Kart Racing Pro Official Forum

General => Suggestions and wishlist => Topic started by: Cory_Hayes on July 30, 2014, 02:10:19 PM

Title: Beta 12 Suggestions!
Post by: Cory_Hayes on July 30, 2014, 02:10:19 PM
In beta 12 or what ever the next version of this game is going to be, I think all the karts and engines should be upgraded to the latest specs.
It would be good to have the up to date version of everything on this game, I understand it won't just take a little while to do, but it will be worth it  ;D
x
Title: Re: Beta 12 Suggestions!
Post by: LauZzZn on July 30, 2014, 02:12:36 PM
What should be updated on the engines? I mean what is "old"?
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on July 30, 2014, 02:17:27 PM
#SpecsBruh
#LaLa4ModderOfTheMonth
Title: Re: Beta 12 Suggestions!
Post by: LauZzZn on July 30, 2014, 02:19:19 PM
Quote from: Cory_Hayes on July 30, 2014, 02:17:27 PM
#SpecsBruh
#LaLa4ModderOfTheMonth
A bit exacter please ;)
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on July 30, 2014, 02:29:57 PM
Well not so much the engine specs, but mostly the chassis model and maybe physics a little little bit
Title: Re: Beta 12 Suggestions!
Post by: JesusRB on July 31, 2014, 02:08:32 AM
You do not have many graphics of a game today and the physical are slightly false: throw your steps and you will much. And the engine sound much real life do not look. sorry for my English
Title: Re: Beta 12 Suggestions!
Post by: JesusRB on July 31, 2014, 02:24:08 AM
piboso do not delay in taking a beta and adds more ... :-\
Title: Re: Beta 12 Suggestions!
Post by: Bayley Bell on July 31, 2014, 07:37:43 AM
More realistic engine sounds would be good :)
Title: Re: Beta 12 Suggestions!
Post by: Hugo Hernandez on July 31, 2014, 10:53:24 AM
A new circuit or more realist the engines
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on July 31, 2014, 11:33:04 AM
I think updated kart models would do it (y)
Or a whole beta dedicated to a good netcode.
Title: Re: Beta 12 Suggestions!
Post by: Tr!st@n on July 31, 2014, 11:34:50 AM
Very good idea Cory! Updated Network, so we can use more than only one Server.
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on July 31, 2014, 12:13:11 PM
and also make the slipstream not worth as much + You don't get a mean oversteer while going around a corner in the slipstream

Edit: + Tyre smoke less intense, I have only had my tyres smoke up when skidding twice, and in krp, you just have to do a little lock up and your get a heap of smoke and leave marks...it just isn't right
+ Visual tyre wall flex that would make the game look mint (y)
Title: Re: Beta 12 Suggestions!
Post by: Xander Clements on August 07, 2014, 09:18:56 PM
I would like to see an option where more than 12 karts can be seen while playing. Even with all the adjustments, a max of 12 all around really limits online racing if the community is trying to grow.
Title: Re: Beta 12 Suggestions!
Post by: JesusRB on August 09, 2014, 01:08:35 AM
I'd like that if there are two categories ... each run as in real life separate
Title: Re: Beta 12 Suggestions!
Post by: JesusRB on August 09, 2014, 01:09:34 AM
and put escuderia ej: [Driver name] (Team)
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on August 11, 2014, 06:42:00 AM
Quote from: JesusRB on August 11, 2014, 12:43:01 AM
wing the game locks when entering servers and then unlocks

......
Title: Re: Beta 12 Suggestions!
Post by: Diddy4957 on August 11, 2014, 11:45:41 AM
I think he means how you can't move the mouse when your entering a server but it can take several minutes to load and you cant do anything.
Title: Re: Beta 12 Suggestions!
Post by: Myles Rowe Top Kart #6 on October 17, 2014, 01:38:59 AM
Beta 12 needs AI drivers with difficulty low for beginners all the way up to where they make almost no mistakes besides passing. They need to be programmed to accidently crash some times. The AI drivers also need options for level of aggression and how much you want them to defend their line when your trying to pass. Preferably levels 1-10.
Title: Re: Beta 12 Suggestions!
Post by: Birel-Rotax 42 on October 17, 2014, 01:42:41 AM
As it has been stated numerous times, AI isn't planned for any future releases. Please stop asking; it's not going to happen.
Title: Re: Beta 12 Suggestions!
Post by: Braden Eves on October 18, 2014, 10:48:19 PM
Quote from: Myles Rowe Top Kart #6 on October 17, 2014, 01:38:59 AM
Beta 12 needs AI drivers with difficulty low for beginners all the way up to where they make almost no mistakes besides passing. They need to be programmed to accidently crash some times. The AI drivers also need options for level of aggression and how much you want them to defend their line when your trying to pass. Preferably levels 1-10.

