Kart Racing Pro Official Forum

General => Suggestions and wishlist => Topic started by: EVO on June 02, 2011, 06:51:07 AM

Title: Fix Suggestions
Post by: EVO on June 02, 2011, 06:51:07 AM
The thread is for fixes to the current version

Organized by most votes
LIKE +1
DISLIKE -1

If your suggestion is gone it is probably already in the latest release. If it  is missing from the list PM me.

STATUS: Updating to BETA 15b



PHYSICS


WET CONDITIONS

ONLINE


TRACKS

           
KART


ADDONS


OTHER

Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: T.J. Koyen on June 02, 2011, 06:58:51 AM
Good points. However, I wouldn't recommend adding the hand choke gesture unless it actually was functional. I don't want to just choke it to look cool. And I'm pretty sure there's a lot of technical data that has to be integrated to full simulate the engine and the actual detonation of the fuel and heat relationships to make it realistic when choking. Unless you just make choking the engine drop the temp a few degrees.  :P But without proper carb tuning, choking the engine seems pretty useless since we can't run it extra lean anyway.

I read on Kart Sim's (sorry for bringing it up Piboso!) blog about how they fully modeled the engine to almost 100% realism so you'll be able to adjust the carb and see results in your exhaust gas temperature as you would in real life. Pretty impressive stuff. They've got a team working on their sim though, where Pib has just himself. Also their sim isn't released yet and has been in development for years so who knows what is actually going on there.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on June 02, 2011, 07:19:24 AM
U forget one the carburation settings :)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: oppolo on June 02, 2011, 10:08:03 AM
-     fuel lines in cockpit view.

has real driver it?

-     exhaust smoke at low rpm loads (GT5) by EVO1087

i don't care so much and it is only with cold engine, endeed it require more grafichal power

-     driver tuck gesture. (Club Kart by Sega) by EVO1087

what is "tuck"? google translator can't help me, anyway we have already 4 gesture, i use only 1

-     hand choke gesture(Super 1 Karting) to prevent engine sieze at high temperatures. by EVO1087

is it used also in modern kart?

-     make it harder to look back. Players take advantage of this. looks funny in replays,

      remove look back and make it faster and more angle using the heading buttons.   by EVO1087


infact eyes are turned of 180

-     tire deformation (LFS) and axle flex opposed to hubs absorbing force.  by Airesisor

better not to show axel moving inside the wheels

-     tire pressure change should be shown in the garage after driving by Alphafloor

yes

-     engine temperture more realistic "rise up to 150° but nothing special happened!" by Alphafloor



-     radiotor cover ups for cold days to allow enigne to run at optimum temperature by Alphafloor

i thought there is a controller temperature

-     A realistic Race day with the same tires for qualifiying and race by Artiz

yes

-     winner acknowledgment  by Artiz 

after the race there are results, there you can see who won

........................................

- no automatic clutch in ks1 when it is below a certain speed

- more power in the ks1 brakes

- less dirt on the visor

- sound of the error during changing gear on ks1 louder
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on June 02, 2011, 10:31:28 AM
Quote from: oppolo on June 02, 2011, 10:08:03 AM

- no automatic clutch in ks1 when it is below a certain speed


Again: there is no automatic clutch on the shifters, at any kart speed or engine rpm!
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: oppolo on June 02, 2011, 04:45:21 PM
Quote from: PiBoSo on June 02, 2011, 10:31:28 AM
Again: there is no automatic clutch on the shifters, at any kart speed or engine rpm!

mmm, anyway there is something strange in this situation:
engine stopped+clutch not pulled+1st or 2nd gear in - the kart goes down the hill

i tested just now, maybe there is too less brake engine, because as soon as i pull the clutch, the kart take more speed, so you are right, it is not the clutch
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on June 02, 2011, 05:12:41 PM
When I spoke about final results, I was talking about something like this:



