Kart Racing Pro Official Forum

General => General Discussion => Topic started by: PiBoSo on October 05, 2012, 11:31:46 PM

Title: Kart Racing Pro beta7
Post by: PiBoSo on October 05, 2012, 11:31:46 PM
Kart Racing Pro beta7 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
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 05, 2012, 11:36:02 PM
Good job as always. Could you please write the changes log here? I am working all night and I would like to know what to test tomorrow.

For the rest, a video will be nice to watch :)
Title: Re: Kart Racing Pro beta7
Post by: Amzer Zo on October 05, 2012, 11:39:47 PM
thanks, let's go on the track ahah :)
Title: Re: Kart Racing Pro beta7
Post by: dibu on October 05, 2012, 11:43:37 PM
Thank you  :D
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 05, 2012, 11:48:00 PM
oops, the log is on the website ;)
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 05, 2012, 11:59:05 PM
could someone explain these two fixes? The kart track width and remote tyre effects
Title: Re: Kart Racing Pro beta7
Post by: Josi on October 06, 2012, 12:09:06 AM
Thank you so much PiBoSo!
Which is the new folder scheme for paints and helmets?
Title: Re: Kart Racing Pro beta7
Post by: Diddy4957 on October 06, 2012, 12:15:25 AM
my online says i have an invalid login???
Title: Re: Kart Racing Pro beta7
Post by: Stark on October 06, 2012, 12:18:22 AM
Quote from: Diddy4957 on October 06, 2012, 12:15:25 AM
my online says i have an invalid login???

Mine too.
Title: Re: Kart Racing Pro beta7
Post by: Diddy4957 on October 06, 2012, 12:19:03 AM
also how do i get paints into beta 7 as the folders seem to have changed
Title: Re: Kart Racing Pro beta7
Post by: Dan Buck on October 06, 2012, 01:08:47 AM
great!

trying to figure out how to make my paintings work now! lol
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 06, 2012, 01:21:37 AM
it has be a good patch, no one is writing here his impressions  ::)
Title: Re: Kart Racing Pro beta7
Post by: Dan Buck on October 06, 2012, 01:23:47 AM
its great, really...

but i cant figure out how the folders are working, as i cant load any of the paintings that i have! :(

could you help it here PiBoSo?
Title: Re: Kart Racing Pro beta7
Post by: Schwoni on October 06, 2012, 01:34:07 AM
i`m still testing, my first things:
air choke is fine, F100 is a good start but too less power, it acclerate much more agressive at 10k rpm also wheelspin is not possible with cold tires. U have to get used to it but grip level, blocked rear tires and drifting i feel much better. Different physics with different chassis also fine, but i think the difference on straight is much too big. CRG F100 max rpm: 18.2 and birel 19.8  almost 10 km/h impossible to drive birel times with crg. 0.2 - 0.4 tenths difference.
suspension look is much better but still visible. Driving over kurbs is much better, no overrolls till now. axle lift is much better, in b6 i have had 100 of overrolls because of too much axle lift. maybe changed netcode, maybe not, but there is no air between karts, good but FPS deteriorated round about 30, if a kart appear in screen up to 45, that make all lag and close driving again impossible. A HD 6950 with 2048 MB and updated drivers should be good enough normally, no problems with any other games. Maybe lowering graphics will solve this but it is not normal.
Title: Re: Kart Racing Pro beta7
Post by: robby on October 06, 2012, 01:40:06 AM
+1 to wat schwoni tels

regards robby
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 06, 2012, 01:59:40 AM
woaw, looks good then :D

what about understeering, still present?
Title: Re: Kart Racing Pro beta7
Post by: Schwoni on October 06, 2012, 06:47:00 AM
it feel very different but i only have driven the F 100 now. at beginning u have to get used to new feeling but if u have it and a little bit of groove is there it have massive grip and oversteering, it feels good :)
Title: Re: Kart Racing Pro beta7
Post by: straightXed on October 06, 2012, 07:25:20 AM
Great release. Karts seriously feel good. +1 on being able to hit ripple strips without flipping or randomly getting stuck!
Title: Re: Kart Racing Pro beta7
Post by: CaseyGraves on October 06, 2012, 07:39:22 AM
Karts drive alot better but there is a big bug with the F100 like Schwoni said. I just ran a 5 lap stint in each kart with stock setup on Essay, the tony kart and crg were both within a tenth and the birel was half and second faster and was getting more rpm than the other two
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 06, 2012, 09:51:40 AM
Quote from: CaseyGraves on October 06, 2012, 07:39:22 AM
Karts drive alot better but there is a big bug with the F100 like Schwoni said. I just ran a 5 lap stint in each kart with stock setup on Essay, the tony kart and crg were both within a tenth and the birel was half and second faster and was getting more rpm than the other two

For a mistake 2 of the F100 engines did not get the final data. The correct one is the B F100.
Title: Re: Kart Racing Pro beta7
Post by: Racehard on October 06, 2012, 10:48:57 AM
I have discovered some lags which I really wasn't used to. I'll test other tracks besides Liedolsheim if there are some. I'd might add that i had them in online mode with 2-3 guys on track.
I have a core 2 duo and a gtx280

Edit:

The general feeling is a lot different, but I want to do some more laps first.

Is it possible that feeling of ffb changed quite a bit?
Title: Re: Kart Racing Pro beta7
Post by: dibu on October 06, 2012, 10:56:50 AM
What's about the join button for the direct connect at the server site? Will it follow?
And how does the white list for the dedicated servers work?

I just did some laps with the F100 and the first impression is very good. The behaviour when you touch the curbs has improved very well. Also entering tight corners feels better for me. The FFB (G27) feels a bit strange, I liked the Beta6 version more.
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 06, 2012, 11:13:37 AM
Quote from: dibu on October 06, 2012, 10:56:50 AM
What's about the join button for the direct connect at the server site? Will it follow?

Server browser updated.
Title: Re: Kart Racing Pro beta7
Post by: dibu on October 06, 2012, 11:15:49 AM
Quote from: PiBoSo on October 06, 2012, 11:13:37 AM
Server browser updated.

Thanks :)
Title: Re: Kart Racing Pro beta7
Post by: Ryan Harris on October 06, 2012, 11:23:57 AM
Is there a possibility of adding the ping to one of the columns?
Title: Re: Kart Racing Pro beta7
Post by: Arrowjmax4 on October 06, 2012, 11:35:42 AM
Sneaky shot of the template for birel, i used paintED to unpack the file from the official .pnt

(http://imageshack.us/a/img152/6494/brlx.jpg)
Title: Re: Kart Racing Pro beta7
Post by: Diddy4957 on October 06, 2012, 11:44:04 AM
do you know what we need to call folders to get paints in the game????
Title: Re: Kart Racing Pro beta7
Post by: GPx8 on October 06, 2012, 12:16:43 PM
Thx PiBoSo!
Title: Re: Kart Racing Pro beta7
Post by: Fr33z3 X on October 06, 2012, 12:45:11 PM
Thx for beta7, I love F100 category !

Title: Re: Kart Racing Pro beta7
Post by: dibu on October 06, 2012, 01:26:38 PM
Very nice new feature in the dedicated server window.  :) Finaly you can see who is or was online whitout using third party tools. Now we only need to know how to add the GUID to a whitelist.  ;)

Also the trainer works fine and the groove feature is also available now .
Title: Re: Kart Racing Pro beta7
Post by: Ryan Harris on October 06, 2012, 02:05:24 PM
Just been racing online with two of my mates. around 40 ping and the racing is great (F100) :) Great work PiBoSo
Title: Re: Kart Racing Pro beta7
Post by: Racehard on October 06, 2012, 02:39:46 PM
I love the optics of the new chassis.

