20 PM
Quote from: PiBoSo on February 02, 2012, 03:37:38 PM
Quote from: Aritz on February 02, 2012, 10:35:35 AM
Yes, we know it, it is too early yet, but..... any news/already done fixes/new features or karts about Beta6?  :P

There is a long list of small fixes and optimizations already integrated, but nothing important. The most notable is probably the possibility to reconnect to a server with a different kart.
More changes are in progress.

PiBoSo, and that thing crashing my game?! Are you looking at it for Beta6?

While it seems to be fixed now, it's still an open task, that needs more testing.
Title: Re: Beta 6
Post by: laraarsa on February 03, 2012, 03:00:52 PM
Quote from: EVO on February 02, 2012, 11:50:12 PM
i think he means HDR high definiton rendering
ok. Thank you
Title: Re: Beta 6
Post by: Dan Buck on February 03, 2012, 04:38:25 PM
Quote from: PiBoSo on February 03, 2012, 12:46:59 PM
Quote from: Dan Buck on February 03, 2012, 12:34:20 PM
Quote from: PiBoSo on February 02, 2012, 03:37:38 PM
Quote from: Aritz on February 02, 2012, 10:35:35 AM
Yes, we know it, it is too early yet, but..... any news/already done fixes/new features or karts about Beta6?  :P

There is a long list of small fixes and optimizations already integrated, but nothing important. The most notable is probably the possibility to reconnect to a server with a different kart.
More changes are in progress.

PiBoSo, and that thing crashing my game?! Are you looking at it for Beta6?

While it seems to be fixed now, it's still an open task, that needs more testing.

ok, good! it means you didn't forget about me! :)
im seek to race online, just bought a new G27 for this purpose and now i can't run the game! heheh
Title: Re: Beta 6
Post by: Eslotes on February 03, 2012, 06:11:19 PM
Will be in the beta 6 a new engine or a new chasis?
Greattings Eslotes
Title: Re: Beta 6
Post by: PiBoSo on February 03, 2012, 11:04:39 PM
Quote from: Eslotes on February 03, 2012, 06:11:19 PM
Will be in the beta 6 a new engine or a new chasis?
Greattings Eslotes

There will be probably be a new engine.
The new chassis will be integrated in the "gold" release.
Title: Re: Beta 6
Post by: Eslotes on February 03, 2012, 11:22:34 PM
Can you give a little footage from the new engine
Title: Re: Beta 6
Post by: Schwoni on February 03, 2012, 11:24:59 PM
ICA so don`t annoy and let piboo do this awesome work :)
Title: Re: Beta 6
Post by: laraarsa on February 05, 2012, 03:19:17 PM
PiBoSo, could you put the changelog up here?
Title: Re: Beta 6
Post by: Fr33z3 X on February 06, 2012, 08:54:08 PM
and IA players offline ??  ;D
Title: Re: Beta 6
Post by: ENNKT on February 07, 2012, 04:13:15 PM
needs more hopping to the FFB when taking tight corners
Title: Re: Beta 6
Post by: bingoman on February 07, 2012, 08:06:08 PM
whats the gold release??
Title: Re: Beta 6
Post by: PiBoSo on February 08, 2012, 01:06:19 AM
Quote from: bingoman on February 07, 2012, 08:06:08 PM
whats the gold release??

The first release after the "beta" development.
Title: Re: Beta 6
Post by: Sam on February 08, 2012, 12:32:05 PM
sorry to beg but just a little snipet of the new engian of cause when your redy. feels like im asking for icecream
Title: Re: Beta 6
Post by: Bruno Saboia on February 09, 2012, 12:44:44 AM
No changes to physics, then?
Title: Re: Beta 6
Post by: bingoman on February 09, 2012, 05:43:42 PM
Quote from: PiBoSo on February 08, 2012, 01:06:19 AM
Quote from: bingoman on February 07, 2012, 08:06:08 PM
whats the gold release??

The first release after the "beta" development.
Would we have to buy the game again at the gold release?
Title: Re: Beta 6
Post by: Cloudheaven on February 09, 2012, 05:48:14 PM
Quote from: bingoman on February 09, 2012, 05:43:42 PM
Quote from: PiBoSo on February 08, 2012, 01:06:19 AM
Quote from: bingoman on February 07, 2012, 08:06:08 PM
whats the gold release??

The first release after the "beta" development.
Would we have to buy the game again at the gold release?

Lol I don't think so.
Title: Re: Beta 6
Post by: Racehard on February 09, 2012, 05:55:58 PM
Of course not.
Title: Re: Beta 6
Post by: PiBoSo on February 09, 2012, 06:41:44 PM
Quote from: Bruno Saboia on February 09, 2012, 12:44:44 AM
No changes to physics, then?

The shifter engines have been fixed, but nothing else so far.
Title: Re: Beta 6
Post by: Aritz on February 10, 2012, 09:06:56 AM
http://www.youtube.com/watch?v=8H_poT_ZVaU&feature=player_embedded



The other thread is not the best place to announce the track :P
Title: Re: Beta 6
Post by: The Iceman Marco on February 10, 2012, 03:33:43 PM
A new track is always great! :D
Title: Re: Beta 6
Post by: Cloudheaven on February 10, 2012, 03:40:32 PM
Good track  ;D
Title: Re: Beta 6
Post by: Aritz on February 10, 2012, 05:03:03 PM
Don't you think the track is similar to Rye House?
Title: Re: Beta 6
Post by: PiBoSo on February 10, 2012, 05:28:55 PM
Quote from: Aritz on February 10, 2012, 05:03:03 PM
Don't you think the track is similar to Rye House?

It is Rye House :)
And it is now an officially licensed track  :P
Title: Re: Beta 6
Post by: EVO on February 10, 2012, 09:33:36 PM
congratulations!
Title: Re: Beta 6
Post by: laraarsa on February 11, 2012, 10:21:20 AM
Very good! congrats!
Title: Re: Beta 6
Post by: PiBoSo on February 11, 2012, 02:57:24 PM

Changelog:
- fix: dedicated server replay
- fix: dedicated server dynamic track surface reset
- fix: rolling start corridors crossing penalty
- fix: gap in race classification
- fix: poll across a server restart
- fix: setup page on track bug
- fix: remote karts sunk into the ground
- fix: possibility to reconnect to a server with a different kart
- fix: cleanup of disconnected drivers with no laps
- fix: improved mouselook
- fix: look left/right/back
- fix: animated chain
- new: air choke
Title: Re: Beta 6
Post by: PiBoSo on February 11, 2012, 03:02:46 PM

The changelog is work in progress. More fixes and features will be integrated in the release.
There are also a lot of small, unlisted, internal fixes and optimizations.
Title: Re: Beta 6
Post by: prostix on February 11, 2012, 03:07:37 PM
VERY GOOD THANK YOU SO MUCH  ;D ;D ;D ;D ;D
Title: Re: Beta 6
Post by: Racehard on February 11, 2012, 03:08:37 PM
Yeah, love it so far.