Maybe not so real, I know, but... We are in front of a screen, with a beer near the computer... not so real either :D
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on June 03, 2011, 06:30:44 AM
lol Artiz Ill update it . speaking of beers drinking a Yuengling at the moment. great points on hand choking TJ
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: alphafloor on June 04, 2011, 03:25:41 PM
Suggestion: an option for the Admin to define the maximum number of visor tear-offs usable per race.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Racehard on June 04, 2011, 08:56:42 PM
Even with automatic idle on all engines should be turned off after spawning, so that there is still a need of the electric starter at the KC1/3 classes.
It would be best if this was an additional option, newbies would maybe have problems to start the engine then, if they don't know about the starter button. (Or a note would do it aswell)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on June 09, 2011, 09:05:53 AM
vote and suggest friends
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on June 09, 2011, 04:47:19 PM
I suggest more numbers 0 - 999, because some one drivers like Max Verstappen as got 301 :) and more ryders
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: alphafloor on June 09, 2011, 07:25:16 PM
+1* for the "driver tuck gesture", even better if that gives a small reduction in the drag
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on June 09, 2011, 08:44:39 PM
i agree thanks!
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: oppolo on June 09, 2011, 09:01:00 PM
Quote from: alphafloor on June 09, 2011, 07:25:16 PM
+1* for the "driver tuck gesture", even better if that gives a small reduction in the drag

so, i would have another button for to use it in all the straight   ??? mmm , how much real could be?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: GhostriderPl on June 09, 2011, 10:47:14 PM
changing gear ratio for every single gear
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: alphafloor on June 10, 2011, 12:01:04 AM
+1* for "changing gear ratio for every single gear", very good point!
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on June 10, 2011, 03:31:54 AM
GhostriderPL do you do that in real life?  Difficult but you are right that would be good for tracks were you need to hold gears longer
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: T.J. Koyen on June 10, 2011, 03:54:32 AM
That'd be really cool to have the tucking feature.

+1
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: GhostriderPl on June 10, 2011, 04:52:16 AM
Yes, i do that in real life when theres enough time for testing.......i like when the right gear has the right ratio for each track because in my opinion it helps in driving trough corners too...
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on June 10, 2011, 09:02:50 AM
Here is forbbiden to change gear ratio....  -1
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on June 10, 2011, 09:21:43 AM
Quote from: Aritz on June 10, 2011, 09:02:50 AM
Here is forbbiden to change gear ratio....  -1
Aritz explicame que se refiere a esto x'd
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: alphafloor on June 11, 2011, 07:24:27 PM
For the KS 1 :
I would like to be able to set the warm-up lap time, because for the current tracks, 5 minutes is too long, it ends up in a 1 min lap then 4 mins of waiting on the grid.
Or, a different logic that would stop the warm-up timing when all drivers are stopped in their grid positions, and launch the start lights.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: oppolo on June 11, 2011, 09:56:20 PM
Quote from: alphafloor on June 11, 2011, 07:24:27 PM
then 4 mins of waiting on the grid.
you can do more than 1 lap
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: alphafloor on June 12, 2011, 12:33:03 AM
Yes, but if you do more,your tires will more rapidly overheat during the race, so that's not so good...
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on June 13, 2011, 02:56:18 PM
Many practice in 1 server i mean
4 Practice of 10 minuts
Example
1rst Practice 10 min
2nd Practice 10 min
3rd Practice 10 min
4th Practice 10 min

This make more releastic with real racing
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Josi on June 13, 2011, 03:19:52 PM
Two races format for a GP with one prefinal and one final.
Points as in WSK Euro Series for both races or something like that. It would be really cool to have the points classification after the two races.
And some smoke exiting from the exhaust at different rpm range!
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Scott W on June 14, 2011, 07:12:57 AM
In the first post, you saying about taking look back away. Why? its part of every race it always happens...

the only thing i would suggest about it is being able to map which way the head turns when you press it. weather you have to buttongs assigned : 1 button - look back right (turns the head right) the 2nd button turns the head left.
OR: map it with the track when making the track or whatever you do so that when coming up to a right hand corner and you press back, the computer or game reads the right hand corner and turns the head right, instead of the usual left - that is the part that looks funny....drivers going into right hand corners while pressing look back and the head is turning left. LOL.

Also, im not sure if its possible, but is there away to make the recommended playing system requirements lower? my pc has everything well exceeeding the recomended seettings EXCEPT the graphics card, so the game lags unbearably. only thing stopping me from purchasing this game atm.