The blue anodized hubs with the bolts through them and through the brake rotor look superb. And the no front brake setup looks also great around that area with the chrome and blue. Also the shifter knob has some details on it. That's what I love to see when I watch at such a 3d model   ;D

Title: Re: Kart Racing Pro beta7
Post by: James Beer on October 06, 2012, 03:09:30 PM
love the new chassis piboso! flexes in all the right places, 100cc is excellent but i do think the sound needs to be more high pitched more like a bike engine as it sounds like all the other karts at the moment. also i noticed you added a barrier at rye house to stop cheating which is excellent. great work!!!!!!

p.s can you post the new rolling start rules as some people still dont understand them
Title: Re: Kart Racing Pro beta7
Post by: Stark on October 06, 2012, 03:51:21 PM
Steering ratio seems to be flawed. When trying to change it, it says STD, MAX and then a empty field. Before it was 3:1 4:1 and 5:1 if i remember correctly. I need min (3:1) with my kind of setup.
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 06, 2012, 04:31:55 PM
yes, krp's kart engine sound sample should be changed. It looks a Rotax, with its unique sound. KZ and specially ICA, should be a lot more louder and high pitched. KF are more calmed, but still they are different, not like the Rotax and its boooooh.
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 06, 2012, 04:44:42 PM
Quote from: Stark on October 06, 2012, 03:51:21 PM
Steering ratio seems to be flawed. When trying to change it, it says STD, MAX and then a empty field. Before it was 3:1 4:1 and 5:1 if i remember correctly. I need min (3:1) with my kind of setup.

Thank you for reporting the bug.
Steering geometry has been revised, and 3:1 wasn't realistic.
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 06, 2012, 05:08:25 PM
Oh, that explains the different steering handle I felt.

Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 06, 2012, 05:16:52 PM
If you choose the empty steer option, the game crashes. You can see the tyres turned and the wheel gets crazy or bloqued.
Title: Re: Kart Racing Pro beta7
Post by: James Beer on October 06, 2012, 05:26:01 PM
the kart needs to sound like this http://www.youtube.com/watch?v=WgYLD9rJlBY (http://www.youtube.com/watch?v=WgYLD9rJlBY)
Title: Re: Kart Racing Pro beta7
Post by: Kimzu97 on October 06, 2012, 06:04:23 PM
Especially the sound at low gas or when you start to press the throttle should be different.
Title: Re: Kart Racing Pro beta7
Post by: Jakob98 on October 06, 2012, 07:39:10 PM
Can someone help me? Every time I try to register it stands invalid license key or invalid code :'(

ps. Can someone tell me what GUID is?
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 06, 2012, 07:50:53 PM
Few bugs and important things on the birel.

Real life:
Picture soon.

KartRacingPro:
(http://postimage.org/image/78alhs9fb/)
Title: Re: Kart Racing Pro beta7
Post by: Schwoni on October 06, 2012, 08:05:42 PM
more testing: Shifter drive too easy, last 180° in lonato, 2nd gear fullthrottle through last corner and no slide nothing. Griplevel is very good, but wheelspin is missing. F100 really nice thing, but a direct drive kart, if u spin, the rear axle is blocked. In KRP if u spin u can roll backwards with a direct drive kart :D
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 06, 2012, 08:22:50 PM
Quote from: Schwoni on October 06, 2012, 08:05:42 PM
more testing: Shifter drive too easy, last 180° in lonato, 2nd gear fullthrottle through last corner and no slide nothing. Griplevel is very good, but wheelspin is missing. F100 really nice thing, but a direct drive kart, if u spin, the rear axle is blocked. In KRP if u spin u can roll backwards with a direct drive kart :D

The engine cannot rotate in the opposite direction?
Title: Re: Kart Racing Pro beta7
Post by: Schwoni on October 06, 2012, 08:43:13 PM
with power it can, but not slow, u need power to move a direct drive. know what i mean? i talked about rolling, and if you have a bit more speed backwards  it should become very fast slow and lets say from 5 km/h to 0 it should block  because compression of engine ( Partwise or however you wanna call it.) always if the piston come to the top it should block. I hope you understand what i mean^^ 
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 06, 2012, 08:48:52 PM
Quote from: Schwoni on October 06, 2012, 08:43:13 PM
with power it can, but not slow, u need power to move a direct drive. know what i mean? i talked about rolling, and if you have a bit more speed backwards  it should become very fast slow and lets say from 5 km/h to 0 it should block  because compression of engine ( Partwise or however you wanna call it.) always if the piston come to the top it should block. I hope you understand what i mean^^

Ok. Thanks for reporting your feedback.
There is a bug. There is no engine braking in reverse direction.
Maybe it should be added to the "Bug Reports" sub-forum as a reminder.
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 06, 2012, 08:52:13 PM
Quote from: Schwoni on October 06, 2012, 08:05:42 PM
more testing: Shifter drive too easy, last 180° in lonato, 2nd gear fullthrottle through last corner and no slide nothing. Griplevel is very good, but wheelspin is missing.

The problem is that there were reports of the tires locking too easily during braking.
The fix for this problem of course made the tires also more difficult to spin.
Maybe the problem with braking is due more to lack of feedback than to wrong data.
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 06, 2012, 09:26:34 PM
F100 looks like a 125cc Automatic.Sorry...
Title: Re: Kart Racing Pro beta7
Post by: EVO on October 06, 2012, 09:36:49 PM
PiBoSo  or someone could you please elaborate on

fix: PKZ loading
new: trainer
new: carburetor simulation and setup

in the addon section could you elaborate on
new: multiple bodyworks support

airboxes and helmets look pretty straight forward
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 06, 2012, 10:05:09 PM
Quote from: EVO on October 06, 2012, 09:36:49 PM
PiBoSo  or someone could you please elaborate on

fix: PKZ loading
new: trainer
new: carburetor simulation and setup

in the addon section could you elaborate on
new: multiple bodyworks support

airboxes and helmets look pretty straight forward

- There was a bug that prevented some PKZ files from being loaded. Hopefully it is now fixed.
- There is a new tab in the "Testing" page.
- In "Garage" page, it is now possible to setup the carburetor. Lower values = lean, higher ones = rich. It is very simple compared to real life; nonetheless, carburation should be adjusted based on weather conditions, and it affects power output, fuel usage, engine wear and engine temperature.
- With the "B" karts, it is possible to choose between "normal" and "slim" bodywork.
Title: Re: Kart Racing Pro beta7
Post by: Schwoni on October 06, 2012, 10:18:02 PM
Quote from: PiBoSo on October 06, 2012, 10:05:09 PM

- In "Garage" page, it is now possible to setup the carburetor. Lower values = lean, higher ones = rich. It is very simple compared to real life; nonetheless, carburation should be adjusted based on weather conditions, and it affects power output, fuel usage, engine wear and engine temperature.

+1 i think the same, my 100cc have a membrane carburetor so i set up to the weather and done, if i`m behind that guys who screw at carburetor and see it have no effect, just drive with one hand, i always have to laugh very hard :D
Title: Re: Kart Racing Pro beta7
Post by: EVO on October 06, 2012, 10:31:04 PM
I had no idea which was lean and which was rich.  Thanks for clarifying that.
what does the trainer do.  is it a ghost?
What are the details on creating body work.  There are seperate .edf for damaged, detached and new parts?
Title: Re: Kart Racing Pro beta7
Post by: CaseyGraves on October 07, 2012, 02:14:42 AM
Quote from: Eslotes on October 06, 2012, 09:26:34 PM
F100 looks like a 125cc Automatic.Sorry...

The two motors look very similar in real life, the 125cc just evolved off the ICA which is why they look the same
Title: Re: Kart Racing Pro beta7
Post by: VELOCIPEDE on October 07, 2012, 11:35:33 AM
for Piboso: dedicated server crash http://forum.kartracing-pro.com/index.php?topic=2108.msg17875#msg17875
is a bug? suggestion?
Title: Re: Kart Racing Pro beta7
Post by: Kimzu97 on October 07, 2012, 06:20:38 PM
Found a little bug, when using front brakes on KF1, the left arm moves weirdly.
Title: Re: Kart Racing Pro beta7
Post by: fdg1997 on October 08, 2012, 01:46:26 AM
I would say that the trainer feature can be saved from online races, like i did a hotlap on Rock Island at a server and i can save the ghost of this lap to use it in training...
Title: Re: Kart Racing Pro beta7
Post by: Martin Moggia on October 08, 2012, 04:23:06 AM
Quote from: PiBoSo on October 05, 2012, 11:31:46 PM
Kart Racing Pro beta7 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

Piboso can you put again how it was before in the beta 6 the ratio (ex: 3:1 4:1)
thank you
Title: Re: Kart Racing Pro beta7
Post by: Schwoni on October 08, 2012, 06:36:42 AM
Quote from: PiBoSo on October 06, 2012, 10:05:09 PM
- There was a bug that prevented some PKZ files from being loaded. Hopefully it is now fixed.