The air choke looks perfect, great.
Title: Re: Beta 6
Post by: Cloudheaven on February 11, 2012, 03:15:42 PM
Awesome!  :D
Title: Re: Beta 6
Post by: Vladimir Shestakov on February 11, 2012, 04:13:01 PM
Can`t wait
Title: Re: Beta 6
Post by: Aritz on February 11, 2012, 04:41:45 PM
Nice job as always :)

Don't forget to correct the wet tyres texture :D
Title: Re: Beta 6
Post by: robby on February 11, 2012, 05:33:02 PM
Nice job PiBoSo :D
Title: Re: Beta 6
Post by: Aritz on February 11, 2012, 08:33:37 PM
Which is the air choke effect on engine? It should down the engine temp and loose some horse power aswell. But with no carburation capability, there is not engine break possibility, so what for the air choke?

Don't missunderstood me, I like the new feature :D
Title: Re: Beta 6
Post by: PiBoSo on February 11, 2012, 08:45:14 PM
Quote from: Aritz on February 11, 2012, 08:33:37 PM
Which is the air choke effect on engine? It should down the engine temp and loose some horse power aswell. But with no carburation capability, there is not engine break possibility, so what for the air choke?

Don't missunderstood me, I like the new feature :D

Air choking is not very useful on the TaG engines, but it should be important to simulate an high-revving engine with no RPM limiter, to prevent gripping when releasing throttle at the end of a straight.
Title: Re: Beta 6
Post by: Aritz on February 11, 2012, 08:49:20 PM
Quote from: PiBoSo on February 11, 2012, 08:45:14 PM
Quote from: Aritz on February 11, 2012, 08:33:37 PM
Which is the air choke effect on engine? It should down the engine temp and loose some horse power aswell. But with no carburation capability, there is not engine break possibility, so what for the air choke?

Don't missunderstood me, I like the new feature :D

Air choking is not very useful on the TaG engines, but it should be important to simulate an high-revving engine with no RPM limiter, to prevent gripping when releasing throttle at the end of a straight.

I suppose that you are talking about the ICA engines, aren't you?  :P
Title: Re: Beta 6
Post by: Josi on February 11, 2012, 09:08:28 PM
Quote from: Aritz on February 11, 2012, 08:49:20 PM
Quote from: PiBoSo on February 11, 2012, 08:45:14 PM
Quote from: Aritz on February 11, 2012, 08:33:37 PM
Which is the air choke effect on engine? It should down the engine temp and loose some horse power aswell. But with no carburation capability, there is not engine break possibility, so what for the air choke?

Don't missunderstood me, I like the new feature :D

Air choking is not very useful on the TaG engines, but it should be important to simulate an high-revving engine with no RPM limiter, to prevent gripping when releasing throttle at the end of a straight.

I suppose that you are talking about the ICA engines, aren't you?  :P

:o YEAAAH!!!
I'm thinking on ICA also...  ;)
Title: Re: Beta 6
Post by: Cloudheaven on February 11, 2012, 09:16:53 PM
OMG this is so interesting!!
Title: Re: Beta 6
Post by: Racehard on February 11, 2012, 09:42:32 PM
Will the air choke feature be available on all engines?
Even if it is not used or necessary in TaG and KZ, I've already seen it in KZ videos (http://forum.kartracing-pro.com/index.php?topic=1059.120).
So they do it in reality for realiability or whatever in these classes, I would do it occasionally ingame with kz or TaG karts for fun or to add some more realism, even if there's no need.


If I interpret it correctly in the "high rev - no limits class" it will or could be a must to use it if you want to get far, right? I am so excited, the new class will definitely be awesome with that cool feature and everything  ;D
Title: Re: Beta 6
Post by: Eslotes on February 11, 2012, 10:57:28 PM
JOJO im nervous for beta 6 :D
Title: Re: Beta 6
Post by: laraarsa on February 12, 2012, 08:01:54 AM
Very, very, very nice ;)
Are the online crashes fixed? (dumb question probably)
Title: Re: Beta 6
Post by: EVO on February 12, 2012, 11:18:09 PM
will the old previous helmet model be available.  I made alot of helmets for various members with old helmet model
Title: Re: Beta 6
Post by: The Iceman Marco on February 13, 2012, 03:46:09 PM
+1 for the old helmet model :)
Title: Re: Beta 6
Post by: prostix on February 13, 2012, 04:04:41 PM
+1
Title: Re: Beta 6
Post by: prostix on February 13, 2012, 04:05:11 PM
mode legends!!!
Title: Re: Beta 6
Post by: ENNKT on February 14, 2012, 06:00:56 AM
please add bouncing effect in FFB when taking corners
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 08:59:36 AM
No please, no arcade effects in this game!

If you want bouncing effect, you should add bumps in the tracks ;) The problem is that the tracks are too perfect, we need a better asphalt modelation but it is very hard to do I'm afraid...
Title: Re: Beta 6
Post by: PiBoSo on February 14, 2012, 09:54:22 AM
Quote from: Racehard on February 11, 2012, 09:42:32 PM
Will the air choke feature be available on all engines?

It will not be available on shifter and FS250 engines.

Quote from: laraarsa on February 12, 2012, 08:01:54 AM
Are the online crashes fixed? (dumb question probably)

Not yet.
Title: Re: Beta 6
Post by: laraarsa on February 14, 2012, 11:22:15 AM
Quote from: laraarsa on February 12, 2012, 08:01:54 AM
Are the online crashes fixed? (dumb question probably)
Not yet.
[/quote]

Will it be fixed in the release? the reason i want to know is because I and many others
want to start the European League.
Title: Re: Beta 6
Post by: Josi on February 14, 2012, 11:28:53 AM
Is it possible to have different folders for kart model and suit? I mean to have the possibility to use a different suit with any kart and not only the one that is included with.
Title: Re: Beta 6
Post by: maxrod on February 14, 2012, 11:39:40 AM
The bumps in the track needs to be made with code, Which is not implemented in krp, In rfactor you have codes for bumps, road no bump roada, road lvl 1 bump rdax, road lvl2 bump rdta.
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 11:58:16 AM
Quote from: maxrod on February 14, 2012, 11:39:40 AM
The bumps in the track needs to be made with code, Which is not implemented in krp, In rfactor you have codes for bumps, road no bump roada, road lvl 1 bump rdax, road lvl2 bump rdta.

Interesting, but they should be customizable, I would not like to have bumps when in the real track are not.
Title: Re: Beta 6
Post by: supersic on February 14, 2012, 12:06:05 PM
Where is the problem in making the bumps in 3d? Just move some vertices a few cm up or down in the are where they should be, thats the way i do them since 2004 and it always feels great also on my KRP track. Its a thing of 2minutes.
Good Modders do not use the the "code" in rF because they are not very real...
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 12:16:44 PM
Quote from: supersic on February 14, 2012, 12:06:05 PM
Where is the problem in making the bumps in 3d? Just move some vertices a few cm up or down in the are where they should be, thats the way i do them since 2004 and it always feels great also on my KRP track. Its a thing of 2minutes.
Good Modders do not use the the "code" in rF because they are not very real...

