Kart Racing Pro beta6 released: http://www.kartracing-pro.com/?page=news
A clean install is strongly recommended.
Note: setups are not compatible with previous versions
Note2: replays are not compatible with previous versions
A few additional release notes:
- air choking is visual only at the moment
- rain drops on visor were temporarily removed
- Left Ctrl + F to show / hide framerate counter
- if mapped on keys / buttons, it is now possible to press look left and right at the same time to look back
This build starts a partnership with AIM.
To properly test the physics, please remember that several laps are needed to leave some rubber on the track and have optimal grip.
What does "Full Heading" in the sim section change?
Quote from: dibu on March 28, 2012, 11:14:56 AM
What does "Full Heading" in the sim section change?
It increases the look left / look right angle.
Thanks, this was the last missing translation for the new language file.
And thank you very much for Beta6 :)
Downloading now.. Will do some testing in the evening :)
I have tested now 2 hours ( 100laps) i got no crash till now all work fine. First laps was slippery and 25 - 30 laps later the rubber become visible and the grip become very good :) i drove with my setup a 43.36 on lonato, i tried to repruduce it. then i tested the default setup only changed to soft tires and adjusted the drivetrain and i drove a 43.01 in 3rd lap so the default setup is very very good now. The marbles are not so much, i think they are good now but i couldn`t test if it crash or not because too less marbles, they don`t stuck on tires till now. Gras stuck not so long on tires. Shifter drive very good with default setup, too. Now it is much easier to control a drift. downshifting is fast and u can force the rpm up to 18700 and all work no crash of engine. The Netcode is maybe perfect? i have to test later with some guys because now only 2 are online and they live far away from me so they have a ping from 400 so sure they lag a bit not much but also with this high ping it is possible to touch them and i can`t see a mm of air between the bumpers. So i think this is very awesome now and we can do very nice races.
All in one like always an awesome release.
More later
It looks a good patch then!
(http://i28.tinypic.com/35jm812.jpg)
Quote from: Schwoni on March 28, 2012, 11:57:34 AM
I have tested now 2 hours ( 100laps) i got no crash till now all work fine. First laps was slippery and 25 - 30 laps later the rubber become visible and the grip become very good :) i drove with my setup a 43.36 on lonato, i tried to repruduce it. then i tested the default setup only changed to soft tires and adjusted the drivetrain and i drove a 43.01 in 3rd lap so the default setup is very very good now. The marbles are not so much, i think they are good now but i couldn`t test if it crash or not because too less marbles, they don`t stuck on tires till now. Gras stuck not so long on tires. Shifter drive very good with default setup, too. Now it is much easier to control a drift. downshifting is fast and u can force the rpm up to 18700 and all work no crash of engine. The Netcode is maybe perfect? i have to test later with some guys because now only 2 are online and they live far away from me so they have a ping from 400 so sure they lag a bit not much but also with this high ping it is possible to touch them and i can`t see a mm of air between the bumpers. So i think this is very awesome now and we can do very nice races.
All in one like always an awesome release.
More later
It's a shame I've no time to test it at the moment. :( But Schwoni, do we need look for new best setups? Or does ours still work very good?
I did quickly installed krp and take a look on everything. One thing I noticed, why is the camber in mm now and not anymore in degrees? ???
More feedback about the physics etc from me will follow soon.
I found a small bug on Rye House. On this two places you can drives through the tires on the track.
(http://i41.tinypic.com/33tqyc5.jpg)
(http://i39.tinypic.com/5cfubn.jpg)
Downloading now
Well i have small problem with this release. Game stopped recognizing all axises of my wheel or to be precise it recognizes 2 axises so i can have analog sterring and throttle or sterring and brake :( . I'm using very simple DIY device witch support 6-axises in windows controller properies they are called: X Axis/Y Axis, Throttle, Rudder, Dial, Slider. In game calibration option display "X" axis and 3 left axises work together as "Y". Tried changing in game files calib.txt controls.txt (copy paste from old game verison) but didn't seem to go anywhere with that.