Now it work again, also in Win7, fine :)
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 08, 2012, 12:15:04 PM
I might be wrong but I think KZ1 engine power curve is the old and wrong beta5's. It seems very powerfull with low RPM and not that violent that it should to with 10000-12000


I keep my testings now
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 08, 2012, 12:29:44 PM
The rear tyre wear looks fixed :) now they wear in the right way, more for inside than outside
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 08, 2012, 12:56:00 PM
I've found the right KZ1 handle with very high caster setting (25º) I can do fast direction changes with low steerwheel turn and oversteer appears as it should.


Now the problem is the drift control, which is very difficult with such high caster. I've tested with real setup values like 1380mm real width, no rear bar but seat stays putted (I use 3 on my kart but KRP doesn't allow this value, so 4 selected) I don't know real seat position value, so I've selected 58, medium, which is probably too much forward for such caster. I will test 60 and 62 values now.

I can't feel differences with some settings as the front width (not too much either with rear width by the way) nor carburetor setting. A lean carburation should give a lot more power than a rich one, do this work in that way? Of course a lean carburation should be a risk with low temp or long full throttle straights! Not tested but for example; 0 should give us the maximum 16000 RPM and 5 should lower the RPM to 14000 with 20º degrees and 0m height. Then the game should brake engines "randomly" if we are always with very high RPM or the choosen carburetor setup allows more than 16000 rpm (because of the low temp mostly).I know this is not that simple... But I think this way can be followed until a good balance between realism and playability :)
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 08, 2012, 01:20:26 PM
Carburetor settings are indeed quite good, there is a big power loss with 5. I think it should be a lot more though.

Let's be more technical using real values. I will compare them with a "standard" needle K98 on a TM engine, which are quite good fuel comsuption engines (Maxter uses 10 or even less values). I am simplyfing as much as possible:

0 could be a "chicle" of 140. Only used with very high temp such as 35º, or with very high track (+1500m). You can't use 140 with colder weather, no way. You should break engine in the first straight or even starting the engine.

1 should be then 150. Perfect for a standard track with 120m straight and 30º, so hot day, or with a high track (+1000m)

2 - 160. The most used chicle on summer 23-28º. Almost impossible to break the engine, even with long straights. It should be used for important races with lower temps but with quite high risk of break ;)

3 - 170. Same as 2 but with colder days 15-20º. This setting, should be the chosen one with the KRP standard temp 20º, with no engine breaks but no the higher power possible ;)

4 - 180. For cold days 10-15º

5 - 190. Almost never used on my area but still is needed when the day is really cold 0-10º

Those values should have a random engine breaks, exponentially acording the carburator setting ;) And yes, engine breaks are common and a fact in races.
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 08, 2012, 02:25:36 PM
Few bugs and important things on the birel.

Real life: It has little bit of dust  ::)
http://www.abload.de/image.php?img=08102012444lcuo3.jpg
KartRacingPro:
(http://www.abload.de/img/krpbirel1epg9.png)
Title: Re: Kart Racing Pro beta7
Post by: Martin Moggia on October 08, 2012, 03:11:01 PM
How i modify the ratio to 3:1 i can't now in the beta 7
Title: Re: Kart Racing Pro beta7
Post by: EVO on October 08, 2012, 04:36:30 PM
because most carburators are different the lableling should probably go    very Lean,  lean,  nuetral ,  rich, very rich
Title: Re: Kart Racing Pro beta7
Post by: dibu on October 08, 2012, 06:55:54 PM
Quote from: Aritz on October 08, 2012, 01:20:26 PM
Carburetor settings are indeed quite good, there is a big power loss with 5. I think it should be a lot more though.

Let's be more technical using real values. I will compare them with a "standard" needle K98 on a TM engine, which are quite good fuel comsuption engines (Maxter uses 10 or even less values). I am simplyfing as much as possible:

0 could be a "chicle" of 140. Only used with very high temp such as 35º, or with very high track (+1500m). You can't use 140 with colder weather, no way. You should break engine in the first straight or even starting the engine.

1 should be then 150. Perfect for a standard track with 120m straight and 30º, so hot day, or with a high track (+1000m)

2 - 160. The most used chicle on summer 23-28º. Almost impossible to break the engine, even with long straights. It should be used for important races with lower temps but with quite high risk of break ;)

3 - 170. Same as 2 but with colder days 15-20º. This setting, should be the chosen one with the KRP standard temp 20º, with no engine breaks but no the higher power possible ;)

4 - 180. For cold days 10-15º

5 - 190. Almost never used on my area but still is needed when the day is really cold 0-10º

Those values should have a random engine breaks, exponentially acording the carburator setting ;) And yes, engine breaks are common and a fact in races.

Very good point.
Yesterday I tried the KZ1 at 16° with carburetor = 0. Even after multiple stints of 20 laps the engine didn't blow.  ;D
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 09, 2012, 07:34:31 PM
Are new features or fixed bugs (see below) for the track exporter?

Quote from: PiBoSo on July 12, 2012, 08:23:36 PM
Quote from: Aritz on July 11, 2012, 09:21:43 AM
I have a weird problem. I've created the second texture for track with those grey spots on it (For tyre marks, a second texture can be defined using Opacity channel and a secondary UV mapping.)

I can see them with the mapvier but they are missing on game, why?

If they are visible in Map Viewer but not in Kart Racing Pro then it's most likely a bug.
Is it possible to download the MAP file to test it?
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 09, 2012, 10:35:13 PM
I get lag when we are track with 3 people already.Any solutions?
Title: Re: Kart Racing Pro beta7
Post by: Schwoni on October 09, 2012, 10:36:58 PM
i have the same, i think that`s because we see tire marks and dusk of the other drivers. In lonato i have 80 fps alone, and with 4-5 guys in screen 30. But if u disable shaders, or lower graphics it should work better.
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 09, 2012, 10:37:51 PM
Quote from: Schwoni on October 09, 2012, 10:36:58 PM
i have the same, i think that`s because we see tire marks and dusk of the other drivers. In lonato i have 80 fps alone, and with 4-5 guys in screen 30. But if u disable shaders, or lower graphics it should work better.
Thanks Schwoni,will try tomorrow.  ;)
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 09, 2012, 10:49:47 PM
Quote from: Eslotes on October 09, 2012, 10:35:13 PM
I get lag when we are track with 3 people already.Any solutions?

Sorry for the poor performances. One the main tasks for Beta8 will be optimizations.
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 09, 2012, 10:52:14 PM
So on beta 8 should we able to do race with no lag and no problems?
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 09, 2012, 10:57:10 PM
Quote from: Eslotes on October 09, 2012, 10:52:14 PM
So on beta 8 should we able to do race with no lag and no problems?

Hopefully  :-\
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 09, 2012, 10:59:15 PM
Thanks.
Title: Re: Kart Racing Pro beta7
Post by: Doug H on October 10, 2012, 01:31:54 AM
Hummm   just installed beta7 and  lost kark racing pro  ICON   ?????
Title: Re: Kart Racing Pro beta7
Post by: EVO on October 10, 2012, 05:57:42 AM
right click KRP racing pro and click properties then at the bottom select icon then navigate to Kart racing pro in programfiles and select krp.ico.  hope that helps
Title: Re: Kart Racing Pro beta7
Post by: Racehard on October 10, 2012, 01:27:37 PM
PiBoSo I really like B7's new feature the new chassis engine and so on.
One thing ahead I didn't have to much time to test B7 yet but these are my impressions i felt right away with the birel f100 and the shifter class espicially (almost did no laps with the other classes). I am really not sure about the physics. Ok braking improved somehow but it still doesn't feel natural I would say. (even though i am not racing karts) So I am afraid it went one step in the right direction in some areas but two back or worse in others. I am even missing the wow effect I was used to from the very first time I felt the force feedback and the physics in Beta 1.