Great job so far.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on June 14, 2011, 07:31:00 AM
I think we can disable look back and start using the heading buttons (look left and look right more realistically)  right now i dont use them at all except when pitting out.  For system requiremenets try lower resoltions and bit depth.  everything else low too.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Scott W on June 14, 2011, 12:45:29 PM
Quote from: evo1087 on June 14, 2011, 07:31:00 AM
I think we can disable look back and start using the heading buttons (look left and look right more realistically)  right now i dont use them at all except when pitting out.  For system requiremenets try lower resoltions and bit depth.  everything else low too.
Everything is on low..but with the bit depth, what is that all about? sorry for bringing this up in here..im on 32 bit Win7 if that helps, and my screen reso is 1366 x 768 (which it is currently set to in game)

Because of this lag i am not able to see what the game is realy like. so desperate to get these issues sorted.

My current specs are
OS: Windows 7 Home Premium 32-bit
Processor: Pentium (R) Dual-Core CPU      2.2GHz (2 CPUs)
RAM: not sure about this, but in DX Diag under System info byt he heading :Memory, it has 3072MB RAM
Video Card: Mobile Intel (R) 4 Series Express Chipset Family
Direct X Version: DirectX 11

So looking at those I am lead to believe that the video card is the only thing holding me back....
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on June 15, 2011, 12:55:26 AM
you have to set your bit depth (range of displayed colors) to 16 and resolution lower to something you can tolerate where there is no lag. yes graphics will suffer butt game play will be smoother.  Is it's a laptop or desktop?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Scott W on June 15, 2011, 07:12:05 AM
Thanks,

Laptop, which I know is not the best for playing games - but it runs rfactor on full detail DX9 no sweat at all, so seems strange it plays up with this game.

Currently looking into a desktop that WILL run this and set up a simulator.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on June 15, 2011, 10:31:09 AM
Quote from: Scott W on June 14, 2011, 12:45:29 PM
Everything is on low..but with the bit depth, what is that all about? sorry for bringing this up in here..im on 32 bit Win7 if that helps, and my screen reso is 1366 x 768 (which it is currently set to in game)

Because of this lag i am not able to see what the game is realy like. so desperate to get these issues sorted.

My current specs are
OS: Windows 7 Home Premium 32-bit
Processor: Pentium (R) Dual-Core CPU      2.2GHz (2 CPUs)
RAM: not sure about this, but in DX Diag under System info byt he heading :Memory, it has 3072MB RAM
Video Card: Mobile Intel (R) 4 Series Express Chipset Family
Direct X Version: DirectX 11

So looking at those I am lead to believe that the video card is the only thing holding me back....

Unfortunately Intel chips have poorly optimized OpenGL drivers.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Racehard on June 15, 2011, 07:03:05 PM
Quote from: evo1087 on June 02, 2011, 06:51:07 AM

-    engines are on when driver goes to track if automatic idle is on.  Ability to start and stop the engine should sill be availaible  by Racehard

I think you got me wrong, I meant the engines should have to be started first after going to track. At the moment with automatic idle turned on, the kc1/3 engines are already turned on when the driver goes to the track, which is kind of sad, because then there is no need of the electric starter anymore.
The ability to start and stop the kc1/3 engine anywhere on track would be nice too.


+1 for the tuck gesture (but from onboard view the field of view has to change aswell and it has to be a disadvantage if you look down and can hardly see the track ahead anymore (besides the advantage of less air resistance) otherwise all drivers will permanently tuck and that might look quite silly).

+1 for hand choke

+1 fuel lines in cockpit view

+1 make it harder to look back (not 180 degrees, it should be more over your shoulder)

+1 for radiator cover (do they change the position of that in real life during a run, if so that would be another nice animation)

+1 More grip on racing line opposite in wet by oppolo

+1 going off track has effect on tire grip not just visual (isn't this already implemented, or does this only take place in my head?)

+1 Improved steering wheel template that allows multi color wheels and centers

And another wish of mine would be a dynamic racing line in both dry and wet conditions, which evolves throughout a session (a drying up track in the wet and in the dry a track which evolves from a "green" track into a "rubbered in" track), probably a nightmare to implement, but definitely something really great. If this was even supported by a visual experience my dreams would have come true.

As a last point a question to PiBoSo, are there already any plans for an ICA 100 cc engine?
If not that would probably be on top spot, of my wishlist for the final release :D
Thanks in advance.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on June 15, 2011, 07:53:03 PM
+1 to the dynamic racing line

And like opolo said, in wet conditions this rubbered racing line has to have less grip than the rest of the track. +1 to opolo

I couldn't find this other suggestion:

Less grip on wet. Don't you feel that you drive more easy and faster than the real world in wet?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Josi on June 15, 2011, 08:02:23 PM
+1 ICA 100 cc engine
+1 to the smoke exiting from exhaust
+1 to have the option to race against ai drivers
+1 to the tuck gesture
+1 to the dynamic racing line
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Racehard on June 15, 2011, 08:14:50 PM
Quote from: Aritz on June 15, 2011, 07:53:03 PM

Less grip on wet. Don't you feel that you drive more easy and faster than the real world in wet?