The problem for me is to know how the real bumps are. I feel them when I drive but I can't exactly know how to do them on virtual. Any trick? :)
Title: Re: Beta 6
Post by: supersic on February 14, 2012, 12:17:49 PM
hmmm, reading my post will help you :D
Title: Re: Beta 6
Post by: EVO on February 14, 2012, 12:22:13 PM
Select all the meshed and do a edit mesh modifier then select all the vertices including nearby grass you want to raise  so that you dont get any holes in the mesh.  if it is a local bump (just small bump on track) just the track mesh selected should be enough
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 12:27:17 PM
Yeah, I know how to do it but I don't know how to do a REAL bump... They need many polygons...

I tried with Magescq track and the results were not very good I have to say :S
Title: Re: Beta 6
Post by: EVO on February 14, 2012, 12:30:16 PM
hmmm i think robby knows.  3ds max master that guy.  He made a sand trap seemlessly fade to grass using max properties not textures. 
maybe you can select a polygon detach it and subdivide it giving it more detail then raise those vertices?  just my guess
Title: Re: Beta 6
Post by: David Waters on February 14, 2012, 01:24:59 PM
Any chance of the FFB dropping out at some tracks being fixed at all?
Title: Re: Beta 6
Post by: Nitrox on February 14, 2012, 01:29:23 PM
Quote from: David Waters on February 14, 2012, 01:24:59 PM
Any chance of the FFB dropping out at some tracks being fixed at all?
+1

Laser scanned tracks would be amazing. BTB has this option i think.
Title: Re: Beta 6
Post by: David Waters on February 14, 2012, 01:46:36 PM
Quote from: Nitrox on February 14, 2012, 01:29:23 PM
Laser scanned tracks would be amazing. BTB has this option i think.
The laser scanned tracks in rFactor were created using a special version of BTB which was modified to import laser scanned data. Considering that the developer of BTB is pretty much inactive online now, I doubt we could convince him to let us use it. And even if we could, laser scanning equipment is very expensive.

I'd just be happy with the ffb problem being fixed tbh :)
Title: Re: Beta 6
Post by: supersic on February 14, 2012, 02:18:06 PM
Why should you need many polys for a bump? As i said i am working since 2004 with this method without problems. You dont have to see the bump, it just have to effect like a real bump.
Title: Re: Beta 6
Post by: EVO on February 14, 2012, 02:54:37 PM
which tracks have you done?  i want to look at in mapview and take notes
Title: Re: Beta 6
Post by: supersic on February 14, 2012, 03:23:54 PM
I only work for private drivers with nda, so no public tracks available.
Title: Re: Beta 6
Post by: Cloudheaven on February 14, 2012, 03:38:32 PM
Why move vertices or add fake bump when the most kart track is flat?
Anyway, without using expensive laser tracking, i find that the GPS is pretty accurated
for a correct representation of the track, quite simple and easy!
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 03:44:23 PM
Me too, I want to understand how to do them so easy as you say :)

I've tried and the bumps are not like reals, my virtual bumps are very sharpen, like triangles, and the behaviour of the kart is not real either :( That is why I think there are needed more polygons, to smooth them and to prevent little jumps of the kart. Some time ago, Piboso said that KRP doesn't handle very well the impacts to sharpen objects like kerbs yet, so I guess the "bad" mapped bumps are similar.
Title: Re: Beta 6
Post by: Cloudheaven on February 14, 2012, 03:54:55 PM
Only with BTB you can import directly the .CSV file with the GPS coordinates.
And only driving a kart with a GPS system on a track, you can have the GPS data to import.
Title: Re: Beta 6
Post by: supersic on February 14, 2012, 04:19:57 PM
Cloudheaven, did you ever raced on a kart track? They are exrtremly bumpy, especially in turns.

@aritz: the main problem is that the most tracks of the community are incredibly low poly. If your road is already hq, the its easy to create small and perfect bumps.
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 04:23:52 PM
Quote from: supersic on February 14, 2012, 04:19:57 PM
Cloudheaven, did you every raced on a kart track? They are exrtremly bumpy, especially in corners.

@aritz: the main problem is that the most tracks of the community are incredibly low poly. If your road is already hq, the its easy to create small and perfect bumps.

Understood :)

Could you tell us how many polygons are accepted for road texture in a game like this? I am just doing a track :)
Title: Re: Beta 6
Post by: supersic on February 14, 2012, 04:27:09 PM
So much that the tuns looks smooth. I see that nearly every BTB track has so much "corners" in turns it looks just ugly and outdated.
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 04:29:15 PM
Quote from: supersic on February 14, 2012, 04:27:09 PM
So much that the tuns looks smooth. I see that nearly every BTB track has so much "corners" in turns it looks just ugly and outdated.

I am using 1 polygon line each meter, is that low?
Title: Re: Beta 6
Post by: Cloudheaven on February 14, 2012, 04:36:51 PM
Quote from: supersic on February 14, 2012, 04:19:57 PM
Cloudheaven, did you ever raced on a kart track? They are exrtremly bumpy, especially in turns.

It only depends by the track, most of the kart track usually are not so bumpy like you said, where do you live?
Anyway I have raced several track 10/12, short and long distance (450m/1699m).
Title: Re: Beta 6
Post by: EVO on February 14, 2012, 04:47:35 PM
Aritz remember the first version of my velodrom track how bumpy it was.  I went back and 4X the mesh quality.  I think you can do that in BTB.  In 3ds max I used turbo smooth modifier which added even more quality.  Now you can take almost any line you want on the 50 degree banked turns the problem is the exit where in drops to only 15 degree banking, it is still smooth but too drastic of a drop.  KRP handles the it very well for such a drop not sharp like you say.  I want to go back to the Lydd track and finalize it with turbo smooth and more detail for the kerbs.  The track is almost completly surrounded with kerbs so it makes it really challenging, once you go off course its hard to get back on track so smooth driving is essential and difficult becuse the track has a crown on the middle making some turns like the last one (which needs smoothening the most) very difficult. 
Title: Re: Beta 6
Post by: EVO on February 14, 2012, 04:59:24 PM
supersic you should release a track i am sure we could all learn alot from it.  There was another guy with awesome max skills working on a french track, but he vanished.  I want to start a another track using Max start to finish.  TO make the basic layout I am going to trace the inside of the track then loft a cross section and then pick vertices and move them becuase the track is different widths and some turns are diamond cut. The track is in a parking lot so its flat with some bumps where the karts have ripped up the asphalt and where they have put concrete.  My friend who is a pro at the track will help me test it becuase he knows where there are bumps that I have never felt and I have nearly 100 laps there. He can drive it with his eyes closed
Title: Re: Beta 6
Post by: supersic on February 14, 2012, 05:09:17 PM
Quote from: EVO on February 14, 2012, 04:59:24 PM
supersic you should release a track i am sure we could all learn alot from it.
I stopped making tracks, and due to the nda i cant release tracks i made in the past. I made an application to Piboso but unfortunatly he does not reply...

Quote from: Aritz on February 14, 2012, 04:29:15 PM
Quote from: supersic on February 14, 2012, 04:27:09 PM
So much that the tuns looks smooth. I see that nearly every BTB track has so much "corners" in turns it looks just ugly and outdated.

I am using 1 polygon line each meter, is that low?