In B6 I had a lot of fun with the shifter even though it was a true challenge to master it back then, now it feels almost like a car, it's lacking its wild character in my opinion. I hope you know what I mean.



Quote from: PiBoSo on October 06, 2012, 08:52:13 PM
Quote from: Schwoni on October 06, 2012, 08:05:42 PM
more testing: Shifter drive too easy, last 180° in lonato, 2nd gear fullthrottle through last corner and no slide nothing. Griplevel is very good, but wheelspin is missing.

The problem is that there were reports of the tires locking too easily during braking.
The fix for this problem of course made the tires also more difficult to spin.
Maybe the problem with braking is due more to lack of feedback than to wrong data.

That's what I've noticed too, but isn' it possible to combine both worlds? We have to have some aditions under braking which is not necessary during acceleration.



Quote from: EVO on October 10, 2012, 05:57:42 AM
right click KRP racing pro and click properties then at the bottom select icon then navigate to Kart racing pro in programfiles and select krp.ico.  hope that helps

Worked, thx.


Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 10, 2012, 01:34:52 PM
I should open a specific thread about the tyre model, which is, by far, the most important simulation part of a game
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 10, 2012, 01:49:04 PM
Quote from: Racehard on October 10, 2012, 01:27:37 PM
So I am afraid it went one step in the right direction in some areas but two back or worse in others. I am even missing the wow effect I was used to from the very first time I felt the force feedback and the physics in Beta 1.

In B6 I had a lot of fun with the shifter even though it was a true challenge to master it back then, now it feels almost like a car, it's lacking its wild character in my opinion. I hope you know what I mean.

:(
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 10, 2012, 02:04:16 PM
nevermind, I will post here

I think the grip level has to be improved. I don't know how to make this or if I am saying nonsenses, but I think the grip of a tyre should be a lot more flexible than now.

In real world, the tyre has a maximum grip, let's say 100. When the kart asks for more, the tyre begins to spin. Then the kart beggins to lose grip and we have a lot of time to handle this spin. This happens in both axles, but mostly rear. In my opinion, in KRP the kart spins too much when the grip level is past from 100. Once the kart spin starts, there is nothing to do, we go out of the track.

This happens in both axles, front and rear, so with a standard setup, we lose mostly the front, we have understeer. If we change the setup for avoid this understeer, for example increasing caster or reducing rear grip using rear bar or moving forward the seat, when the rear start losing grip, it is almost impossible to control that oversteer.

So my bet is for increasing the grip level curve, doing it more flexible, not increase the maximum grip (which is what it seems was done)

Sorry if my words are not clear, I did what I could 
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 10, 2012, 02:10:53 PM
Quote from: Aritz on October 10, 2012, 02:04:16 PM
nevermind, I will post here

I think the grip level has to be improved. I don't know how to make this or if I am saying nonsenses, but I think the grip of a tyre should be a lot more flexible than now.

In real world, the tyre has a maximum grip, let's say 100. When the kart asks for more, the tyre begins to spin. Then the kart beggins to lose grip and we have a lot of time to handle this spin. This happens in both axles, but mostly rear. In my opinion, in KRP the kart spins too much when the grip level is past from 100. Once the kart spin starts, there is nothing to do, we go out of the track.

This happens in both axles, front and rear, so with a standard setup, we lose mostly the front, we have understeer. If we change the setup for avoid this understeer, for example increasing caster or reducing rear grip using rear bar or moving forward the seat, when the rear start losing grip, it is almost impossible to control that oversteer.

So my bet is for increasing the grip level curve, doing it more flexible, not increase the maximum grip (which is what it seems was done)

Sorry if my words are not clear, I did what I could

The maximum grip didn't change at all between beta6 and beta7. There are 3 changes: 1) the peak grip is at lower angle, to give a more "direct" feel to the steering 2) it was increased the grip past the optimal angle, to allow for better control and make drifting possible 3) it was increased the grip past the optimal longitudinal slip, to give better braking feel, but also "taming" the KZ1 and F100  :-\
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 10, 2012, 02:38:32 PM
ups, sorry then... So, what  is the problem? It should be the right way... By the way, what is "taming"?
Title: Re: Kart Racing Pro beta7
Post by: Kimzu97 on October 10, 2012, 03:19:59 PM
Quote from: Aritz on October 10, 2012, 02:38:32 PM
ups, sorry then... So, what  is the problem? It should be the right way... By the way, what is "taming"?
"Taming" in this case means that KZ1 and F100 are easier to drive.
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 10, 2012, 05:04:02 PM

Other changes that made the KZ1 less "raw"
- the engine now has a much stronger loss of power after 14.000 rpm
- the default carburetor setup is very rich
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 10, 2012, 05:11:44 PM
Quote from: PiBoSo on October 10, 2012, 05:04:02 PM

Other changes that made the KZ1 less "raw"
- the engine now has a much stronger loss of power after 14.000 rpm
...

Good one :) Now the problem for us, KZ drivers, is the lack of screaming sound (at least for me). I am used to gear up quite soon, 12500-13000rpm, and it is because of the strong sound of my engine. This is not happening with KRP and I have to use lights (I use Unipro), which are never used in real karting, in fact, they are almost invisible in daylight lol

You should reduce power (even more) with lower RPM than 8000. Yes, probably you had done this, but I think it has to be even less.
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 10, 2012, 05:26:45 PM
Quote from: PiBoSo on October 10, 2012, 05:04:02 PM

...
- the default carburetor setup is very rich

Talking about carburetor setup, I have to add more:

A rich engine should have as low as 12500 RPM max on 20º with the tyres on air, and a lean one (remember that it has to break in the first straight) 15500-16000.

So from 0 to 5, we must have a very different engine: too lean 16000 but not useable, too rich 12500 and without any kind of power on track (but never will be broken)

The carburator setùp should be done on track:

Start engine, warm it and in the straight, full throttle on 4th gear. The perfect setup has to be a power loss at 14000 and the max rpm reachable must be 14500-15000, no more. If the power loss it sooner, the setup is rich and the engine will not reach 14000 ever. If it is later and the max rpm are 15000 or more, the engine is lean and the risk is very high.

With non KZ engines, the setup is the same, but it is more difficult to do, because the max rpm will be the fastest speed possible and the straights are not long enough for such testings... So I suggest that the engine carburator setup simulation tests and works, have to be with the KZ kart.
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on October 10, 2012, 05:30:10 PM
thats what i thought. we should have buttons to set the carburetor. in real it is like this.
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 10, 2012, 05:45:40 PM
Quote from: LauZzZn on October 10, 2012, 05:30:10 PM
thats what i thought. we should have buttons to set the carburetor. in real it is like this.

not for KZ, they use a Dell Orto carburettor, which is not changeable on the fly
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on October 10, 2012, 05:58:18 PM
ah yes your right but f100 kf3 and kf1 can do that
but also, i think kf1 is too slow. it is more like kf2! kf1 is for expample as fast as kz1( kf1 was nyck de vries). the kf1 should have more highspeed(not higher rpm) and more hp and more torque!
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 10, 2012, 06:21:16 PM
KF1 is not as fast as KZ1. Sometimes, in some tricky tracks, they are quite similar, but mostly the KZ are the fastests ;)
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on October 10, 2012, 06:27:32 PM
it was just was i know.. but anyway the kf1 have to be faster!
Title: Re: Kart Racing Pro beta7
Post by: Racehard on October 10, 2012, 07:32:40 PM
Quote from: PiBoSo on October 10, 2012, 02:10:53 PM
The maximum grip didn't change at all between beta6 and beta7. There are 3 changes: 1) the peak grip is at lower angle, to give a more "direct" feel to the steering 2) it was increased the grip past the optimal angle, to allow for better control and make drifting possible 3) it was increased the grip past the optimal longitudinal slip, to give better braking feel, but also "taming" the KZ1 and F100  :-\

Number one and two sound pretty good in theory.