+1 on that, the overall grip level in the wet is way too high at the moment.
Take a look at this vid http://www.youtube.com/watch?v=6rF7w1GV-ms
Just looks extreme slippery, and that's definitely what it is NOT like in krp at the moment.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on June 15, 2011, 09:08:23 PM
Quote from: Racehard on June 15, 2011, 07:03:05 PM

+1 going off track has effect on tire grip not just visual (isn't this already implemented, or does this only take place in my head?)


Of course it is already implemented.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Josi on June 15, 2011, 09:12:14 PM
Quote from: Josi on June 15, 2011, 08:02:23 PM
+1 ICA 100 cc engine
+1 to the smoke exiting from exhaust
+1 to have the option to race against ai drivers
+1 to the tuck gesture
+1 to the dynamic racing line

I forgot...
+1 hand choke

Here some ICA (Inter A)

http://youtu.be/gxecVN7h84w (http://youtu.be/gxecVN7h84w)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Racehard on June 15, 2011, 11:09:51 PM
Quote from: Josi on June 15, 2011, 09:12:14 PM
Here some ICA (Inter A)

http://youtu.be/gxecVN7h84w (http://youtu.be/gxecVN7h84w)

Great :)
__________________

Another thing which should be corrected in a future release, in my opinion is the gravel and how it behaves, when you run over it.
I mean I don't have any experience with that at all, but i don't think that the gravel would stop you that suddenly if you go through it at high speeds.
How do you think about that? Anybody ever driven his kart off track into gravel?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on June 16, 2011, 09:27:19 AM
1+ ICA
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: alphafloor on June 16, 2011, 09:53:31 PM
+1 for less grip on wet.

Also, another idea: evolving weather.

For example, instead of knowing that it will be for sure a full race on the dry or wet, just knowing what will be the weather at the start of the race.  Then the weather could change during the race, for example it starts to rain after a few laps, etc.

I think that would make racing much more realistic and more enjoyable because we will have to adapt to the new track conditions as we have to do for a real race.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Josi on June 17, 2011, 10:17:53 AM
It would be nice also to have engine failures if you don't warm up the engine correctly.
But for doing this it would be necessary to start the engine from zero and warming up a little in boxes and on the track.
The engine could have a failure even with low temperatures, not only when it's very hot.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on June 17, 2011, 10:39:58 AM
Quote from: Josi on June 17, 2011, 10:17:53 AM
It would be nice also to have engine failures if you don't warm up the engine correctly.
But for doing this it would be necessary to start the engine from zero and warming up a little in boxes and on the track.
The engine could have a failure even with low temperatures, not only when it's very hot.

Interesting. Maybe the warming up in boxes is unnecessary but on the track, the first two laps (in cold days) have to be done slowly.

+1
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on June 22, 2011, 09:06:29 PM
Updated
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Timba on June 22, 2011, 11:35:58 PM
havent read all the suggestions, so dunno if someone has said this already, but what I want most, is that there wouldn't be that much lag in servers as there is now.. dunno can that be fixed?

happened many times: going close to the guy in front of me, and maybe hit him a LIL, but not hard, just lil kiss there.. and boom, im flying away, that's the lag I mean.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Racehard on June 23, 2011, 03:29:06 PM
Quote from: Timba on June 22, 2011, 11:35:58 PM
havent read all the suggestions, so dunno if someone has said this already, but what I want most, is that there wouldn't be that much lag in servers as there is now.. dunno can that be fixed?

happened many times: going close to the guy in front of me, and maybe hit him a LIL, but not hard, just lil kiss there.. and boom, im flying away, that's the lag I mean.

That problem is very well known, I think PiBoSo is working hard on solving this in a future release.