Quote from: DontLook on March 28, 2012, 06:11:44 PM
Well i have small problem with this release. Game stopped recognizing all axises of my wheel or to be precise it recognizes 2 axises so i can have analog sterring and throttle or sterring and brake :( . I'm using very simple DIY device witch support 6-axises in windows controller properies they are called: X Axis/Y Axis, Throttle, Rudder, Dial, Slider. In game calibration option display "X" axis and 3 left axises work together as "Y". Tried changing in game files calib.txt controls.txt (copy paste from old game verison) but didn't seem to go anywhere with that.
Could you please send calib.txt to support@kartracing-pro.com ?
Very nice, too bad I have absolutely no time for some laps of krp, can't wait to get my hands on it :)
Online works very well, no flying karts and bumper-bumper fights are possible :)
There is a lag when you exit to pits or when someone enters in the server though...
The shifting is almost perfect now, no need for improvements I think :D
I like the improvement of the ff problem when the kart is stopped, no more crazy wheel movements.
Tomorrow I will test physics, not tested enough yet ;)
Great patch!!
Quote from: The Iceman Marco on March 28, 2012, 04:16:48 PM
It's a shame I've no time to test it at the moment. :( But Schwoni, do we need look for new best setups? Or does ours still work very good?
We can forget our setups but the default setup now is really good. Some really small adjustments and i drove with the kc3 in lonato the fastest time ever :) a 43.34 in b5 43.47 was a damn fast time, so no problem i think. Only get used to the new feeling but it is much better and take 30 laps and u have best times again :)
Quote from: Schwoni on March 28, 2012, 10:23:48 PM
Quote from: The Iceman Marco on March 28, 2012, 04:16:48 PM
It's a shame I've no time to test it at the moment. :( But Schwoni, do we need look for new best setups? Or does ours still work very good?
We can forget our setups but the default setup now is really good. Some really small adjustments and i drove with the kc3 in lonato the fastest time ever :) a 43.34 in b5 43.47 was a damn fast time, so no problem i think. Only get used to the new feeling but it is much better and take 30 laps and u have best times again :)
"default setup now is really good" really? in beta 6 the setup is goog?..... ODE internal error in testing offline mode disappear forever?
schowni was flying in his server when he turned the corner
Quote from: SAMBO72 on March 29, 2012, 01:59:29 AM
schowni was flying in his server when he turned the corner
That is because of high ping, are you australian?
I would really like to see some footage. Seeing as i do not have KRP yet, could someone please make a YouTube clip of the features included in Beta6.
Cheers. Ryan.
ping was 430 not good
yeah!!! the sudden oversteer by going out of corners is gone(after little setup tuning). 8)
cant fix the come in to the corner goes in good then pooshes and the turns again when i went to new tyres i changed a little but most the same
Did some laps with the new Beta: I think it's amazing :)
Physics is a lot better than before. The kart is more controlable and stable. If you drive on low grip, it no longer leads to unexpected spins but to controlable drifts. If you are really too fast, spins still happen. Further more, now the way the rear starts to slide when you brake too hard is really realistic (and controlable). Braking is a bit more difficult than before, but really realistic. Great!
The new gearbox works very good for me. It is possible to shift very fast, but it is still not too easy. What I like most is, that there is no more gap in torqe when upshifting very quickly (before it felt like there was some kind of auto clutch during shift). Great too!
Also I have the feeling that the game runs a bit faster (especially when racing on badly modelled tracks with much polygons).
Starting setup for KS1 is good now too :)
Really curious about online racing, but no one online atm^^
The downside: could anyone try starting Toowoomba Beta? It loads the track and I can choose a setup, but when I go to track or replay, kart.exe crashes. :( I regret this, because I wanted to test the FFB fix...
Concerning the new FFB I think that auto-centration could be a little bit stronger. Still good to drive tough.
Thank you PiBoSo, great work!
Quote from: Nitrox on March 29, 2012, 03:41:28 PM
Also I have the feeling that the game runs a bit faster (especially when racing on badly modelled tracks with much polygons).
You are right. Collisions' code has been heavily optimized, and a dynamic track surface bug was fixed, too.
Hi. Iv'e just downloaded beta 6 (clean install) but I can't play it. I open the krp application and it comes up kart.exe has stopped working and I have to close it.