Taming a two stroke is something the driver has to deal with on track, not you PiBoSo  ;D
No, for real. A two stroke engine is a beast, but I know you know that. So why tame these engines? I would say they wre on the tamer side before.

Another question, I've noticed with the F100 if you make the rear end step out and you don't get it stepped out far enough, the rear steps back in right away and you have a lot of annoying understeer which destroys the whole turn. Only if you get your rear to step out far enough (wich wasn't easy to reproduce every turn as I wanted to, but this could be due to lack of experience with b7) it was possible to enter the turn the way I wanted. What do the real drivers think about that?

An other thing is, as some others already mentioned I think, it's pretty cool how we are able to go hard over curbs now without being afraid of an roll over, good improvements on that.
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 10, 2012, 10:22:31 PM
I was racing a race,and did a nice clip to want to show you but when i finish the race I could not go to replay and save the replay, because when we finished the race and was already choosing kart for the next track...
Before of this i was running in a server with 6 people and it lags like in hell all 400-500 ping
Title: Re: Kart Racing Pro beta7
Post by: James Beer on October 10, 2012, 10:29:06 PM
at 1 point i think everybody had over 400 ping it was impossible to race with that many people, i left cause it was so bad, did the lag stop after some people had left?
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 10, 2012, 10:43:47 PM
When u left it was better ;D
Title: Re: Kart Racing Pro beta7
Post by: James Beer on October 10, 2012, 10:46:47 PM
i had ping of less than 180, matieas makes lag all the time he joined are server and we all had to leave cause of him alone he had 480,

piboso will this be fixed in beta 8?
Title: Re: Kart Racing Pro beta7
Post by: Sam on October 11, 2012, 02:20:21 AM
I have a problem not a bug coz i dont know if its ment to be or if its a bug k i turned it onto 100% rain and the skyrainy and when i went to the track (lonato) it just had tyre spray but the track looked like it had no water on it?
Title: Re: Kart Racing Pro beta7
Post by: Dan Buck on October 11, 2012, 03:31:39 AM
Just a little stupid question, are we able to carburate during racing as we do in real life?
Title: Re: Kart Racing Pro beta7
Post by: dibu on October 11, 2012, 09:33:11 AM
Quote from: Racehard on October 10, 2012, 07:32:40 PM
Taming a two stroke is something the driver has to deal with on track, not you PiBoSo  ;D
No, for real. A two stroke engine is a beast, but I know you know that. So why tame these engines? I would say they wre on the tamer side before.

+1
even with carburetor=0 the KZ1 lost much of its fun compared to Beta6.
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on October 11, 2012, 09:36:48 AM
you have to search for a carburetor setup.not just 0.
Title: Re: Kart Racing Pro beta7
Post by: LIAM-36-AUS on October 11, 2012, 10:43:13 AM
Quote from: Ƨᗩᗰ   ƘᗩЯ✞ᎥИ❡72 on October 11, 2012, 02:20:21 AM
I have a problem not a bug coz i dont know if its ment to be or if its a bug k i turned it onto 100% rain and the skyrainy and when i went to the track (lonato) it just had tyre spray but the track looked like it had no water on it?
yeah,ive had that problem at a Non-PiBoSo track, i thought it was just because maybe the track had'nt got the file for wet track because when i went to the PiBoSo track Essay it was fine.  ???
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 11, 2012, 01:25:59 PM
Quote from: PiBoSo on October 10, 2012, 02:10:53 PM
Quote from: Aritz on October 10, 2012, 02:04:16 PM
nevermind, I will post here

I think the grip level has to be improved. I don't know how to make this or if I am saying nonsenses, but I think the grip of a tyre should be a lot more flexible than now.

In real world, the tyre has a maximum grip, let's say 100. When the kart asks for more, the tyre begins to spin. Then the kart beggins to lose grip and we have a lot of time to handle this spin. This happens in both axles, but mostly rear. In my opinion, in KRP the kart spins too much when the grip level is past from 100. Once the kart spin starts, there is nothing to do, we go out of the track.

This happens in both axles, front and rear, so with a standard setup, we lose mostly the front, we have understeer. If we change the setup for avoid this understeer, for example increasing caster or reducing rear grip using rear bar or moving forward the seat, when the rear start losing grip, it is almost impossible to control that oversteer.

So my bet is for increasing the grip level curve, doing it more flexible, not increase the maximum grip (which is what it seems was done)

Sorry if my words are not clear, I did what I could

The maximum grip didn't change at all between beta6 and beta7. There are 3 changes: 1) the peak grip is at lower angle, to give a more "direct" feel to the steering 2) it was increased the grip past the optimal angle, to allow for better control and make drifting possible 3) it was increased the grip past the optimal longitudinal slip, to give better braking feel, but also "taming" the KZ1 and F100  :-\

And what about to modify somehow the chassis or whatever, to give more front grip to the karts? I really think that karts have a lot more front grip than in KRP. A real kart almost never has understeer, only when tyres are dead, with rain or with a very bad setup.

Look at this video, you can see my steering wheel, almost every time is countersteering:

http://www.youtube.com/watch?v=tKampKHtrNA
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 11, 2012, 01:57:49 PM
Quote from: Aritz on October 11, 2012, 01:25:59 PM
And what about to modify somehow the chassis or whatever, to give more front grip to the karts? I really think that karts have a lot more front grip than in KRP. A real kart almost never has understeer, only when tyres are dead, with rain or with a very bad setup.

Look at this video, you can see my steering wheel, almost every time is countersteering:

http://www.youtube.com/watch?v=tKampKHtrNA

Are you doing the tests with grooved track?
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 11, 2012, 02:11:36 PM
I've tested with 10x multiplier yes.

But I keep testing, don't worry

By the way, rolling start is perfect now; clear and easy. The helping text is what people need. Good improvement!



(Starting line waiting is a bit long, don't you think?)
Title: Re: Kart Racing Pro beta7
Post by: The Iceman Marco on October 11, 2012, 02:13:02 PM
Quote from: Aritz on October 11, 2012, 01:25:59 PM

And what about to modify somehow the chassis or whatever, to give more front grip to the karts? I really think that karts have a lot more front grip than in KRP. A real kart almost never has understeer, only when tyres are dead, with rain or with a very bad setup.

Look at this video, you can see my steering wheel, almost every time is countersteering:

I agree with you that the karts in real have much more front grip than in krp. In krp I always have to increase the front grip with the setup while I decrease it a lot in real. My setups in B6 of krp, haven't tried B7 yet, were the opposite of mine in real.

But I don't agree that it has to be only oversteer. Oversteer for default setup is good, but with a kind of extreme setups it still should be possible to create understeer so you don't have oversteer anymore. If you have only oversteer in real then your setup sucks and not when you have a little understeer. ;)
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 11, 2012, 04:39:49 PM
The more I drive, the more I think two things:

-More front grip, a lot more by default, is needed. The only change I do in setup, is give more grip ahead and less behind, even with never used bars or chassis height. But seat movement doesn't work as I want to, with less than 60, the kart becomes a pendulum.

-I still think that grip level has to be more flexible (much more) or I am very dumb with driving... I am not able to control any kind of rear drift ever! I can't feel  what people are saying in this thread  :-[ Only very little movement, but never more than 2m long drift  :(

Nice improvement: KF3 hasn't now soft tyres, good point ;)

One question, it is me or tyres are more difficult to warm up?
Title: Re: Kart Racing Pro beta7
Post by: The Iceman Marco on October 11, 2012, 05:03:28 PM
I just did around 70 laps at Lonato with KZ1. The first thing I noticed was the sound, what happened with the sound, it's so soft. I really miss that screaming sound.

After 70 laps I still don't have a good feeling with it. It's like there is no front grip at all. I tried different setups, but it didn't matter what I tried. I couldn't get any front grip at all. For me it was the same as Aritz. I can't feel what other say about drifting. I can't get any oversteer at all, only some weird uncontrollable oversteer.