Hell yeah, i have maybe 10x more. But i guess thats the problem with BTB, go and learn 3dsmax, it will have many many advantages for you.
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 05:12:15 PM
Quote from: supersic on February 14, 2012, 05:09:17 PM
Quote from: EVO on February 14, 2012, 04:59:24 PM
supersic you should release a track i am sure we could all learn alot from it.
I stopped making tracks, and due to the nda i cant release tracks i made in the past. I made an application to Piboso but unfortunatly he does not reply...

Quote from: Aritz on February 14, 2012, 04:29:15 PM
Quote from: supersic on February 14, 2012, 04:27:09 PM
So much that the tuns looks smooth. I see that nearly every BTB track has so much "corners" in turns it looks just ugly and outdated.

I use 3dmax but not for the beggining of the track. I use first BTB only for the road, kerbs and grass. Then I go to 3dmax to improve those and to do the objects.

I am using 1 polygon line each meter, is that low?

Hell yeah, i have maybe 10x more. But i guess thats the problem with BTB, go and learn 3dsmax, it will have many many advantages for you.
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 05:30:25 PM
Piboso doesn't use that amount of polygons, so I guess it is not allowed for this game:

Title: Re: Beta 6
Post by: laraarsa on February 14, 2012, 05:30:40 PM
Guys we need to discuss Beta 6, not how much polygons to use per meter :P
Title: Re: Beta 6
Post by: Aritz on February 14, 2012, 05:33:32 PM
Yep, sorry :D

We should open a thread on the right place, TRACKS
Title: Re: Beta 6
Post by: supersic on February 14, 2012, 05:39:05 PM
Quote from: Aritz on February 14, 2012, 05:30:25 PM
Piboso doesn't use that amount of polygons, so I guess it is not allowed for this game:



Thats exactly what i mean. He used a bit to much poly on the straights but you cant see any corners in the turns ingame. The Main KRP Tracks are really good .
Title: Re: Beta 6
Post by: laraarsa on February 14, 2012, 05:59:29 PM
Title: Re: Beta 6
Post by: EVO on February 14, 2012, 06:22:13 PM
facepalm action. one last question who was the nda with the private clubs that want there tracks? You can't release certain tracks i guessing, but you can create new ones right?
Title: Re: Beta 6
Post by: EVO on February 14, 2012, 06:24:28 PM
how do the official tracks have so much poly without fps drop. Mesh optimization and use of invisisible walls instead of colliding with high poly objects?
thats what i can do? well the invisible wall part at least. 
Title: Re: Beta 6
Post by: ENNKT on February 14, 2012, 07:40:11 PM
Quote from: Aritz on February 14, 2012, 08:59:36 AM
No please, no arcade effects in this game!

If you want bouncing effect, you should add bumps in the tracks ;) The problem is that the tracks are too perfect, we need a better asphalt modelation but it is very hard to do I'm afraid...

In reality, when taking tight corners, the kart sort of hops, causing steering to "bounce"  This should be in game.  Rfcator 2 has this effect in Formula 3 car, its very immersive. Kartsim will have this too.
Title: Re: Beta 6
Post by: EVO on February 15, 2012, 04:44:23 AM
its like supersic was saying these bumps mid turn must be modeled at high polygon levels
Title: Re: Beta 6
Post by: Eslotes on February 15, 2012, 10:26:50 AM
Quote from: PiBoSo on February 14, 2012, 09:54:22 AM
It will not be available on shifter and FS450 engines.
New engine? or mistake with typing?
Title: Re: Beta 6
Post by: PiBoSo on February 15, 2012, 11:15:48 AM
Quote from: Eslotes on February 15, 2012, 10:26:50 AM
Quote from: PiBoSo on February 14, 2012, 09:54:22 AM
It will not be available on shifter and FS450 engines.
New engine? or mistake with typing?

Typo  :-[
Title: Re: Beta 6
Post by: Sam on February 16, 2012, 12:51:37 AM
the bump in the track thing shouldnt have no bump in the track piboso just needs to make the kart have a little jack
Title: Re: Beta 6
Post by: Sam on February 17, 2012, 10:18:31 AM
plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
Title: Re: Beta 6
Post by: Dan Buck on February 17, 2012, 01:34:11 PM
+1
Title: Re: Beta 6
Post by: prostix on February 17, 2012, 01:44:29 PM
+1
Title: Re: Beta 6
Post by: robby on February 17, 2012, 02:33:30 PM
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++




















+1 haha
Title: Re: Beta 6
Post by: Sam on February 17, 2012, 02:37:45 PM
plzzzzzzzzzz PiBoSo ;D
Title: Re: Beta 6
Post by: sebastia on February 17, 2012, 04:58:38 PM
there will be new engine in beta 6???  which?

tnaks
Title: Re: Beta 6
Post by: PiBoSo on February 17, 2012, 05:02:01 PM
There is no release date planned yet.
Multiplayer should now be a bit smoother and reasonably crash-free, but it needs more testing.
And physics needs work.
Title: Re: Beta 6
Post by: The Iceman Marco on February 17, 2012, 05:07:27 PM
Quote from: PiBoSo on February 17, 2012, 05:02:01 PM
And physics needs work.

Physics? ???
Title: Re: Beta 6
Post by: EVO on February 17, 2012, 05:14:22 PM
IcemanMArco
physics = kart handling and engine performance dynamics though i think everything in that department is spot on but im no pro
Title: Re: Beta 6
Post by: Aritz on February 17, 2012, 05:55:58 PM
I still feel the inertia problem, it is better but not perfect.

http://forum.kartracing-pro.com/index.php?topic=1040.0

Title: Re: Beta 6
Post by: Fr33z3 X on February 19, 2012, 10:53:48 AM
Most chassis skins choice and possibilty to upload personnal helmets on servers  :D
Title: Re: Beta 6
Post by: Eslotes on February 19, 2012, 11:03:17 AM
Quote from: Fr33z3 X on February 19, 2012, 10:53:48 AM
Most chassis skins choice and possibilty to upload personnal helmets on servers  :D
1+
Title: Re: Beta 6
Post by: Cloudheaven on February 19, 2012, 11:08:07 AM
Quote from: Fr33z3 X on February 19, 2012, 10:53:48 AM
Most chassis skins choice and possibilty to upload personnal helmets on servers  :D