I tried opening it about a dozen times but the same happens every time.
Any ideas?
Quote from: AJ Motorsports on March 29, 2012, 06:21:30 PM
Hi. Iv'e just downloaded beta 6 (clean install) but I can't play it. I open the krp application and it comes up kart.exe has stopped working and I have to close it.
I tried opening it about a dozen times but the same happens every time.
Any ideas?
Did you delete PIBOSO folder from My Documents?
QuoteAlso I have the feeling that the game runs a bit faster (especially when racing on badly modelled tracks with much polygons).
+1
Amsterdam Indoor: FPS issue solved, great patch... :D
Quote from: tubefactor on March 29, 2012, 08:17:36 PM
QuoteAlso I have the feeling that the game runs a bit faster (especially when racing on badly modelled tracks with much polygons).
+1
Amsterdam Indoor: FPS issue solved, great patch... :D
Indeed it is
There is no doubt, the kart handling is better :)
I 've edited the default set to less rear grip and less caster and the kart is very fun to drive. I wish to have better rear control when the tyres loose grip but I like the new beta :D
The shifter engine has a lot of RPM, doesn't it? 18000 is too much I think... I never see such madness. Once, at the Zuera WSK, First kart engine mechanic, got 16500 max RPM and the people around were stonished!
Quote from: Aritz on March 29, 2012, 09:16:16 PM
There is no doubt, the kart handling is better :)
I 've edited the default set to less rear grip and less caster and the kart is very fun to drive. I wish to have better rear control when the tyres loose grip but I like the new beta :D
The shifter engine has a lot of RPM, doesn't it? 18000 is too much I think... I never see such madness. Once, at the Zuera WSK, First kart engine mechanic, got 16500 max RPM and the people around were stonished!
I agree, the kz engine is revving a bit too high.
And I would REALLY like to have more control when rear wheel braking with kf3 and kf1. Its so much easier in real life. I know its hard to make this perfect, we cant feel the g-forces and the speed like when driving in real life, but this is definitely the most important aspect physics wise. Otherwise it feels great.
for ur brake problems i use 69% pressure and so u can do nice short full brakes and it feel grat. Marco use only 35% so with this setting u can adjust it .
Today we tested close driving and it is really good now, if u overtake a bit harder so drift in the inside and touch the other side by side sometimes the other kart react a bit too much but no flying or something like that, only a bit too much out but we test more maybe i`m wrong.
i find the brakes work at 80% in a KC3 but only once the tyres have done about 2/3 laps, but I still find it very easy to lock up round the two long left handers at Essay ???
Quote from: Schwoni on March 29, 2012, 10:09:22 PM
for ur brake problems i use 69% pressure and so u can do nice short full brakes and it feel grat. Marco use only 35% so with this setting u can adjust it .
Today we tested close driving and it is really good now, if u overtake a bit harder so drift in the inside and touch the other side by side sometimes the other kart react a bit too much but no flying or something like that, only a bit too much out but we test more maybe i`m wrong.
Yes Schwoni I know that the braking pressure is adjustable ::) But even when lowering the pressure the back snaps a bit to sudden and violent to make it feel realistic. It should be a bit easier and more controllable to make the rear step out. :)
kc1
kc3
ks1
are these
kf1
kf3
Nice replies. I'm testing it to see if the physics really improved, but if everyone is praising, I hope that this version is good. I really didn't like Beta 5 feel.
Quote from: SAMBO72 on March 30, 2012, 01:23:24 AM
kc1
kc3
ks1
are these
kf1
kf3
kc3 is kf3
kc1 is kf1
ks1 is kz1
FS250 = SA250
When i watch back the movement of the head is too slow.
thats on purpose, so you dont look back so much. It more realistic this way. Before people would look back mid turn. Thats impossible in real life. maybe look to the side in corners but never look back. It maybe that is is too slow, but the whole head turning is great in my opinion
Quote from: Aritz on March 29, 2012, 09:16:16 PM
There is no doubt, the kart handling is better :)
I 've edited the default set to less rear grip and less caster and the kart is very fun to drive. I wish to have better rear control when the tyres loose grip but I like the new beta :D
The shifter engine has a lot of RPM, doesn't it? 18000 is too much I think... I never see such madness. Once, at the Zuera WSK, First kart engine mechanic, got 16500 max RPM and the people around were stonished!