I couldn't find any improvements to the physics. I don't know what it is and I can't explain it good at the moment, maybe I need to do testing, but I'm too disappointed now. :( :( :(
Title: Re: Kart Racing Pro beta7
Post by: Stark on October 11, 2012, 05:53:21 PM
Go back to beta 6 physics and work from there. Piboso, have you ever driven a kart in real life? 
Title: Re: Kart Racing Pro beta7
Post by: Josi on October 11, 2012, 06:17:28 PM
Aritz, this schedule to carburate is it done after having the right front and rear sprocket ones? I mean you should have chosen before the right gear for the track...

Quote from: Aritz on October 10, 2012, 05:26:45 PM
Quote from: PiBoSo on October 10, 2012, 05:04:02 PM

...
- the default carburetor setup is very rich

Talking about carburetor setup, I have to add more:

A rich engine should have as low as 12500 RPM max on 20º with the tyres on air, and a lean one (remember that it has to break in the first straight) 15500-16000.

So from 0 to 5, we must have a very different engine: too lean 16000 but not useable, too rich 12500 and without any kind of power on track (but never will be broken)

The carburator setùp should be done on track:

Start engine, warm it and in the straight, full throttle on 4th gear. The perfect setup has to be a power loss at 14000 and the max rpm reachable must be 14500-15000, no more. If the power loss it sooner, the setup is rich and the engine will not reach 14000 ever. If it is later and the max rpm are 15000 or more, the engine is lean and the risk is very high.

With non KZ engines, the setup is the same, but it is more difficult to do, because the max rpm will be the fastest speed possible and the straights are not long enough for such testings... So I suggest that the engine carburator setup simulation tests and works, have to be with the KZ kart.
Title: Re: Kart Racing Pro beta7
Post by: The Iceman Marco on October 11, 2012, 06:25:51 PM
Quote from: Stark on October 11, 2012, 05:53:21 PM
Go back to beta 6 physics and work from there.

+1
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 11, 2012, 06:37:18 PM
Quote from: Josi on October 11, 2012, 06:17:28 PM
Aritz, this schedule to carburate is it done after having the right front and rear sprocket ones? I mean you should have chosen before the right gear for the track...

Quote from: Aritz on October 10, 2012, 05:26:45 PM
Quote from: PiBoSo on October 10, 2012, 05:04:02 PM

...
- the default carburetor setup is very rich

Talking about carburetor setup, I have to add more:

A rich engine should have as low as 12500 RPM max on 20º with the tyres on air, and a lean one (remember that it has to break in the first straight) 15500-16000.

So from 0 to 5, we must have a very different engine: too lean 16000 but not useable, too rich 12500 and without any kind of power on track (but never will be broken)

The carburator setùp should be done on track:

Start engine, warm it and in the straight, full throttle on 4th gear. The perfect setup has to be a power loss at 14000 and the max rpm reachable must be 14500-15000, no more. If the power loss it sooner, the setup is rich and the engine will not reach 14000 ever. If it is later and the max rpm are 15000 or more, the engine is lean and the risk is very high.

With non KZ engines, the setup is the same, but it is more difficult to do, because the max rpm will be the fastest speed possible and the straights are not long enough for such testings... So I suggest that the engine carburator setup simulation tests and works, have to be with the KZ kart.

For the carburetor setup, always is better to have the gear chosen, but the carburation with KZ is not gear dependant or it shouldn't be... You can break the engine in 3rd gear in the middle of a turn or in the fastest straight on 6th, engine doesn't know where are you. Well, this is not exact, a very fast speed, engines run leaner than slow parts because of the extra air entry of the filter, but this is not a very big deal.
Title: Re: Kart Racing Pro beta7
Post by: Diddy4957 on October 11, 2012, 08:36:22 PM
I'm going to sound stupid but I did a test on a track, and changed to carburater setting from 4 to 3 and got even more understeer then normal. I was on Lonato and when I changed to carburater down to 3 the kart had too much understeer to take the first corner flat on the same setup as it did on 4.
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 11, 2012, 09:38:20 PM
Quote from: The Iceman Marco on October 11, 2012, 05:03:28 PM
I just did around 70 laps at Lonato with KZ1. The first thing I noticed was the sound, what happened with the sound, it's so soft. I really miss that screaming sound.

After 70 laps I still don't have a good feeling with it. It's like there is no front grip at all. I tried different setups, but it didn't matter what I tried. I couldn't get any front grip at all. For me it was the same as Aritz. I can't feel what other say about drifting. I can't get any oversteer at all, only some weird uncontrollable oversteer.

I couldn't find any improvements to the physics. I don't know what it is and I can't explain it good at the moment, maybe I need to do testing, but I'm too disappointed now. :( :( :(

Sadness :'(

Have you tried changing ackerman setting?
Title: Re: Kart Racing Pro beta7
Post by: Dan Buck on October 11, 2012, 10:03:13 PM
i dont know what kind of controller setup you guys are using but here i can feel difference in between 10 to 20 laps, or so...
the feeling of the go kart keeps changing during the run!!!!! and i can lose my rear end oh yeah! especially when the tyres are tired (and the driver as well! hehe)

im still getting front grip (its indeed still not perfect, theres a lot to improve in this point, imho), its not like you guys are saying 'i cant get any front grip'...

well, i'll let PiBoSo work on it and will let you guys that might have more feeling than me talk about it! and i will watch and learn, seated and relaxed! hohohooh

:D :D :D
Title: Re: Kart Racing Pro beta7
Post by: Racehard on October 11, 2012, 10:05:00 PM
I am going to test some more now, but my first impressions were the same as marco's as I've already tried to express.

EDIT:

I think la conca is a good track to test understeer and turn in over steer through turns.

I tried ackermann MIN, this setting makes it more enjoyable definitely. But it is even easier to notice exactly when turning the steering wheel beyond a certain point gets useless and the bad thing is that this happens very early so on standard set there is massive understeer. It is possible to make the rear step out in a quite nice way on turn in some times though, but then again very soon the understeer returns and turning the wheel over a certain point (reached very ealry which is bad I think) doesn't make no sense anymore because the kart is already understeering.

EDIT2:
The CRG KF3 (is there any physics differnce between the birel and crg chassis) again feels a bit more familiar, but still annoying understeer. I have to say though the braking definitely improved, it is more controlleable for sure but not completely natural. (Is natural/ perfect even possible because of lack of gforces??)
Title: Re: Kart Racing Pro beta7
Post by: The Iceman Marco on October 12, 2012, 03:32:19 PM
I did again some testing with KZ1. It already goes much better now. I changed my wheel rotation to 160 degrees and started with the default setup at lonato. I only changed the drivetrain, used 3l fuel and used soft tyres. For the rest I leave all as default.

The first thing I noticed was that I couldn't get my tyres warm. After 10 laps they were still cold. So I had to use a much higher tyre pressure. I did around 50 more laps to get some rubber. I only changed the tyre pressure a few times until I had the right. I ended up with 41.9. which isn't that bad. I really started to get the real feeling again. :)

For me it also looked like the KZ1 had less power as in B6. I thought I could be the carb settings. In default it was 4, but I tried 0. It immediately had much more power like in B6. I was half a sec faster with only that change with carb setting. I don't know much about carb settings, so you shouldn't ask me about how it should be. But Aritz said you use 0 only with extremely high temperatures or on high altitude, while I drove with 16 degrees air temp like I always do. So that's kind of strange.

The braking in B7 is much better. But like Racehard I'm also wondering about how realistic it's possible to make because this is a sim but still a great improvement. The direct steering and the feeling on the kerbs is also more realistic I think. I didn't change my setup so I still had the understeer, so about the steering and the kerbs I have to test more when I improve my setup.