__________________________

+1 for dynamic weather in combination with, the already WIP dynamic track
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on June 23, 2011, 05:02:03 PM
It would be good to have races at night :)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on June 23, 2011, 05:11:32 PM
+1 to night races :) I did some real night races in Villarcayo track and they are something special :)

The problems are the EDF files in the creation of a track. The 3D begginers don't know how to edit the existing sky files :P ...
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: CaseyGraves on June 24, 2011, 12:45:38 AM
Radiator Tape Option. Can put tape on before race and remove it throughout the race. Also the ability to cover the radiator down the straight to gain heat/create more speed. Would also like to see a kart editor so we could add any class combination/body kits that we wanted, ex: Yamaha, ICA, TaG, 4 stroke/Freeline, Unico, Breadbox
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Shawn Campbell on June 24, 2011, 04:06:17 AM
Have the track build rubber up as time goes on and more karts use it.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on June 24, 2011, 11:04:06 AM
Quote from: Shawn Campbell on June 24, 2011, 04:06:17 AM
Have the track build rubber up as time goes on and more karts use it.

Something like http://youtu.be/INoqNmape2s ?

Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Alex Materna on June 24, 2011, 04:04:45 PM
+1 ICA 100 cc engine
+1 to the smoke exiting from exhaust
+1 to the dynamic racing line
+1 hand choke
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Josi on June 24, 2011, 06:50:36 PM
Quote from: PiBoSo on June 24, 2011, 11:04:06 AM
Quote from: Shawn Campbell on June 24, 2011, 04:06:17 AM
Have the track build rubber up as time goes on and more karts use it.

Something like http://youtu.be/INoqNmape2s ?

Amazing!
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: alphafloor on June 26, 2011, 08:41:27 PM
Another suggestion: a time penalty for overtaking in a yellow flag zone.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: GhostriderPl on June 26, 2011, 11:13:56 PM
"normal" grip on the curbs
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: BoNI on June 27, 2011, 10:47:52 AM
i have not read everything, and maybe has already been proposed.
- possibility of using FOV less than 40... for those who use the 3 monitors would be a good thing...
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on July 07, 2011, 02:49:04 PM
I have an important suggestion for the KS1:

I feel the engine very powerfull in all range of RPM. I mean the KZ engines are not elastic at all! Their torque curve is very narrow:

From 3000 to 8000 the torque should be near to 0
From 8000 to 9000, the engine starts
From 9000 to 15000 should be like a kick in the ass multiplied by 5
After 15000,  the engine should be dead again, we should feel the need of the shifting ;)

Now we have a lot of power even using very high gears. In real world, if you do a mistake with the shifter, you are dead! 2 or 3 drivers will overtake you! And this is not the only problem, I feel very hard to drive in close turns, it is very easy to oversteer because of the massive power at low gears

Sorry for my english by the way :)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: dibu on July 07, 2011, 03:32:18 PM
You are right, I support this. The torque curve should become realistic.

+1
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on July 08, 2011, 12:45:06 AM
updated
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on July 10, 2011, 12:04:44 AM
Quote from: Aritz on July 07, 2011, 02:49:04 PM
I have an important suggestion for the KS1:

I feel the engine very powerfull in all range of RPM. I mean the KZ engines are not elastic at all! Their torque curve is very narrow:

From 3000 to 8000 the torque should be near to 0
From 8000 to 9000, the engine starts
From 9000 to 15000 should be like a kick in the ass multiplied by 5
After 15000,  the engine should be dead again, we should feel the need of the shifting ;)

Now we have a lot of power even using very high gears. In real world, if you do a mistake with the shifter, you are dead! 2 or 3 drivers will overtake you! And this is not the only problem, I feel very hard to drive in close turns, it is very easy to oversteer because of the massive power at low gears

Sorry for my english by the way :)

The KS1 engine curve is already similar to what you suggest. Maybe the problem is the lack of G forces?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on July 10, 2011, 12:55:38 AM
I don't think so, I tested the response of the engine with low RPM and it has de power enough to accelerate the kart. In my real experience, it is no like this, the kart wouldn't do that...