+1
Title: Re: Beta 6
Post by: Sam on February 20, 2012, 01:41:40 PM
any updates i know it takes time i just want to see a pic of the motor maybe video i dont mined if its a wip motor a looks a bit crap just want t see it im not asking u to hurry just to show wat you have so far if not started to build the motor then just put it when ever your ready to.
Title: Re: Beta 6
Post by: EVO on February 22, 2012, 08:07:05 AM
What color will the ICA numbers be? I want to make my actual kart have the same color numbers because I am making my engine driect drive.   Please dont say pink or purple.
Title: Re: Beta 6
Post by: Nathan Dunnett on February 22, 2012, 07:08:33 PM
Quote from: ENNKT on February 14, 2012, 07:40:11 PM
In reality, when taking tight corners, the kart sort of hops, causing steering to "bounce"  This should be in game.  Rfcator 2 has this effect in Formula 3 car, its very immersive. Kartsim will have this too.
This only happens if your setup is not right, the bounce happens because your chassis flexs too quickly. It hits it's maximum flex point mid corner then springs back which dumps the inside rear wheel on the track, then procedes to lift it back up again due to mechanical jack, and dumps it down again on the exit giving you the bouncing effect. Move your seat down/back, you may only have to angle the seat back a bit (move the front of the seat forward a little bit while leaving the top mounts as is, it will move your head and torso down and back).
Title: Re: Beta 6
Post by: Hansen24 on February 22, 2012, 08:03:33 PM
Quote from: jnl.42 on February 22, 2012, 07:08:33 PM
Quote from: ENNKT on February 14, 2012, 07:40:11 PM
In reality, when taking tight corners, the kart sort of hops, causing steering to "bounce"  This should be in game.  Rfcator 2 has this effect in Formula 3 car, its very immersive. Kartsim will have this too.
This only happens if your setup is not right, the bounce happens because your chassis flexs too quickly. It hits it's maximum flex point mid corner then springs back which dumps the inside rear wheel on the track, then procedes to lift it back up again due to mechanical jack, and dumps it down again on the exit giving you the bouncing effect. Move your seat down/back, you may only have to angle the seat back a bit (move the front of the seat forward a little bit while leaving the top mounts as is, it will move your head and torso down and back).
True true we had that problem in a DSK (biggest championship i denmark) on roskilde karting track :) My mechanic gave me a hard time blaming me with coming too hard into the tight corner. We ended up using a softer rear axle :D
Title: Re: Beta 6
Post by: EVO on February 23, 2012, 01:16:42 AM
we call it the hops too much rear grip, i think i dailed it out with rear track. but g you cant go any wider i guess axle it next best thing

from http://forum.kartracing-pro.com/index.php?topic=534.15
Title: Re: Beta 6
Post by: Atom1kk on February 23, 2012, 08:41:01 PM
after a long brake not playing kart racing i tried the new beta 5. And i hve to say the the controls of the kart got worse alot. In my opinion the rear oversteers to much and this sudden loose of grip in the back is cruel. changing the setup didnt help alot. I think the best physics where in beta 3. beta 4 was also not bad after tweaking the setup. but the actual one makes no fun playing this game. I hope the developer will change this in the next beta
Title: Re: Beta 6
Post by: Aritz on February 23, 2012, 09:34:18 PM
Quote from: Atom1kk on February 23, 2012, 08:41:01 PM
after a long brake not playing kart racing i tried the new beta 5. And i hve to say the the controls of the kart got worse alot. In my opinion the rear oversteers to much and this sudden loose of grip in the back is cruel. changing the setup didnt help alot. I think the best physics where in beta 3. beta 4 was also not bad after tweaking the setup. but the actual one makes no fun playing this game. I hope the developer will change this in the next beta

Have you deleted the Piboso folder from My Documents before the instalation? Old setups are uncompatible with the last beta!

I am faster now than ever and that is because I try always to drive the kart like real one, so the Beta5 is the best for me by far :)
Title: Re: Beta 6
Post by: Sam on February 24, 2012, 09:46:15 AM
yer aritz is right atom1kk your just used of the game being a computor game and not so real in beta3 but now the game is relistic it is weird to you i think you just need to get used of it since not played in a while and have little remberence of the game
Title: Re: Beta 6
Post by: Nitrox on February 24, 2012, 10:58:13 AM
Atom11k I first thought the same, but follow thos guide:

http://forum.kartracing-pro.com/index.php?topic=1085.0

I use a modified version of this setup (mainly for ks1). (Ackerman min and Caster 12).
This makes it pretty much like Beta 4 I think. The rear is much less nervous.
Title: Re: Beta 6
Post by: Sam on February 24, 2012, 01:38:45 PM
back to beta 6 any progress ohh btw piboso that new 4 stroke well today my dads go-kart shop flatout karts got one in because somebody wants to promote the class its funny because we have no 4-strokes over in WA so its just a great coincidence btw my dad said you have good engines all you need is a cadet class you should use the mini rock its the most popular and he said maybe a junior class or clubman and then the game needs some tweaks on the handling of the kart because its not perfect you have got it so good but its just got that weird thing maybe because you don't have the tire's we have and we don't know what tire to run on that class but definately put a cadet in to make it more appealing for kids like me!!!!!!!!!!!!!!!
Title: Re: Beta 6
Post by: PiBoSo on February 25, 2012, 03:30:27 PM
A little update on Beta6:
- optimized the collisions code that causes slowdowns on some modded tracks since Beta4
- fixed a random crash
- fixed a bug that generates corruption of dynamic track surface
- made netcode more solid
- added a "Free Roam" camera to replay

Beta6 will also add partnership with AIM.
Title: Re: Beta 6
Post by: Cloudheaven on February 25, 2012, 04:15:31 PM
Wooohoo!! Can't wait for this amazing release!
Amazing work, as always!
Title: Re: Beta 6
Post by: Aritz on February 25, 2012, 04:52:59 PM
Well done! :D

Don't forget the both suggestion lists :) There are many bugs/improvements easy to fix or to implement I think
Title: Re: Beta 6
Post by: Stark on February 25, 2012, 06:31:51 PM
Looking forward to beta 6. Partnership with AIM? Please tell us more about this.
Title: Re: Beta 6
Post by: Josi on February 25, 2012, 07:59:22 PM
New engine?
Inter A?
ICA?
Title: Re: Beta 6
Post by: Racehard on February 25, 2012, 08:17:49 PM
Yeah great :D
Looks like we will have the real MyChron then
http://www.aimsports.com/karting/index.html

Love it. Was the partnership intiated by AiM, or did you move towards them?
Title: Re: Beta 6
Post by: EVO on February 25, 2012, 10:01:55 PM
Want my mycrhon model? It is flawless. I measured the heck out of mine before i made it.  I even have the inverted fillet along the face edge, and the battery box with textures on the back and sides and its still lowpoly.  Only thing im missing is the RPM tattle and 2 temp lights. 
Title: Re: Beta 6
Post by: Sam on February 26, 2012, 08:37:38 AM
sorry whats AIM is it A.I.M of aim and whats it perpose
Title: Re: Beta 6
Post by: Diddy4957 on February 26, 2012, 10:17:15 AM
AIM make the mychron and some other kart stuff
Title: Re: Beta 6
Post by: Sam on February 27, 2012, 12:36:54 AM
so there using aim stuff for krp cool
Title: Re: Beta 6
Post by: Sam on February 27, 2012, 12:44:40 AM
any updates piboso
Title: Re: Beta 6
Post by: Aritz on February 27, 2012, 09:49:58 AM
Feb 25, Saturday:

"A little update on Beta6:
- optimized the collisions code that causes slowdowns on some modded tracks since Beta4
- fixed a random crash
- fixed a bug that generates corruption of dynamic track surface
- made netcode more solid
- added a "Free Roam" camera to replay

Beta6 will also add partnership with AIM."