It's true.
At first I was wrong, I thought it had a new engine sound... in fact it's the different rpm range. Right now the engine goes further, maybe this is the previous situation to the ICA engine ;)
Just had a mismatch while joining ???
New beta installed.
Quote from: DontLook on March 28, 2012, 06:11:44 PM
Well i have small problem with this release. Game stopped recognizing all axises of my wheel or to be precise it recognizes 2 axises so i can have analog sterring and throttle or sterring and brake :( . I'm using very simple DIY device witch support 6-axises in windows controller properies they are called: X Axis/Y Axis, Throttle, Rudder, Dial, Slider. In game calibration option display "X" axis and 3 left axises work together as "Y". Tried changing in game files calib.txt controls.txt (copy paste from old game verison) but didn't seem to go anywhere with that.
Could you please try the Beta6b patch? http://www.kartracing-pro.com/downloads/kart.exe
To apply it, overwrite kart.exe in Kart Racing Pro installation folder.
Rye House is a great track, super fun with the shifter.
Thanks :D
Quote
Could you please try the Beta6b patch? http://www.kartracing-pro.com/downloads/kart.exe
To apply it, overwrite kart.exe in Kart Racing Pro installation folder.
sweet thanks!
QuoteCould you please try the Beta6b patch? http://www.kartracing-pro.com/downloads/kart.exe
To apply it, overwrite kart.exe in Kart Racing Pro installation folder.
Thank you for fast fix! Everything is working properly now, calibration recognizes available axes. Also it seems that this beta fixed problem with saving controller settings (previous versions had problems with forgetting calibration data).
On a side note is it only me or part of front hand brake animation is missing in this version (hand is moving but paddle remains stationary)?
don't know how to apply it just comes up on my desktop with slgan or something elgon something like that and a profiles file
it goes in your KRP installation directory and replaces the current one
so when i download it it goes in our does it have to be put in after
by default internet explorer and probably other browsers save to a "downloads" folder in a user "My Documents".
So determine where your browsers has saved it to. Or when downlaoding use the save as feature as save directly yo your KRP installation directory replacing the old Kart.exe
one more thing insterlation directory?
thats where you installed KRP
for example click my computer, then c drive, then program files, Kart racing pro it should be there
if not look in Porgram files (x86)
yer in that i go to (c)/programs file (x86)/kart racing pro/ then put it in there
yeah
overwrite it
on my standard g27 my brakes dont get reconized at all
dont wory im sorry half the wire was unpluged i deleted everthing opps and started over and i have nothing :'(
wait what..
well on my g27 one wire was half unplugged i didn't know i thought it was that new download thing that came out so i deleted all krp and the re downloaded it didn't work so i was about to go out of the office because i gave then thought check the plugs under the steering wheel i looked and guess what a cable was half unplugged
maybe just undelete it from the recycle bin
Just got to try it tonight for the first time. The default setup is definitely much more drivable, the kart doesn't flip around and understeers more so, can feel it drifting sideways more and the brakes feel much better. They don't lock up nearly as easily and I can feel the kart squirm under braking rather than just lock up. I wouldn't know enough about it to give much better feedback.
Most important though is soft tyres, more than 50 laps each put in on lonato and essay without the game crashing. Everything appears very stable on my PC.
Ive found it fantastic, I love the way grip comes down on to the track, you constantly get faster. And i like how when grip goes down you can find yourself braking later, something i know happens to me in real life. The defult setup is great, only need to adjust a few things like, idle, brake pressure (if your not running break help) and drivetrain which isnt far from defult. Its Awesome, keep up the good work :)
BTW is driver tuck gesture just visual or does it have an effect on speed?
Quote from: Nitrox on April 10, 2012, 01:53:56 PM
BTW is driver tuck gesture just visual or does it have an effect on speed?
It affects aerodynamic drag, and it also shifts driver weight slightly to the front.
Thanks!