Maybe this can help, there were seconds until the engine pushed, and it was the second gear!

http://www.youtube.com/watch?v=5irxOye73vI&feature=player_detailpage#t=566s
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on July 10, 2011, 11:35:43 AM
I did this little video comparing the real KZ2 and the KS1:

http://www.youtube.com/watch?v=ia4uQiqEEKs

We can talk about this in the thread I made:

http://forum.kartracing-pro.com/index.php?topic=892.0
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on July 13, 2011, 10:12:13 AM
The engine Iame Parilla Sudam 125cc i wish this engine in the game :) it as got 33hp, 18000 max rpm and if u put a ica carburator more and also its electric start so its TAG
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Snappe on July 13, 2011, 01:01:45 PM
Quote from: Aritz on July 10, 2011, 12:55:38 AM
Maybe this can help, there were seconds until the engine pushed, and it was the second gear!

http://www.youtube.com/watch?v=5irxOye73vI&feature=player_detailpage#t=566s

That's an awesome video :-D
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on July 22, 2011, 06:44:01 AM
who makes those gloves i want to make them! look like skeleton hands lol
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on July 22, 2011, 07:43:02 AM
larger radiator for KS1 by EVO1087
1+
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on July 23, 2011, 03:45:31 AM
updated.  Ive seen shifters (ICC super KF whatever)  at LasVergas Grand Nationals and my local track with double radiators)
Shifters need larger radiators aside from the different pipe. 
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Intrekid on July 24, 2011, 10:16:21 AM
My vote for "Real world referenced measurements for trackwidth not just + or - and toe out instead of toe in by Boris Malinov". It's indeed quite confusing to add +3 for rear trackwidth as it should be indicated in millimeters (something like 1350-1400mm).
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on July 24, 2011, 10:58:42 AM
Quote from: evo1087 on July 23, 2011, 03:45:31 AM
updated.  Ive seen shifters (ICC super KF whatever)  at LasVergas Grand Nationals and my local track with double radiators)
Shifters need larger radiators aside from the different pipe.

Yea like in the summer is too hot then they put double radiator type large on the left and type rotax on the right
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on July 27, 2011, 02:42:43 PM
Ive seen two medium on one side one behind the other.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on July 27, 2011, 02:44:38 PM
Updated
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Racehard on July 30, 2011, 03:29:25 PM
The possibility for a 3 digit starting number on the plate.

Are 3 digit numbers common in real racing?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on July 30, 2011, 04:26:14 PM
I don't know really but I didn't see that before.

I have one more suggestion, this one more modder than physic:

More types of surfaces for tracks. Now we have asphalts, sand, soil, grass and concrete. What about gravel? With very low grip and white dust flying when pass through it, but not like the sand, where you get stuck instead of loose control (I tried it in Villarcayo track and it didn't work) Soil is quite similar but maybe too much grip on it in my opinion.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on July 31, 2011, 07:31:37 PM
yeah more surface i agree. Concrete is common here in the middle of turns .
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: The Iceman Marco on August 03, 2011, 02:36:16 PM
I have a small idea for the Mychron. When you drive a lap you can't see the difference of sector times between the fastest lap and the lap you are currently driving. It'll be great if you can see it.

This is what I mean when you finish a sector. You should see this instead of the whole lap you last lap time.


You can see that after the first and second sector. When you cross the finish line it is the same as it is now.

I hope the idea is clear.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on August 03, 2011, 02:40:36 PM
Quote from: evo1087 on July 31, 2011, 07:31:37 PM
yeah more surface i agree. Concrete is common here in the middle of turns .

Concrete is already supported.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on August 03, 2011, 02:42:56 PM
Quote from: The Iceman Marco on August 03, 2011, 02:36:16 PM
I have a small idea for the Mychron. When you drive a lap you can't see the difference of sector times between the fastest lap and the lap you are currently driving. It'll be great if you can see it.

This is what I mean when you finish a sector. You should see this instead of the whole lap you last lap time.


You can see that after the first and second sector. When you cross the finish line it is the same as it is now.

I hope the idea is clear.

Do you have this info in the real gauge?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: The Iceman Marco on August 03, 2011, 02:49:43 PM
In real I drive only on two tracks with more lines, that are Hahn and Eindhoven. Eindhoven has two lines, but I get that info in real when I pass the second line. In Hahn it's the same.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on August 03, 2011, 02:52:10 PM
Quote from: The Iceman Marco on August 03, 2011, 02:49:43 PM
In real I drive only on two tracks with more lines, that are Hahn and Eindhoven. Eindhoven has two lines, but I get that info in real when I pass the second line. In Hahn it's the same.

What does it display when it is the best split? Is it possible to disable splits info?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: The Iceman Marco on August 03, 2011, 02:57:00 PM
When it's the best split it says -x.xx instead of +x.xx. And it doesn't have to be the best split. It gives how much faster/slower you are then that split of your fastest lap. I don't know if it's possible to disable, but I think it is.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: dibu on August 03, 2011, 06:18:45 PM
Oh yes please, I support that wish too.