Well would you look at that? FAQ says no plans to add it, and has said that for years...
Title: Re: Beta 12 Suggestions!
Post by: PiBoSo on October 18, 2014, 11:10:29 PM
Quote from: Birel-Rotax 42 on October 17, 2014, 01:42:41 AM
As it has been stated numerous times, AI isn't planned for any future releases. Please stop asking; it's not going to happen.

Never say never  ;)
Title: Re: Beta 12 Suggestions!
Post by: Birel-Rotax 42 on October 18, 2014, 11:47:19 PM
AI CONFIRMED FOR RELEASE 1.0!

Just kidding.
On that note, what are some of the other planned updates? Also, what implementations would track builders need to add to tracks if AI were put in?
Title: Re: Beta 12 Suggestions!
Post by: JesusRB on October 19, 2014, 11:27:31 AM
AI!!!! :) ;) :D ;D ;D :D ;) :)
Title: Re: Beta 12 Suggestions!
Post by: JesusRB on October 19, 2014, 11:30:28 AM
take out the plugin for 3ds max 2014
Title: Re: Beta 12 Suggestions!
Post by: Birel-Rotax 42 on October 19, 2014, 05:26:07 PM
For the update, would it be possible to revoke a ban if the user who was previously banned uses the admin password to enter the server? I have noticed that when I join servers with people like JesusRB and forget to input the administrator password, I will be banned and have to restart the server in order to re-enter the server, which punishes not only the people who were casually hanging about in the server, as well as making is a hassle to race online. Just a simple change to make it so bans are revoked if the connecting client put in the correct administrator password.
Title: Re: Beta 12 Suggestions!
Post by: PiBoSo on October 19, 2014, 07:20:47 PM
Quote from: DRkarter97 on October 18, 2014, 11:56:28 PM
Quote from: PiBoSo on October 18, 2014, 11:10:29 PM
Quote from: Birel-Rotax 42 on October 17, 2014, 01:42:41 AM
As it has been stated numerous times, AI isn't planned for any future releases. Please stop asking; it's not going to happen.

Never say never  ;)

really really? your going to say thats a possibility when we dont even get a hint of what new features are possible for other features that are way more important

What features?
Title: Re: Beta 12 Suggestions!
Post by: dibu on October 19, 2014, 07:31:37 PM
Add AI, even if you start with a small amount of opponents. I'm not the biggest friend of AI but I think it will be important for the future of KRP. You'll loose a lot of users if it's not part of the sim.
Title: Re: Beta 12 Suggestions!
Post by: dibu on October 19, 2014, 07:36:24 PM
Quote from: DRkarter97 on October 19, 2014, 06:40:23 PM
Quote from: JesusRB on October 19, 2014, 11:30:28 AM
take out the plugin for 3ds max 2014
there are no plugins fro 2014 so he cant take them out
You can't take every word (and promise to behave on tracks ;) ) of Jesus literally.
I guess your crystal ball told you the same as mine, he asked PiBoSo to publish a plugin for 3ds max 2014.
Title: Re: Beta 12 Suggestions!
Post by: PiBoSo on October 19, 2014, 10:17:31 PM
Quote from: DRkarter97 on October 19, 2014, 09:32:21 PM
Quote from: PiBoSo on October 19, 2014, 07:20:47 PM
Quote from: DRkarter97 on October 18, 2014, 11:56:28 PM
Quote from: PiBoSo on October 18, 2014, 11:10:29 PM
Quote from: Birel-Rotax 42 on October 17, 2014, 01:42:41 AM
As it has been stated numerous times, AI isn't planned for any future releases. Please stop asking; it's not going to happen.