Quote from: PiBoSo on March 28, 2012, 10:33:34 AM
Kart Racing Pro beta6 released: http://www.kartracing-pro.com/?page=news
A clean install is strongly recommended.
Note: setups are not compatible with previous versions
Note2: replays are not compatible with previous versions
What means "clean install"? Do I have to delete old krp version before install beta 6? Or can I install it over the old version?
delete krp folder in programm files, and the PiBoSo folder in documents too. if u deleted this 2 folders u can install b6
clean install means you don't need to delete the older one, but should install the new one by itself, in another place completely separated from the older one! :)
Thanks. This means, I have to install all tracks and karts again?
make a backup of them but yes u have to add them new.
thanks again. will give it a try. Was at beta 3 so far. Looking forward to seeing the improvements. :)
(Installing everything again wil be a pain :( But I guess the improvements make it worth)
You can backup the tracks/paints folder! Just make sure to use the latest version of lonato/essay track and don't overwrite them.
Works perfectly. Many thanks!
Big improvement in handling!
Hello, is there a quick exit to pits button... at the moment i pause the game and a menu pops up .. but the kart still drives on the track... do others still see the kart on the track, this might cause problems later on with more on track.. ;D
if your online it just does that if not i dont think it does not shore
thank you for your continuos efforts, KRP is becaming better and better
in the KS1 still I feel brake a little bit weak, I'd like to be forced to modulate the braking with 100 of power in the setup instead I can push the pedal at the botton. I seems the KS1 engine has a new torque curve and i like it
Just had some close battles with an equally fast driver at Essay - KC3. Hell that was fun, KRP is becoming really raceable! We were only 3 drivers though (which might be why it went very smooth).
:D
when i am in tuck position I can't change gear, is it right?
yes
so,
i can't use tuck in KS1 a part a very small time in 6st gear
is air choke used during brake?
do they affect the physic?
Atm air chocke is visual only. Will be needed with future engine, for KS1 it's not essential.
air choke would be used at the end of the striaght were the engine is running most lean. It would be used to prevent a high reving engine without a rev limiter and or with a lean fuel/air mixture from siezing. hand choking allows oil (mixed with fuel) to lubricate the engine.
I think it is essential for KS1, but not so much for kc1, kc3 or FS250 (revlimited). Also in a ICA,FSA,FA class it would be critical becuase the engines are running so fast and lean for max power.
Quote from: EVO on April 16, 2012, 03:47:35 AM
air choke would be used at the end of the striaght were the engine is running most lean. It would be used to prevent a high reving engine without a rev limiter and or with a lean fuel/air mixture from siezing. hand choking allows oil (mixed with fuel) to lubricate the engine.
I think it is essential for KS1, but not so much for kc1, kc3 or FS250 (revlimited). Also in a ICA,FSA,FA class it would be critical becuase the engines are running so fast and lean for max power.
but...mmm...to use air choke and at the same time downshift is difficult
In Shifterkarts you dont use the choke......Dont drive KC klasses....BUT....In FA FSA we used it often because you dont have a clutch and when you break hard then the engine stops for a moment when tires locked (from over 20000u/min to 0) and in this moment the engine overheats because the piston stops extremely fast and the engine isnt running and the temperature grows because of this stop....but+ when u use the choke before the braking then the engine has enough lubricant (right word?) for this moment....in ICA we dont use it because you can damage the membranes on the inlet (dont know the english word for membranes)
And in shifter Karts you have a SMOOTH downgoing rpms at braking and not so many of them ;)
Jesus, my english is horrible because i dont use it often ;) but i hope that you understand what i say :)
Greetings, GhostriderPL
Quote from: GhostriderPl on April 16, 2012, 02:27:22 PM
In Shifterkarts you dont use the choke......Dont drive KC klasses....BUT....In FA FSA we used it often because you dont have a clutch and when you break hard then the engine stops for a moment when tires locked (from over 20000u/min to 0) and in this moment the engine overheats because the piston stops extremely fast and the engine isnt running and the temperature grows because of this stop....but+ when u use the choke before the braking then the engine has enough lubricant (right word?) for this moment....in ICA we dont use it because you can damage the membranes on the inlet (dont know the english word for membranes)
And in shifter Karts you have a SMOOTH downgoing rpms at braking and not so many of them ;)
Jesus, my english is horrible because i dont use it often ;) but i hope that you understand what i say :)
Greetings, GhostriderPL
dont' worry, it's quite clear and thank you for answer
FA FSA, are those with direct drive?