I know this feature from another product. Look here, they call it "Predictive Lap Timing".
http://www.performancebox.co.uk/lap.html#predictive-lap
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on August 04, 2011, 03:13:00 AM
which is a good track to drive to see the differences of grip between the different mapped asphalts and conctete?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Nitrox on August 04, 2011, 12:05:41 PM
You could simply create a simple Btb track (select set materials between track surfaces) and test it ;)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: alphafloor on August 07, 2011, 01:50:51 AM
Anoter suggestion, not about the realism but about the interface of the game: an easier way to make a poll and an easier way to answer it.

Because at the moment it seems I am the only one who knows how to start a poll, and nobody knows how to reply so it's quite useless as it is.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on August 08, 2011, 11:58:06 AM
Quote from: The Iceman Marco on August 03, 2011, 02:36:16 PM
I have a small idea for the Mychron. When you drive a lap you can't see the difference of sector times between the fastest lap and the lap you are currently driving. It'll be great if you can see it.

This is what I mean when you finish a sector. You should see this instead of the whole lap you last lap time.


You can see that after the first and second sector. When you cross the finish line it is the same as it is now.

I hope the idea is clear.

Done.
Is there any other difference ( even small ) between the real display and the simulated one?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: The Iceman Marco on August 08, 2011, 12:48:47 PM
I've tried my own Mychron, the only difference I had was that my Mychron didn't give "DIFF". The rest was exactly the same. I found that picture on the internet, and I didn't know if I had that "DIFF" thing, but I don't have that in real.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on August 08, 2011, 02:03:18 PM
Quote from: The Iceman Marco on August 08, 2011, 12:48:47 PM
I've tried my own Mychron, the only difference I had was that my Mychron didn't give "DIFF". The rest was exactly the same. I found that picture on the internet, and I didn't know if I had that "DIFF" thing, but I don't have that in real.

So when you cross a split the lap time gap ( or "BEST" ) is erased and you only see the split difference at the bottom?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on August 08, 2011, 02:18:35 PM


Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on August 08, 2011, 03:47:26 PM
Quote from: The Iceman Marco on August 08, 2011, 12:48:47 PM
I've tried my own Mychron, the only difference I had was that my Mychron didn't give "DIFF". The rest was exactly the same. I found that picture on the internet, and I didn't know if I had that "DIFF" thing, but I don't have that in real.

This should be correct.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: alphafloor on August 08, 2011, 04:20:53 PM
Other suggestion: not being disqualified for going too SLOW on the formation lap.

At the moment it's quite annoying because if someone in front of you makes a mistake, you can be disqualified if you slow down too much to avoid the collision.

Presently the speed range is 20-59 kph during formation lap, I think 0-59 kph would be more relevant.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: The Iceman Marco on August 08, 2011, 06:25:22 PM
Quote from: PiBoSo on August 08, 2011, 03:47:26 PM
Quote from: The Iceman Marco on August 08, 2011, 12:48:47 PM
I've tried my own Mychron, the only difference I had was that my Mychron didn't give "DIFF". The rest was exactly the same. I found that picture on the internet, and I didn't know if I had that "DIFF" thing, but I don't have that in real.

This should be correct.

It is.  ;)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: oppolo on August 08, 2011, 07:13:35 PM
Quote from: alphafloor on August 08, 2011, 04:20:53 PM
Other suggestion: not being disqualified for going too SLOW on the formation lap.

At the moment it's quite annoying because if someone in front of you makes a mistake, you can be disqualified if you slow down too much to avoid the collision.

Presently the speed range is 20-59 kph during formation lap, I think 0-59 kph would be more relevant.