So B7 isn't as bad as I thought yesterday, but I still think that the default setup should have much more front grip. I can say more about that when i tested more of the setup ;)
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on October 12, 2012, 04:02:09 PM
Quote from: The Iceman Marco on October 12, 2012, 03:32:19 PM
The first thing I noticed was that I couldn't get my tyres warm. After 10 laps they were still cold. So I had to use a much higher tyre pressure. I did around 50 more laps to get some rubber. I only changed the tyre pressure a few times until I had the right. I ended up with 41.9. which isn't that bad. I really started to get the real feeling again. :)

Is it difficult to warm all tyres, or front one only?
Title: Re: Kart Racing Pro beta7
Post by: The Iceman Marco on October 12, 2012, 04:06:00 PM
In the beginning with 0.6 bar it was hard to warm all tyres.
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 12, 2012, 06:21:38 PM
Btw does any effect of different model,in real,some chassis are faster than the other on a track..
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 12, 2012, 09:23:20 PM
Doble post not allowed i guess,Today had a black screen online rare,yesterday also in Willis fun race (FAIR PLAY) server.
Title: Re: Kart Racing Pro beta7
Post by: Karter85 on October 13, 2012, 01:21:44 AM
I've read different post in the forum and some players complain or highlight bugs or some problems...this is still a beta version...and of course there are problems yet...around the network some peoples say (not about this game, in general) never buy a game that is still a beta..buy always al least the final version of whatever game...anyway i hope the developer can fix so far all the concerning. I noticed hovewer slow menu loading for exemple pressing "kart button" in ''testing setup'' after 5 seconds goes to ''kart choose screen'' and then after 12 seconds go to''testing screen''. I have a laptop with I7 2860QM, 16 Gb DDR3 1866 Mhz, 560m Gtx 2 Gb DDr5 and SSD driver.. so the menus need to go more smooth and fast, but the game runs good. Each time i need to configure in ''imput screen'' the steer right button with my saitek joypad and this is a little bit frustrating cause the game don't keep this. About driveability of kart, tends to skid in curve too easy sometimes, i suggest to work with netcode and try to add the evening version at least of the main three tracks (lonato, etc) people want drive the kart even in the evening (like the reality)..try to add light poles around the track and the option ''choose time'' in the track selection. I saw people that want artificial AI...i want too but piboso told us that he will never do this...if the servers sometimes goes down people maybe want play against ai...so i was wondering if piboso don't want do this, in my opinion is for these reasons : don't have patience for do (but i guess that in 6 months maybe something can be done), don't have the right knowledge, or they think that is better without AI than a dumb/no good AI. If for develop a decent AI (10 computerized kart max each track) piboso need help maybe kickstarter can be an idea..we can put little money until the developer reached the right means for do a good ai and implement in the game for future build...
Title: Re: Kart Racing Pro beta7
Post by: James Beer on October 13, 2012, 01:48:31 AM
Quote from: Karter85 on October 13, 2012, 01:21:44 AM
I've read different post in the forum and some players complain or highlight bugs or some problems...this is still a beta version...and of course there are problems yet...around the network some peoples say (not about this game, in general) never buy a game that is still a beta..buy always al least the final version of whatever game...anyway i hope the developer can fix so far all the concerning. I noticed hovewer slow menu loading for exemple pressing "kart button" in ''testing setup'' after 5 seconds goes to ''kart choose screen'' and then after 12 seconds go to''testing screen''. I have a laptop with I7 2860QM, 16 Gb DDR3 1866 Mhz, 560m Gtx 2 Gb DDr5 and SSD driver.. so the menus need to go more smooth and fast, but the game runs good. Each time i need to configure in ''imput screen'' the steer right button with my saitek joypad and this is a little bit frustrating cause the game don't keep this. About driveability of kart, tends to skid in curve too easy sometimes, i suggest to work with netcode and try to add the evening version at least of the main three tracks (lonato, etc) people want drive the kart even in the evening (like the reality)..try to add light poles around the track and the option ''choose time'' in the track selection. I saw people that want artificial AI...i want too but piboso told us that he will never do this...if the servers sometimes goes down people maybe want play against ai...so i was wondering if piboso don't want do this, in my opinion is for these reasons : don't have patience for do (but i guess that in 6 months maybe something can be done), don't have the right knowledge, or they think that is better without AI than a dumb/no good AI. If for develop a decent AI (10 computerized kart max each track) piboso need help maybe kickstarter can be an idea..we can put little money until the developer reached the right means for do a good ai and implement in the game for future build...


im sorry karter85 i have to disagree with you, if we did not get the game in beta no one would be able to test and report bugs from e.g from experienced karters like evo or schwoni, if this was the final version we would be reporting bugs so we have to go through the beta stage 1st, with out kart racing pro their is no other game with the same features about karting. this is part of the devoloping proccess and we have to help piboso to get it right. so we should get the game in beta to see the evoloution and help shape/form kart racing pro from karters knowledge and expierience to make it the most realistic kart sim around, for example kart sim has been devolping the game for 5 years now and we've only heard one post on their fb account so nothings been released (even then people are going to find bugs) at least with krp we can see how the devolpers coping and suggest features while we still can play the game. i think piboso instead of adding ai players he added the ghost instead to comprimise our wishes . if we had ai players i kind of takes away the competition of real karting with drivers with all different abilities, this makes it more realistic. btw probably why the kart is sliding is because a joypad not a real wheel like most of us use and most of us use desktops to cope with the graphics and power of krp to run it at its highest form. thats not to say laptops are not good.

piboso beta 7 has made some improvements from 6 but we are all here to help you make beta 8 astonoshingly good and fix most of the small bugs we have found! well done you piboso! what i find weird is kz1 is slower round essay than f100!?

+1 if you agree
Title: Re: Kart Racing Pro beta7
Post by: Karter85 on October 13, 2012, 04:44:23 AM
±1 about the beta build of course is part of developing process and this help us to improve the game but the beta should not be understood like the final version..there is stuff to improve and sometimes for exemple others development give for free only a more bigger demo (you will pay only the final release, testing the open demo). Depend from developer to developer. About the menu must be a bit more smooth (but only in certain point) is not my laptop fault cause i can play this game and all the recent game in 1920x1080 with all activated and getting awesome frame rate better that some desktop...i have noticed that the driveability is changed since beta 6. Anyway i'm confident about future release (even b7 isn't bad)...i think that the developer if want, can do a lot..there are good wishes and useless..i hope that piboso take only the useful. Maybe we'll see the final release 1.0 between 1 year  :)
Title: Re: Kart Racing Pro beta7
Post by: The Iceman Marco on October 13, 2012, 07:20:52 AM
Quote from: Intrepid junior max on October 13, 2012, 01:48:31 AM
what i find weird is kz1 is slower round essay than f100!?

That's just Essay, in B6 I was with KF1 only 0.3 sec slower as KZ1. So it should be possible.
Title: Re: Kart Racing Pro beta7
Post by: EVO on October 14, 2012, 07:54:20 AM
it makes perfect sense my time in the powerband and not accelerating from slow truns where KZ is better
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 15, 2012, 04:27:57 PM
Quote from: The Iceman Marco on October 12, 2012, 03:32:19 PM....So B7 isn't as bad as I thought yesterday, but I still think that the default setup should have much more front grip. I can say more about that when i tested more of the setup ;)

I've tested with 10x multiplier for grooving on Essay short with 23º temp, track 37º, so quite hot day. I used 0,80 bar pressure, which is madness for such soft tyres and temperature. After 10 laps, they barely reached 57º. Definetely, they warm less and slower than they should.

First I tested the default setup but it has very poor front grip, so I did everything for improve the grip, even move forward the seat until 59cm. The kart behaviour improves a lot, but still is not enough, in the first and last curves, the kart goes out the track if we don't turn more the steering. That should be never happen, in such high speed curves, always, I repeat, always, the kart should oversteer like 900hp car.

In slow curves, the kart has better handling than expected after the first curve feeling. Yes, it is quite lazy but it turns after all. But if rear loses the traction, no matter what I do, almost every time I lose control or a lot of time in the best case. Powersliding should help in slow curves, but it doesn't, or it doesn't easily. Only when the kart goes very slow (after a spin for example)

So, the kart should have a lot more front grip and the kart should have even more drifteable capability :) In fact, real karting is quite easy, is "arcade"! Only fast driving and to do good times are hard, but almost everybody can drive reasonably on a kart

I don't want to criticize, I really want the best for KRP and that's why I am being honest!
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 15, 2012, 04:29:48 PM
Quote from: PiBoSo on October 12, 2012, 04:02:09 PM
Quote from: The Iceman Marco on October 12, 2012, 03:32:19 PM
The first thing I noticed was that I couldn't get my tyres warm. After 10 laps they were still cold. So I had to use a much higher tyre pressure. I did around 50 more laps to get some rubber. I only changed the tyre pressure a few times until I had the right. I ended up with 41.9. which isn't that bad. I really started to get the real feeling again. :)

Is it difficult to warm all tyres, or front one only?