And two days after, a weekend, you want more? Give him a life!
Title: Re: Beta 6
Post by: Sam on February 27, 2012, 11:27:43 AM
sorry didn't write it my mate did because he's to lazy to read it all sorry
Title: Re: Beta 6
Post by: Sam on February 29, 2012, 01:06:20 AM
now i say any updates
its a later date thats why I'm saying it now
Title: Re: Beta 6
Post by: EVO on February 29, 2012, 05:55:18 AM
Quote from: Aritz on February 25, 2012, 04:52:59 PM
Well done! :D

Don't forget the both suggestion lists :) There are many bugs/improvements easy to fix or to implement I think

Some of the best recommendations have not gotten the votes they diserve though
should i seperate the small changes and the big ones?
Title: Re: Beta 6
Post by: Aritz on February 29, 2012, 09:05:27 AM
Quote from: EVO on February 29, 2012, 05:55:18 AM
Quote from: Aritz on February 25, 2012, 04:52:59 PM
Well done! :D

Don't forget the both suggestion lists :) There are many bugs/improvements easy to fix or to implement I think

Some of the best recommendations have not gotten the votes they diserve though
should i seperate the small changes and the big ones?

It would be interesting to have a clear list, maybe he has forgotten some of them because they are lost between complicated fixes or improvements.
Title: Re: Beta 6
Post by: EVO on February 29, 2012, 03:21:59 PM
maybe i can organize them into catergories
like    online, physics, graphics, etc

edit: LIST  REORGANIZED CHECK IT out yo
Title: Re: Beta 6
Post by: PiBoSo on February 29, 2012, 08:56:28 PM
Quote from: SAMBO72 on February 29, 2012, 01:06:20 AM
now i say any updates
its a later date thats why I'm saying it now

The focus is on physics, that should be the last task before release.

Please be patient.
Music for the wait:
http://www.youtube.com/v/VRzSsUxla34
Title: Re: Beta 6
Post by: dibu on February 29, 2012, 09:07:30 PM
Nice one, maybe it helps ;)
Title: Re: Beta 6
Post by: Sam on March 01, 2012, 12:31:59 AM
sorry piboso
Title: Re: Beta 6
Post by: laraarsa on March 01, 2012, 01:49:14 PM
LOL! It's true though.
Title: Re: Beta 6
Post by: Sam on March 03, 2012, 03:54:49 AM
physics is that like kart role and flex cool if is you should make the kc1 and kc3 have a bit more rear lift but no like instant flip
Title: Re: Beta 6
Post by: Schwoni on March 03, 2012, 09:08:16 AM
why more rear lift? setup ur kart and drive faster :P
Title: Re: Beta 6
Post by: PiBoSo on March 10, 2012, 11:38:22 PM
Still working on physics.
Sorry for the wait.
More music:
http://www.youtube.com/v/6Z66wVo7uNw
Title: Re: Beta 6
Post by: Aritz on March 11, 2012, 12:34:05 AM
A video for the wait  :P

http://www.youtube.com/watch?v=-QYHDXKTU0Y
Title: Re: Beta 6
Post by: EVO on March 11, 2012, 07:42:41 PM
:)
Title: Re: Beta 6
Post by: Dan Buck on March 12, 2012, 01:25:38 PM
OMG!
this Beta5 version don't wanna run in my machine anymore!
Even though I've downloaded it and installed it all over again, without all the tracks and graphics and stuff, it wont run! :(

CAN'T WAIT FOR BETA SIXXXXXX
PLEASE COME TO US ALREADY! \o/
Title: Re: Beta 6
Post by: Snappe on March 12, 2012, 03:44:27 PM
Quote from: Aritz on March 11, 2012, 12:34:05 AM
A video for the wait  :P

http://www.youtube.com/watch?v=-QYHDXKTU0Y

That is AWESOME!  ;D
Title: Re: Beta 6
Post by: Sam on March 13, 2012, 12:32:29 AM
i know that should be the video at the start i would take of no video on start and i will watch it its so cool we about ready for a new one we have made the game better since the start so maybe a good idea to attract more people if thats the promotion video. When you go onto krp maybe that can be in the background behind everything I'm no expert I'm only 11 so i dont know 11 4 march just had my b-day 
Title: Re: Beta 6
Post by: Aritz on March 13, 2012, 10:29:34 AM
Not even a thank you from Piboso yet  ;D



Not needed, I was joking  ;)
Title: Re: Beta 6
Post by: Sam on March 13, 2012, 11:04:22 AM
haha i think he's done enough so i think thats evening things up
Title: Re: Beta 6
Post by: Aritz on March 13, 2012, 11:13:31 AM
Yes, let's him work!
Title: Re: Beta 6
Post by: Sam on March 13, 2012, 11:37:03 AM
well he is the best at him we should congratulate him
Title: Re: Beta 6
Post by: Sam on March 13, 2012, 11:39:35 AM
piboso
Title: PLEASE Upload Beta 4b and Beta 3
Post by: johan84 on March 13, 2012, 09:35:14 PM
Anyone can upload Beta3 and Beta4-b of Kart Racing Pro Beacause my game (BETA 5) crash when i run up of rubber marbles in test (demo version)   PLEASE SENDME A LINK to (salonderecepciones75@gmail.com) THANKYOU... i can wait to realease of Beta 6.
Title: Please upload Beta3 and Beta4-b
Post by: johan84 on March 13, 2012, 09:45:47 PM
Edit: i caN´T wait to realease of Beta 6.  Please Pibooso yo can ulpload the all historic Beta´s Revisions of the game.. in the oficial web page... Tankyou... or anyone please upload Beta3 and Beta4-b and sedme the link (salonderecepciones75@gmail.com) and (agenciacolor@yahoo.com)  TANK YOU...
Title: Re: Beta 6
Post by: EVO on March 13, 2012, 10:31:38 PM
i thought i had it but i dont it. Maybe my other drive.  How would we upload it most services have a limit of 200MB?
Title: Re: Beta 6
Post by: johan84 on March 13, 2012, 11:19:10 PM
Maybe
http://www.filehosting.org/
and
http://www.mediafire.com/

Please upload the file as soon as posible... TANK YOU
Title: Re: Beta 6
Post by: Sam on March 14, 2012, 11:53:40 PM
still physics what are you changing
Title: Re: Beta 6
Post by: Aritz on March 18, 2012, 07:54:34 PM
Any new? The forum is quite boring these days  ;D
Title: Re: Beta 6
Post by: dibu on March 18, 2012, 08:11:41 PM
Quote from: Aritz on March 18, 2012, 07:54:34 PM
Any new? The forum is quite boring these days  ;D

Everytime the same procedere in the last days before the new Beta appears ;D ;D
Title: Re: Beta 6
Post by: Sam on March 19, 2012, 12:49:11 AM
yer its a bit silly right now hardly ever see talking
Title: Re: Beta 6
Post by: EVO on March 19, 2012, 06:58:21 AM
I have my eyes trained to first look at the top right corner of the forum
Title: Re: Beta 6
Post by: Sam on March 19, 2012, 08:39:18 AM
same top right then genrel then track
Title: Re: Beta 6
Post by: Cloudheaven on March 19, 2012, 11:19:47 AM
Quote from: EVO on March 19, 2012, 06:58:21 AM
I have my eyes trained to first look at the top right corner of the forum

LOL
Title: Re: Beta 6
Post by: Dan Buck on March 20, 2012, 11:59:00 AM
Quote from: EVO on March 19, 2012, 06:58:21 AM
I have my eyes trained to first look at the top right corner of the forum
+1
Title: Re: Beta 6
Post by: PiBoSo on March 20, 2012, 10:02:38 PM
Quote from: Aritz on March 18, 2012, 07:54:34 PM
Any new? The forum is quite boring these days  ;D

No news yet, but it won't take long.
Title: Re: Beta 6
Post by: Josi on March 21, 2012, 12:07:33 PM
Quote from: PiBoSo on March 20, 2012, 10:02:38 PM
Quote from: Aritz on March 18, 2012, 07:54:34 PM
Any new? The forum is quite boring these days  ;D

No news yet, but it won't take long.