Never say never  ;)

really really? your going to say thats a possibility when we dont even get a hint of what new features are possible for other features that are way more important

What features?

so you read any of the posts on this forum, ive made atleast 3 posts telling you what i would like to see but you dont care about this game at all so of course youre clueless

Why so aggressive? Do you think anyone can remember all messages and who posted them?
Repeating suggestions cannot hurt.
Multiple heats will for sure be very interesting to add, but AI seems to be much more requested.
Let's see which one will come first.
Anyway, the top priority at the moment is to improve the physics, to make it more realistic.
Title: Re: Beta 12 Suggestions!
Post by: Taddzy on October 19, 2014, 11:10:04 PM
Quote from: DRkarter97 on October 19, 2014, 11:01:06 PM
Quote from: PiBoSo on October 19, 2014, 10:17:31 PM
Quote from: DRkarter97 on October 19, 2014, 09:32:21 PM
Quote from: PiBoSo on October 19, 2014, 07:20:47 PM
Quote from: DRkarter97 on October 18, 2014, 11:56:28 PM
Quote from: PiBoSo on October 18, 2014, 11:10:29 PM
Quote from: Birel-Rotax 42 on October 17, 2014, 01:42:41 AM
As it has been stated numerous times, AI isn't planned for any future releases. Please stop asking; it's not going to happen.

Never say never  ;)

really really? your going to say thats a possibility when we dont even get a hint of what new features are possible for other features that are way more important

What features?

so you read any of the posts on this forum, ive made atleast 3 posts telling you what i would like to see but you dont care about this game at all so of course youre clueless

Why so aggressive? Do you think anyone can remember all messages and who posted them?
Repeating suggestions cannot hurt.
Multiple heats will for sure be very interesting to add, but AI seems to be much more requested.
Let's see which one will come first.
Anyway, the top priority at the moment is to improve the physics, to make it more realistic.

its aggressive because, people have told others for the longest time that AI is not going to happen, and youve made those people look like idiots, also whats easier to add AI who can actually drive or adding multiple heats and sessions?

LOOK ian just drop this he is the one developing the sim and his words are what goes!!! theres no point in arguing with him!! tbh i would like to see alot of things in krp but its very unlikely that they will happen
Title: Re: Beta 12 Suggestions!
Post by: PiBoSo on October 20, 2014, 12:13:36 AM
Quote from: DRkarter97 on October 19, 2014, 11:01:06 PM
Quote from: PiBoSo on October 19, 2014, 10:17:31 PM
Quote from: DRkarter97 on October 19, 2014, 09:32:21 PM
Quote from: PiBoSo on October 19, 2014, 07:20:47 PM
Quote from: DRkarter97 on October 18, 2014, 11:56:28 PM
Quote from: PiBoSo on October 18, 2014, 11:10:29 PM
Quote from: Birel-Rotax 42 on October 17, 2014, 01:42:41 AM
As it has been stated numerous times, AI isn't planned for any future releases. Please stop asking; it's not going to happen.

Never say never  ;)

really really? your going to say thats a possibility when we dont even get a hint of what new features are possible for other features that are way more important

What features?

so you read any of the posts on this forum, ive made atleast 3 posts telling you what i would like to see but you dont care about this game at all so of course youre clueless

Why so aggressive? Do you think anyone can remember all messages and who posted them?
Repeating suggestions cannot hurt.
Multiple heats will for sure be very interesting to add, but AI seems to be much more requested.
Let's see which one will come first.
Anyway, the top priority at the moment is to improve the physics, to make it more realistic.

its aggressive because, people have told others for the longest time that AI is not going to happen, and youve made those people look like idiots, also whats easier to add AI who can actually drive or adding multiple heats and sessions?

Look like idiots???
The FAQ ( http://www.kartracing-pro.com/?page=about&section=faq ) still says: Q: Is it possible to race offline against an AI? A: No, and there are no plans to add it
But plans can change, hopefully for the best ;)
So, never say never about AI  :)
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on October 20, 2014, 02:00:43 AM
I have suggested some quality stuff, many times....I don't even get a reply....
Title: Re: Beta 12 Suggestions!
Post by: JesusRB on October 20, 2014, 09:05:56 PM
slow to take a beta
Title: Re: Beta 12 Suggestions!
Post by: PiBoSo on October 20, 2014, 09:28:05 PM
Quote from: Cory_Hayes on October 20, 2014, 02:00:43 AM
I have suggested some quality stuff, many times....I don't even get a reply....