Yes, all tyres warm slower than normal. After 10 laps driving fast, the tyre temperature is balanced but they should be warm after 2
Title: Re: Kart Racing Pro beta7
Post by: The Iceman Marco on October 15, 2012, 05:27:37 PM
I agree with Aritz,  I can't explaint better. ;)
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 22, 2012, 08:29:38 PM
Can we have beta 7,5 with the improvements of Netcode and bugs,and in beta 8 we have the Mini-kart?
So we can play atleast online,because now people leaves of unreal game.Too Arcade!!
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on October 22, 2012, 08:43:52 PM
i think we should have the FP7 CIK/17 bodywork.
Title: Re: Kart Racing Pro beta7
Post by: Kimzu97 on October 22, 2012, 09:29:26 PM
Quote from: LauZzZn on October 22, 2012, 08:43:52 PM
i think we should have the FP7 CIK/17 bodywork.
That can be done with mod?
Title: Re: Kart Racing Pro beta7
Post by: Eslotes on October 22, 2012, 10:11:58 PM
Quote from: Eslotes on October 22, 2012, 08:29:38 PM
Can we have beta 7,5 with the improvements of Netcode and bugs,and in beta 8 we have the Mini-kart?
So we can play atleast online,because now people leaves of unreal game.Too Arcade!!
This forum is full with kids

Im saying this because nobody want's to say ,well i have some pair of balls and i say it!
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on October 22, 2012, 10:23:37 PM
+1 haha Eslotes best. no i thought it would be better if we have all now driven bodyworks before a mini kart.
a well i have balls xDn
Title: Re: Kart Racing Pro beta7
Post by: James Beer on October 22, 2012, 10:33:51 PM
Quote from: LauZzZn on October 22, 2012, 10:23:37 PM
+1 haha Eslotes best. no i thought it would be better if we have all now driven bodyworks before a mini kart.
a well i have balls xDn

but wont we get the chance to create body work when piboso releases it?
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on October 22, 2012, 10:38:23 PM
good point.
Title: Re: Kart Racing Pro beta7
Post by: Serega on October 22, 2012, 11:17:40 PM
OK, Eslot'es balls bodywork WIP
Title: Re: Kart Racing Pro beta7
Post by: Aritz on October 23, 2012, 05:16:51 PM
*Aritz  ::)

/Offtopic
Title: Re: Kart Racing Pro beta7
Post by: LIAM-36-AUS on October 23, 2012, 10:27:03 PM
Quote from: Aritz on October 23, 2012, 05:16:51 PM
*Aritz  ::)

/Offtopic
lol, artiz
Title: Re: Kart Racing Pro beta7
Post by: James Beer on October 23, 2012, 10:29:07 PM
Quote from: LIAM-36-AUS on October 23, 2012, 10:27:03 PM
Quote from: Aritz on October 23, 2012, 05:16:51 PM
*Aritz  ::)

/Offtopic
lol, artiz

lol liam you didnt spell aritz right either!!!!!!
Title: Re: Kart Racing Pro beta7
Post by: Dan Buck on October 24, 2012, 04:07:01 AM
i think he was mocking the dude that spelled it wrong in first place!
Title: Re: Kart Racing Pro beta7
Post by: Piers Prior on October 24, 2012, 10:27:25 AM
oops my mistake sorry Aritz typo and sorry off topic i'l keep it on next time  :-[ lol
Title: Re: Kart Racing Pro beta7
Post by: Dan Buck on October 24, 2012, 12:53:35 PM
yeah i read ARTIZ the first couple of times too! ;)
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on October 27, 2012, 02:30:39 AM
how about a beta 8 thread?
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on October 27, 2012, 02:31:22 AM
oh sorry i forgot there is already one.
Title: Re: Kart Racing Pro beta7
Post by: Kimzu97 on October 28, 2012, 01:00:25 AM
Quote from: LauZzZn on October 27, 2012, 02:31:22 AM
oh sorry i forgot there is already one.
was ;)
Title: Re: Kart Racing Pro beta7
Post by: Dan Buck on October 28, 2012, 07:10:10 PM
no beta8 thread for now...

let's give beta7 some time!! it has just been released!
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on November 01, 2012, 02:27:29 PM
@ piboso: is it possible to make a custom seat in a skin? like this: http://www.comer-topkart.it/prodotti/acc-telai/sedili.jpg
Title: Re: Kart Racing Pro beta7
Post by: PiBoSo on November 01, 2012, 03:38:59 PM
Quote from: LauZzZn on November 01, 2012, 02:27:29 PM
@ piboso: is it possible to make a custom seat in a skin? like this: http://www.comer-topkart.it/prodotti/acc-telai/sedili.jpg

There is no dedicated texture for the seat. It's shared with other elements.
Title: Re: Kart Racing Pro beta7
Post by: LauZzZn on November 01, 2012, 03:40:58 PM
could you make st like a seat template ?
Title: Re: Kart Racing Pro beta7
Post by: Hot_Rod on November 06, 2012, 01:06:19 AM
PIBOSO, for when the version of krp full? already 7 beta versions.

"kart racing pro beta 51 Download"
     
xD
Title: Re: Kart Racing Pro beta7
Post by: EVO on November 06, 2012, 02:37:31 AM
thats a pretty obnoxious signiture buddy.  have you ever developed anything of this magnitude?  it takes time to perfect.
Title: Re: Kart Racing Pro beta7
Post by: gillardboy42 on November 16, 2012, 05:42:34 PM
When i air choke my engine just stalles can you help me plz?
Title: Re: Kart Racing Pro beta7
Post by: LIAM-36-AUS on November 16, 2012, 09:13:05 PM
Quote from: gillardboy42 on November 16, 2012, 05:42:34 PM
When i air choke my engine just stalles can you help me plz?
yes..... its so post to do that :P      you just can't air choke it for long periods
Title: Re: Kart Racing Pro beta7
Post by: Sam on November 17, 2012, 12:18:45 AM
There is something wrong with the air choke its not ment to be like it is at the moment u have to take your foot off the accelarater for the engine to go straight after choking but if you hold flat throttle then choke the motor slows down heeps and takes ages to get going. But in real life it dosnt do that
Title: Re: Kart Racing Pro beta7
Post by: EVO on November 17, 2012, 02:17:54 AM
yeah when i do it in real life i just kind of rev up slower.  and if i have the throttle closed it turns it off.  I think the sucntion of the engine is far strong than the hand choke can overcome so its hard to kill it
Title: Re: Kart Racing Pro beta7
Post by: Arrowjmax4 on December 19, 2012, 01:58:31 PM
Quote from: Ƨᗩᗰ   ƘᗩЯ✞ᎥИ❡72 on November 17, 2012, 12:18:45 AM
There is something wrong with the air choke its not ment to be like it is at the moment u have to take your foot off the accelarater for the engine to go straight after choking but if you hold flat throttle then choke the motor slows down heeps and takes ages to get going. But in real life it dosnt do that

what do you drive?  a comer sw-80? them things dont do anything for choke for a start, drive a J, or a clubman like me, and whenever you choke for to long you have to take the throttle of and blip over and over till it comes on, i do it purposely in roll up laps in real life to keep temperature low, when racing coming into a corner a choke is pretty much a quick tap while still full throttle, then you back off to go around the corner, and your back on the throttle, so your taking throttle off anyways.....
Title: Re: Kart Racing Pro beta7
Post by: EVO on December 21, 2012, 04:13:19 PM
im jsut saying the delay from stalled to running agian in KRP should just be shorter.