I'm so excited right now!
Maybe new engine? Maybe 22000 rpm?
Title: Re: Beta 6
Post by: laraarsa on March 21, 2012, 02:08:42 PM
Any changelog updates?
Title: Re: Beta 6
Post by: PiBoSo on March 22, 2012, 01:43:22 PM
Quote from: Josi on March 21, 2012, 12:07:33 PM
Quote from: PiBoSo on March 20, 2012, 10:02:38 PM
Quote from: Aritz on March 18, 2012, 07:54:34 PM
Any new? The forum is quite boring these days  ;D

No news yet, but it won't take long.

I'm so excited right now!
Maybe new engine? Maybe 22000 rpm?

Sorry, no new engine in Beta6. The carburator and choking simulation is not completed yet.
But hopefully the other changes are enough to make this release interesting.
Title: Re: Beta 6
Post by: PiBoSo on March 22, 2012, 01:44:39 PM
Quote from: laraarsa on March 21, 2012, 02:08:42 PM
Any changelog updates?

The changelog should be the same.
Only small interface changes and physics improvements have been integrated.
Title: Re: Beta 6
Post by: The Iceman Marco on March 22, 2012, 03:19:59 PM
What are the physics improvements?
Title: Re: Beta 6
Post by: PiBoSo on March 22, 2012, 04:50:10 PM
Quote from: The Iceman Marco on March 22, 2012, 03:19:59 PM
What are the physics improvements?

Many small improvements and fixes in chassis, tyres and default setup. Overall they seem to make the kart more stable and, most important, more realistic.
Title: Re: Beta 6
Post by: The Iceman Marco on March 22, 2012, 04:51:28 PM
Great work!  :D
Title: Re: Beta 6
Post by: Stark on March 22, 2012, 04:55:11 PM
Quote from: PiBoSo on March 22, 2012, 01:43:22 PM
Quote from: Josi on March 21, 2012, 12:07:33 PM
Quote from: PiBoSo on March 20, 2012, 10:02:38 PM
Quote from: Aritz on March 18, 2012, 07:54:34 PM
Any new? The forum is quite boring these days  ;D

No news yet, but it won't take long.

I'm so excited right now!
Maybe new engine? Maybe 22000 rpm?

Sorry, no new engine in Beta6. The carburator and choking simulation is not completed yet.
But hopefully the other changes are enough to make this release interesting.

Wouldnt it be possible to release the new engine and then finnish the carburator and choking simulation later on?
Title: Re: Beta 6
Post by: laraarsa on March 22, 2012, 05:44:48 PM
Quote from: Stark on March 22, 2012, 04:55:11 PM
Quote from: PiBoSo on March 22, 2012, 01:43:22 PM
Quote from: Josi on March 21, 2012, 12:07:33 PM
Quote from: PiBoSo on March 20, 2012, 10:02:38 PM
Quote from: Aritz on March 18, 2012, 07:54:34 PM
Any new? The forum is quite boring these days  ;D

No news yet, but it won't take long.

I'm so excited right now!
Maybe new engine? Maybe 22000 rpm?

Sorry, no new engine in Beta6. The carburator and choking simulation is not completed yet.
But hopefully the other changes are enough to make this release interesting.

Wouldnt it be possible to release the new engine and then finnish the carburator and choking simulation later on?
Good idea!
Title: Re: Beta 6
Post by: EVO on March 22, 2012, 08:16:36 PM
i dont like that idea.  If the new engine is a 100cc direct drive then hand choking  and  carb adjustments are essential, especially if its aircooled
Title: Re: Beta 6
Post by: Aritz on March 22, 2012, 08:21:27 PM
Quote from: PiBoSo on March 22, 2012, 04:50:10 PM
Quote from: The Iceman Marco on March 22, 2012, 03:19:59 PM
What are the physics improvements?

Many small improvements and fixes in chassis, tyres and default setup. Overall they seem to make the kart more stable and, most important, more realistic.

Happy to hear that  :D New engine and choke simulation can wait, the first is the first  ;)
Title: Re: Beta 6
Post by: PiBoSo on March 22, 2012, 08:42:44 PM
Quote from: Aritz on March 22, 2012, 08:21:27 PM
Quote from: PiBoSo on March 22, 2012, 04:50:10 PM
Quote from: The Iceman Marco on March 22, 2012, 03:19:59 PM
What are the physics improvements?

Many small improvements and fixes in chassis, tyres and default setup. Overall they seem to make the kart more stable and, most important, more realistic.

Happy to hear that  :D New engine and choke simulation can wait, the first is the first  ;)

The gearbox simulation has been rewritten ( for the third time! ). Can't wait to get feedback about it.
Title: Re: Beta 6
Post by: Aritz on March 22, 2012, 09:05:13 PM
Nice!
Title: Re: Beta 6
Post by: Nitrox on March 22, 2012, 10:39:17 PM
Will be happy to test and give fb on the shifter :)
Title: Re: Beta 6
Post by: robby on March 24, 2012, 07:48:04 AM
Quote from: PiBoSo on March 22, 2012, 08:42:44 PM
Quote from: Aritz on March 22, 2012, 08:21:27 PM
Quote from: PiBoSo on March 22, 2012, 04:50:10 PM
Quote from: The Iceman Marco on March 22, 2012, 03:19:59 PM
What are the physics improvements?

Many small improvements and fixes in chassis, tyres and default setup. Overall they seem to make the kart more stable and, most important, more realistic.

Happy to hear that  :D New engine and choke simulation can wait, the first is the first  ;)

The gearbox simulation has been rewritten ( for the third time! ). Can't wait to get feedback about it.

feedback

gif us beta 6 and the feedback is all yours beleef me
regards robby
Title: Re: Beta 6
Post by: andrius22 on March 24, 2012, 11:12:13 AM
Please piboso make lonato grip more better when dry,because the kart should be much more stable in this track,because the grip in real life is amazing!
Title: Re: Beta 6
Post by: The Iceman Marco on March 24, 2012, 11:27:02 AM
Quote from: andrius22 on March 24, 2012, 11:12:13 AM
Please piboso make lonato grip more better when dry,because the kart should be much more stable in this track,because the grip in real life is amazing!

There shouldn't be more grip, because then it'll be like in Beta 4 less realistic as now. The grip on the tracks is good now.
Title: Re: Beta 6
Post by: PiBoSo on March 24, 2012, 11:34:01 AM
Quote from: andrius22 on March 24, 2012, 11:12:13 AM
Please piboso make lonato grip more better when dry,because the kart should be much more stable in this track,because the grip in real life is amazing!