All suggestions are considered, even if you don't get a reply  ;)
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on October 21, 2014, 01:55:26 AM
I don't think  ;) 's are very helpful right now hey 
Title: Re: Beta 12 Suggestions!
Post by: PiBoSo on October 21, 2014, 02:57:44 AM
Quote from: Cory_Hayes on October 21, 2014, 01:55:26 AM
I don't think  ;) 's are very helpful right now hey

What's the problem???
Title: Re: Beta 12 Suggestions!
Post by: JesusRB on October 21, 2014, 09:56:49 AM
Quote from: DRkarter97 on October 21, 2014, 03:40:37 AM
Quote from: PiBoSo on October 21, 2014, 02:57:44 AM
Quote from: Cory_Hayes on October 21, 2014, 01:55:26 AM
I don't think  ;) 's are very helpful right now hey

What's the problem???

the problem is that this "All suggestions are considered, even if you don't get a reply  ;)" attitude is stupid, and honestly just gives you a way out if people arent happy with the sim,  we as the user would like to know if features are possible or too outlandish or when they might be implemented, leaving us in the dark as to what may or may not come in the next build is immature and unprofessional it would be great if instead of arguing with us about or anger over thia AI issue you would just be straight with us and just note each suggestion post and acknowledge its creation and if the feature might be added a nice little run down of how long. hard it will be to implement.
I'm with you!
Title: Re: Beta 12 Suggestions!
Post by: JesusRB on October 21, 2014, 09:58:49 AM
piboso working in online, in the graphics and physical.
Title: Re: Beta 12 Suggestions!
Post by: PiBoSo on October 21, 2014, 12:50:39 PM
Quote from: DRkarter97 on October 21, 2014, 03:40:37 AM
the problem is that this "All suggestions are considered, even if you don't get a reply  ;)" attitude is stupid, and honestly just gives you a way out if people arent happy with the sim,  we as the user would like to know if features are possible or too outlandish or when they might be implemented, leaving us in the dark as to what may or may not come in the next build is immature and unprofessional it would be great if instead of arguing with us about or anger over thia AI issue you would just be straight with us and just note each suggestion post and acknowledge its creation and if the feature might be added a nice little run down of how long. hard it will be to implement.

Stupid? ???
Immature and unprofessional? ???
Thank you for the kind words.
For your information, "professional" developers don't care about user feedback at all, and they sure don't go on public forums to discuss about future plans.
My job is to code to improve my projects, not reply to suggestions, even if those are always welcome and I try to read them all.
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on October 21, 2014, 12:52:00 PM
It is pretty unprofessional though when people are being dead serious. and you put a  ;) after your sentence....not trying to attack you, but it is rather annoying.....
Title: Re: Beta 12 Suggestions!
Post by: VELOCIPEDE on October 21, 2014, 03:07:00 PM
Quote from: Cory_Hayes on October 21, 2014, 12:52:00 PM
It is pretty unprofessional though when people are being dead serious. and you put a  ;) after your sentence....not trying to attack you, but it is rather annoying.....
you are only a troll  ;)
Title: Re: Beta 12 Suggestions!
Post by: Birel-Rotax 42 on October 21, 2014, 03:43:58 PM
Would it be possible to change corridor and lane length? Also, would it be possible to add in an adjustable number of spectator spots for race administrators. (The spectators would be able to see the replay and if they entered an administrator password, would have access to changing/restarting the server as well as advancing sessions.
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on October 21, 2014, 03:53:45 PM
Quote from: VELOCIPEDE on October 21, 2014, 03:07:00 PM
Quote from: Cory_Hayes on October 21, 2014, 12:52:00 PM
It is pretty unprofessional though when people are being dead serious. and you put a  ;) after your sentence....not trying to attack you, but it is rather annoying.....
you are only a troll  ;)
.........Please remove yourself from this forum, people like you are what makes these things so much worse.
gtfo.
Title: Re: Beta 12 Suggestions!
Post by: PiBoSo on October 21, 2014, 03:57:29 PM
Quote from: DRkarter97 on October 21, 2014, 03:45:28 PM
Quote from: VELOCIPEDE on October 21, 2014, 03:07:00 PM
Quote from: Cory_Hayes on October 21, 2014, 12:52:00 PM
It is pretty unprofessional though when people are being dead serious. and you put a  ;) after your sentence....not trying to attack you, but it is rather annoying.....
you are only a troll  ;)