membranes. do you mean reed valve? http://www.torvergata-karting.it/article/articleview/76/1/9/
so, at this moment we don't need to use air choke in these karts
FA= Formula A 100cc Rotary Valve (later the IC-A and FA were together)
FSA= Formula Super A 100cc rotary valve with full manifacture tuning (big carburetors, big ports and so on)
direct Drive of course.....
And yes, i mean the reed valve...thanks ;) :)
And i dont know if the lower classes like KF (in real) use the choke (but for what in my opinion?) no direct drive, no high rpms, much less power for so much cc
I drive only Shifters and when we go testing then i like to drive with my old FSA engines (love it) ;D
Greetings, GhostriderPL
If you drive a shifter moto yes you wont be able to hand choke
but in KF they do it. No rev limiter and lean mixture = break
it maybe useful in KC1 and KC3 if the mixture is very lean. lean will make the most power
Examples
http://www.youtube.com/watch?v=5oIKOWXK6-M
1.08 1.45 2.18
http://www.youtube.com/watch?v=NqtfrlmMOls
4.25
Hello i have the same Problem!
Well i have small problem with this release. Game stopped recognizing all axises of my wheel or to be precise it recognizes 2 axises so i can have analog steering and throttle or steering and brake . I'm using a hyperstimulator witch support 6-axises in windows controller properies they are called: X Axis/Y Axis, Throttle, Rudder, Dial, Slider. In game calibration option display "X" axis and 3 left axises work together as "Y". Tried changing in game files calib.txt controls.tx
Please Help!!
Jeremy
Quote from: Duke Jason on April 26, 2012, 06:21:29 PM
Hello i have the same Problem!
Well i have small problem with this release. Game stopped recognizing all axises of my wheel or to be precise it recognizes 2 axises so i can have analog steering and throttle or steering and brake . I'm using a hyperstimulator witch support 6-axises in windows controller properies they are called: X Axis/Y Axis, Throttle, Rudder, Dial, Slider. In game calibration option display "X" axis and 3 left axises work together as "Y". Tried changing in game files calib.txt controls.tx
Please Help!!
Jeremy
Are you using the Beta6b patch?
Could you please send calib.txt and controls.txt to support@kartracing-pro.com ?
Im going to make a button for my airbox on my simulator. next to the holes when i press it the driver in game will hand choke.
How should i make one for tucking maybe a button on the top of the steerring wheel when my helmet hits it the driver tucks
or better yet one on the seat, when it is released it goes into the tuck gesture. located somewhere near my lower spine.
is it possible to set a button to activate only when released, and not when pressed?
Quote from: EVO on April 26, 2012, 09:40:22 PM
Im going to make a button for my airbox on my simulator. next to the holes when i press it the driver in game will hand choke.
How should i make one for tucking maybe a button on the top of the steerring wheel when my helmet hits it the driver tucks
or better yet one on the seat, when it is released it goes into the tuck gesture. located somewhere near my lower spine.
is it possible to set a button to activate only when released, and not when pressed?
I saw your rig and it looks really nice.
I think that making choke gesture system with some LED and some photo detector would be even better than button. You could set it in a way that breaking light path with your hand would enable game choke gesture.
I don't think inverting button state would be to hard, but i guess NC (normally closed) switch isn't very expensive to buy.
nop8051 I also have to make dash like yours its so awesome, but no clue how to do any of this
mmm, shouldn't be marbles disable in a wet track?
Are those track and paint mods available on demo or I need to buy a license key to see mods that I have added ? Thank you :)
You need a license to unlock all content and for mods etc. ;)
definitely worth it.
hi is my first post:
i`m download this game, 3 days ago,and like much this game realistic, but can have steering wheel for play this great game,i play with keyboard and my record time in lonato circuit 46:927 seconds,in 3 days,36 / 40 laps for day
-comming soon buy the license for play with others players...!