When you start grip is not optimal.
At least 20 laps are needed to have enough rubber on track.
Title: Re: Beta 6
Post by: Aritz on March 24, 2012, 05:57:18 PM
track editor and track creation world will be updated somehow? Do we have to learn or change something with beta6?
Title: Re: Beta 6
Post by: PiBoSo on March 24, 2012, 06:42:04 PM
Quote from: Aritz on March 24, 2012, 05:57:18 PM
track editor and track creation world will be updated somehow? Do we have to learn or change something with beta6?

The only change is support for static reflections. They can be useful for glass surfaces.
Title: Re: Beta 6
Post by: andrius22 on March 25, 2012, 06:04:57 PM
in real life it's enough 15 C temperature for perfect grip after 5 laps.It's  not realistic in the game,when on 30 C temperature you need to drive 20 laps,to avoid slipping.I don't how it is in another tracks,but lonato that's how it is,and i can easily prove it,because i felt it myself.
Title: Re: Beta 6
Post by: Stark on March 25, 2012, 08:22:40 PM
Maybe you cant answer this, but how long is it until beta 6 is released? Days or weeks? No hurry but I did a format on the harddrive and wonder if i should download beta 5 and install, but that feels unnecessary if beta 6 is just around the corner.
Title: Re: Beta 6
Post by: PiBoSo on March 25, 2012, 09:13:11 PM
Quote from: Stark on March 25, 2012, 08:22:40 PM
Maybe you cant answer this, but how long is it until beta 6 is released? Days or weeks? No hurry but I did a format on the harddrive and wonder if i should download beta 5 and install, but that feels unnecessary if beta 6 is just around the corner.

Code and physics for Beta6 were closed 3 days ago, but release must be delayed until tracks will be ready.
At least 2 more days are needed.
Title: Re: Beta 6
Post by: Schwoni on March 25, 2012, 09:32:49 PM
fine :) i`m looking forward to it. and i`m exited if the crashes are fixed or not. that is the most annoying thing ATM.
Title: Re: Beta 6
Post by: Stark on March 25, 2012, 09:40:31 PM
Quote from: PiBoSo on March 25, 2012, 09:13:11 PM
Quote from: Stark on March 25, 2012, 08:22:40 PM
Maybe you cant answer this, but how long is it until beta 6 is released? Days or weeks? No hurry but I did a format on the harddrive and wonder if i should download beta 5 and install, but that feels unnecessary if beta 6 is just around the corner.

Code and physics for Beta6 were closed 3 days ago, but release must be delayed until tracks will be ready.
At least 2 more days are needed.

Ok  :)
Title: Re: Beta 6
Post by: Aritz on March 26, 2012, 09:29:47 AM
Are tracks changes? I know there is a new one, but you said "tracks", the rest will be improved?
Title: Re: Beta 6
Post by: RevTurk on March 26, 2012, 06:30:23 PM
Quote from: PiBoSo on March 25, 2012, 09:13:11 PM
Code and physics for Beta6 were closed 3 days ago, but release must be delayed until tracks will be ready.
At least 2 more days are needed.
2 more days! That's tomorrow, or if your reading this tomorrow it's today! Can't wait to see an end to the marbles issue so I can race online.
Title: Re: Beta 6
Post by: PiBoSo on March 26, 2012, 09:03:11 PM
Quote from: Aritz on March 26, 2012, 09:29:47 AM
Are tracks changes? I know there is a new one, but you said "tracks", the rest will be improved?

Essay needs to be updated to the latest layout changes.
Title: Re: Beta 6
Post by: laraarsa on March 27, 2012, 04:12:44 PM
will it be released today?
Title: Re: Beta 6
Post by: PiBoSo on March 27, 2012, 07:48:42 PM
Quote from: laraarsa on March 27, 2012, 04:12:44 PM
will it be released today?

Most likely.
Title: Re: Beta 6
Post by: EVO on March 27, 2012, 07:59:10 PM
I have a really funny music video for this moment but it is inapporiate.  if anyone wants to see PM me.  its an Andy Samberg song. has to do with pants
Title: Re: Beta 6
Post by: Stark on March 27, 2012, 08:05:23 PM
Quote from: EVO on March 27, 2012, 07:59:10 PM
I have a really funny music video for this moment but it is inapporiate.  if anyone wants to see PM me.  its an Andy Samberg song. has to do with pants

wtf?!  :D
Title: Re: Beta 6
Post by: EVO on March 27, 2012, 08:09:29 PM
B6 almost here man. excited!
Title: Re: Beta 6
Post by: Josi on March 27, 2012, 09:00:42 PM
Everyone waiting for...  :o
Title: Re: Beta 6
Post by: Amzer Zo on March 27, 2012, 09:39:41 PM
yes I'm waiting too, my f5 key will become stuck in force push it lol
Title: Re: Beta 6
Post by: robby on March 27, 2012, 11:14:05 PM
ok i go to sleep now you kan releas it lol :D
Title: Re: Beta 6
Post by: tubefactor on March 27, 2012, 11:26:04 PM
Stats are cleaned up now and obviously ready for the next round... ;)
Rye House Raceway has been added to the list.

I wonder if new Beta 6 Physics will require a (much) different set up?!
Title: Re: Beta 6
Post by: Schwoni on March 27, 2012, 11:42:58 PM
link is on :)
Title: Re: Beta 6
Post by: Aritz on March 27, 2012, 11:44:18 PM
Downloading!  :D
Title: Re: Beta 6
Post by: Amzer Zo on March 27, 2012, 11:58:02 PM
thank you PiBoSo :)
Title: Re: Beta 6
Post by: Aritz on March 27, 2012, 11:59:11 PM
Thanks!

Take your time and write all the new features and fixes, I love that reading :D
Title: Re: Beta 6
Post by: Aritz on March 28, 2012, 12:06:57 AM
Delete or rename ancient KRP folder, it looks like that mixing files doesn't work and the game crashes
Title: Re: Beta 6
Post by: PiBoSo on March 28, 2012, 12:12:43 AM
Quote from: Aritz on March 28, 2012, 12:06:57 AM
Delete or rename ancient KRP folder, it looks like that mixing files doesn't work and the game crashes

It is strongly recommended to do a clean install, including all files in "My Documents"/PiBoSo/Kart Racing Pro, except for the license.
Title: Re: Beta 6
Post by: Aritz on March 28, 2012, 12:26:24 AM
Nice new setup options names ;)

Same for the help popups.

Physics not tested, it is too late!
Title: Re: Beta 6
Post by: Sam on March 28, 2012, 02:23:53 AM
so great but 1 thing is it my game or does air choke not work like my hand goes down but the engain keeps going when i have full throtle
Title: Re: Beta 6
Post by: Josi on March 28, 2012, 08:22:05 AM
Nice!
Not tested, only one lap on Essay track with KC3 and KS1.
I think there's more grip in general right now (great), a really nice hand choke gesture on KC3 and rev limiter on KS1 (fantastic avoiding engine failures we had in Beta 5)... and maybe... a different engine sound on KS1?
I like it!