Mate no one is trolling on this thread right now so how about you go away unless you want to contribute to the conversation

Do you have any idea how much Velocipede contributed and is still contributing to Kart Racing Pro?
What is YOUR contribution to this discussion, except for insults?  ::)
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on October 21, 2014, 03:59:32 PM
Like a glove
Title: Re: Beta 12 Suggestions!
Post by: Bayley Bell on October 21, 2014, 04:07:16 PM
Is doesnt matter if you win or loose
Title: Re: Beta 12 Suggestions!
Post by: Bayley Bell on October 21, 2014, 04:07:31 PM
Its a family spot
Title: Re: Beta 12 Suggestions!
Post by: Bayley Bell on October 21, 2014, 04:07:48 PM
Non contract racig guys children
Title: Re: Beta 12 Suggestions!
Post by: Bayley Bell on October 21, 2014, 04:08:02 PM
ITS ALL ABOT HAVING FUN!
Title: Re: Beta 12 Suggestions!
Post by: PiBoSo on October 21, 2014, 07:42:06 PM
Quote from: DRkarter97 on October 21, 2014, 04:42:52 PM
Quote from: PiBoSo on October 21, 2014, 03:57:29 PM
Quote from: DRkarter97 on October 21, 2014, 03:45:28 PM
Quote from: VELOCIPEDE on October 21, 2014, 03:07:00 PM
Quote from: Cory_Hayes on October 21, 2014, 12:52:00 PM
It is pretty unprofessional though when people are being dead serious. and you put a  ;) after your sentence....not trying to attack you, but it is rather annoying.....
you are only a troll  ;)

Mate no one is trolling on this thread right now so how about you go away unless you want to contribute to the conversation

Do you have any idea how much Velocipede contributed and is still contributing to Kart Racing Pro?
What is YOUR contribution to this discussion, except for insults?  ::)

First off I was saying contribute to the conversation not krp but since you've asked.
Parilla leopar mod
Multiple conversions of rfactor tracks
Multiple scratch built tracks that will be or are released
Eventually upon beta 12 a brand new kart with its own physics
I am also close friends with both birel  rotax 42 and max t both of which I have helped produce their own mods. In fact the only reason max has an x30 is cause I did the dyno so how about you chill out and just admit you could work with the users a bit more. I mean honestly how hard is it to leave a little note on a post acknowledgeing its existence

Thanks a lot for your work on KRP, but:
Quote
What is YOUR contribution to this discussion, except for insults?  ::)
You did much worse than Velocipede in this discussion, and yet you suggest HIM to leave?  :o
Title: Re: Beta 12 Suggestions!
Post by: dibu on October 21, 2014, 08:58:27 PM
Quote from: DRkarter97 on October 21, 2014, 04:42:52 PM
First off I was saying contribute to the conversation not krp but since you've asked.
Parilla leopar mod
Multiple conversions of rfactor tracks
Multiple scratch built tracks that will be or are released
Eventually upon beta 12 a brand new kart with its own physics
I am also close friends with both birel  rotax 42 and max t both of which I have helped produce their own mods. In fact the only reason max has an x30 is cause I did the dyno so how about you chill out and just admit you could work with the users a bit more. I mean honestly how hard is it to leave a little note on a post acknowledgeing its existence

Oh God, oh God, you're so fantastic!

Whenever I read one of your comments, suddenly Frank Zappa and his song 'Bobby Brown' comes to my mind ... I really don't understand why??!

Now you have crossed a borderline and I'll stop to be the nice guy.

You're such a narcissistic teenager whithout any self-criticism.
Yes, you contribute to the community and I really thank you very much for that, no joke! But at the same moment you do a lot of harm to PiBoSo (and KRP) by attacking his paying customers here in the forum.
You could be a very valuable forum member if you would think about what your words cause at your counterpart.

OK, ... I know I'm talking to a wall. My son is two years older than you and belief me I know a bit about the typical behaviour in this age ...
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on October 22, 2014, 02:00:18 AM
What was VELOCIPEDE actually done for krp.....just curious....
Title: Re: Beta 12 Suggestions!
Post by: blake_hunt on October 22, 2014, 02:14:58 AM
Make X30, rotax, etc. and more American tracks come basic with the sim?
Title: Re: Beta 12 Suggestions!
Post by: Xander Clements on December 06, 2014, 03:08:45 AM
PiBoSo, I know that I've been quite a thorn in your side about the multiplayer, and I would like apologize for that. However, in our recent off season for the SKWC, we have done a lot of promotion for the game and the series, bringing in new members from outside the game and within the community. The netcode itself in Kart Racing Pro is more than fine for our racing, however, for the sake of not only simulation but safety in terms of starts, if there is any way that you can incorporate being able to view all karts in a server, say up to 30 or so, that would be absolutely amazing.

Currently, we have about 28 drivers registered for our season that are approved and ready to run multiple rounds. While I don't expect in any way, shape, or form to get that many for the opening round or the full season, I do imagine that we will get more than 12, as in our last season we had upwards of 12 at every event and a total of 23 registered drivers by the season's end. It makes things a lot harder to run when new drivers cannot see the leaders or some within a relatively close distance of them, and therefore makes our races harder to manage and maintain clean but hard racing in.

I just want to say also that I highly appreciate all the work you have put in and crap that you have taken for this game, and that it does not go unnoticed. Your contributions have been upwards of stellar and I cannot wait for the full release of the game.
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on December 06, 2014, 12:14:10 PM
Suggestion SuggestionSuggestion Suggestion Suggestion Suggestion Suggestion Suggestion Suggestion Suggestion Suggestion Suggestion  Suggestion Suggestion v Suggestion Suggestion

Is it possible to make it in beta 12, that pods don't fall off so easy, and make it so the bars bend, or the pods dent in before they even fall off, because in real life, if you hit a kerb, pods don't fall off
andddd

is it possible for you to make it so you can drive over the top of people, if you hit wheels or nosecone to rear wheel or something, something like this.
please ignore me anally destroying me fuel tank at the end.
https://www.youtube.com/watch?v=il9oMSM9Ze8&list=UUuhYt58Kgiiyy0nDx6zkAPA
Title: Re: Beta 12 Suggestions!
Post by: sam19 on December 06, 2014, 10:21:06 PM
Can i suggest that all bodyworks be updated just like the Birel has?

the OTK to M6

(http://www.tonykart.com/immagini/telai/racer_401/racer_401_b_1500.jpg)

and the Crg to FP7

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xpa1/v/t1.0-9/1619603_554334267999863_1436166524122052739_n.jpg?oh=e698034c302fc428c896c0e473f2324a&oe=55167987&__gda__=1425805754_1f22afc8131d300d8519d739cac5eff9)

Also maybe the OTK Cadet kart with OTK m5 bodywork??

(http://www.tonykart.com/immagini/telai/rookie/rookie_a_g.jpg)

And maybe the Zip cadet kart with Mk11 bodywork?

(http://www.zipkart.com/wp-content/uploads/2013/12/Zip-Eagle-Cadet-Comer.jpg)

As the Birel has been updated for 2015 why not update the rest of them and maybe adda few more?

Regards
Sam
Title: Re: Beta 12 Suggestions!
Post by: Taddzy on December 06, 2014, 10:24:25 PM
Quote from: sam19 on December 06, 2014, 10:21:06 PM
Can i suggest that all bodyworks be updated just like the Birel has?

the OTK to M6

(http://www.tonykart.com/immagini/telai/racer_401/racer_401_b_1500.jpg)

and the Crg to FP7

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xpa1/v/t1.0-9/1619603_554334267999863_1436166524122052739_n.jpg?oh=e698034c302fc428c896c0e473f2324a&oe=55167987&__gda__=1425805754_1f22afc8131d300d8519d739cac5eff9)

Regards
Sam

+1 but piboso make the older bodyworks still an option in the chassis e.g. have the fl, nl and m4 bodyworks as changeable ones if people want to run them
Title: Re: Beta 12 Suggestions!
Post by: Cory_Hayes on December 10, 2014, 09:57:55 AM
Quote from: Cory_Hayes on December 06, 2014, 12:14:10 PM
Suggestion SuggestionSuggestion Suggestion Suggestion Suggestion Suggestion Suggestion Suggestion Suggestion Suggestion Suggestion  Suggestion Suggestion v Suggestion Suggestion

Is it possible to make it in beta 12, that pods don't fall off so easy, and make it so the bars bend, or the pods dent in before they even fall off, because in real life, if you hit a kerb, pods don't fall off
andddd

is it possible for you to make it so you can drive over the top of people, if you hit wheels or nosecone to rear wheel or something, something like this.
please ignore me anally destroying me fuel tank at the end.
https://www.youtube.com/watch?v=il9oMSM9Ze8&list=UUuhYt58Kgiiyy0nDx6zkAPA

BUMP!!!
Title: Re: Beta 12 Suggestions!
Post by: VELOCIPEDE on December 10, 2014, 12:18:29 PM
because the weight of the driver is very important on the kart (in particular on the KF3 and mini), also for the setup, my suggestion is to insert an option that are possible to modify the real weight of the driver
Title: Re: Beta 12 Suggestions!
Post by: Ryan Harris on December 10, 2014, 01:50:06 PM
Quote from: VELOCIPEDE on December 10, 2014, 12:18:29 PM
because the weight of the driver is very important on the kart (in particular on the KF3 and mini), also for the setup, my suggestion is to insert an option that are possible to modify the real weight of the driver

I see why you would want this in game, and this could actually be really cool. Having a heavier driver means less added weight. So this means setup would be different to someone very light with alot of added weight.

+1 Nice idea.
Title: Re: Beta 12 Suggestions!
Post by: Birel-Rotax 42 on December 21, 2014, 04:06:06 AM
Can we see better game stability? League racing is painful because the game won't stay open for more than 10 minutes at a time. Games crash for at least 2 people out of 12 for every time we go on track. Can stability updates be added in the next release, because games crashing frequently kills the online experience.
Title: Re: Beta 12 Suggestions!
Post by: Birel-Rotax 42 on December 23, 2014, 11:35:15 PM
Would it be possible to manipulate grip in a way similar to Nascar Racing 2003's implementation for future builds? My suggestion is that setting grip, you name the object (example: TRKASPH) and in a text file similar to shaders, input a grip level from 0.0 to 4.0. That way, we would have many more grip levels available to us and a better opportunity to hone in track grip levels to a good and realistic setting. With that, I think it would be helpful to also have a piece in that file that determines the speed/factor that grip builds up independent of the groove multiplier (some tracks rubber up quicker than others because of the surface). Would this be even remotely possible? Also, PiBoSo, on a scale from 1-10, 10 is highest, what grip level is ASPH, BASPH, and CASPH? I understand CASPH is less grip, but is it exponential, fractional, logarithmic, or just purely half of the previous grip level? Thanks, and I look forward to Beta 12 and beyond!
Title: Re: Beta 12 Suggestions!
Post by: iVersOne on December 26, 2014, 09:21:33 PM
Quote from: Birel-Rotax 42 on December 23, 2014, 11:35:15 PM
Would it be possible to manipulate grip in a way similar to Nascar Racing 2003's implementation for future builds? My suggestion is that setting grip, you name the object (example: TRKASPH) and in a text file similar to shaders, input a grip level from 0.0 to 4.0. That way, we would have many more grip levels available to us and a better opportunity to hone in track grip levels to a good and realistic setting. With that, I think it would be helpful to also have a piece in that file that determines the speed/factor that grip builds up independent of the groove multiplier (some tracks rubber up quicker than others because of the surface). Would this be even remotely possible? Also, PiBoSo, on a scale from 1-10, 10 is highest, what grip level is ASPH, BASPH, and CASPH? I understand CASPH is less grip, but is it exponential, fractional, logarithmic, or just purely half of the previous grip level? Thanks, and I look forward to Beta 12 and beyond!
+1  :)