how is in real? if in real were 20-59 then krp is correct

Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on August 08, 2011, 07:19:03 PM
Yes but in real world! You have to think that in a real race, the marshalls are watching the race and they are able to realise when the pilot is running slow because of the crash of the others pilots. In KRP the penalty is automatic, no matter what :)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: oppolo on August 08, 2011, 07:29:20 PM
Quote from: Aritz on August 08, 2011, 07:19:03 PM
Yes but in real world! You have to think that in a real race, the marshalls are watching the race and they are able to realise when the pilot is running slow because of the crash of the others pilots. In KRP the penalty is automatic, no matter what :)

ok,
so in my opinion people have to improve thear skill in rolling start, also in offline, and not to be krp make compromises for people that are not able to do one lap or two at a speed around 50 km-h without a crash, if they crash in this situation how in in the race?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on August 08, 2011, 07:53:02 PM
lol

you are right, of course you are :D But you know the people... and we can be disqualified with no reason for their fault :(
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: arisfaria on September 06, 2011, 03:15:28 AM
Hey piboso, is there a way that you can like link the tyres/wheels with the chassis?, because it actually looks like they move independently from the chassis..
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on September 09, 2011, 09:52:33 AM
they do.  The physics engine and graphics engine appear linked.  If the chassis could be appear rigid and still produce the phiysics...  It is very difficult to create chassis flex and tire force absorbtion deflection in a video game.  Maybe if the rear axle flexed with the rear wheels and the front tires and tie rods were hard mounted to the chassis becuase they are the most noticalbe when playing the game. Maybe chassis vibration

imgoing to try this

pibosso
"Since Beta2 it is possible to adjust g-forces effect on the on-board camera, but it's not easy to do.
In Kart Racing Pro installation directory, misc.pkz must be unpacked. Then view.cfg can be edited ( it is a text file ).
If there are many requests editing of these parameters can be, in future releases, integrated with the interface and separate for each profile."

Default settings
lat_factor = 0.03           
vert_factor = 0.03       
long_factor = 0.05         
pitch_factor = 1.5         
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: ENNKT on October 23, 2011, 04:01:51 AM
Karts need more "bouncing" in physics when going through curves

http://www.youtube.com/watch?v=v-ZqEUe_8YA
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on October 23, 2011, 04:42:43 AM
I just finished working on the file

goto your installation directory and rename misc.pkz   to misc.zip and unpack it

inside misc folder rename view.cfg to view.cfg.old

copy my view.cfg

if you dont like it you can always delete it and rename the old one

I used these factors
lat_factor = 0.07
vert_factor = 0.1
long_factor = 0.05
pitch_factor = 1.5

enhanced g forces and more realistic curb action
http://www.mediafire.com/file/57rp1i5in57ejth/view.cfg
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on October 23, 2011, 10:33:01 AM
What can we expect with those changes? Thx for the file :)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on October 23, 2011, 11:16:31 AM
Quote from: evo1087 on October 23, 2011, 04:42:43 AM
I just finished working on the file

goto your insalation directory and rename misc.pkz   to misc.pkz.old  click yes

copy my misc.pkz  if you dont like it you can alawys delete it and rename the old one

I used these factors
lat_factor = 0.07
vert_factor = 0.1
long_factor = 0.05
pitch_factor = 1.5

enhanced g forces and more realistic curb action
http://www.mediafire.com/file/t71d6c01v8ml3bt/misc.pkz

You don't need to repack the original misc.pkz, just create a directory called "Misc" and copy the new file inside it.
It will override the original one.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: dibu on October 23, 2011, 11:57:19 AM
If I replace my misc.pkz with the downloaded version from evo, I get some strange effects.

- The background of the welcome screen is completely black, no gray at the lower half of the screen.

- The framerate counter (showfps=1 in Profile.ini) is completely gray, no white numbers

- No visible changes while driving



If I go the way PiBoSo proposed it works and you see the difference while driving.

- But try to drive on a bumpy track like Goldenport and you see that the values are too high for those tracks. The kart seems to jump.

For the moment I'm back to the original values.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on October 23, 2011, 09:55:02 PM
Quote from: PiBoSo on October 23, 2011, 11:16:31 AM
Quote from: evo1087 on October 23, 2011, 04:42:43 AM
I just finished working on the file

goto your insalation directory and rename misc.pkz   to misc.pkz.old  click yes

copy my misc.pkz  if you dont like it you can alawys delete it and rename the old one

I used these factors
lat_factor = 0.07
vert_factor = 0.1
long_factor = 0.05
pitch_factor = 1.5

enhanced g forces and more realistic curb action
http://www.mediafire.com/file/t71d6c01v8ml3bt/misc.pkz

You don't need to repack the original misc.pkz, just create a directory called "Misc" and copy the new file inside it.
It will override the original one.

I just thought id make it easier and I made it worse.  Fixed the post

Goldenport is a very nicely done track.  Is it a kart track though? it seems very wide, with long straights and too rough for a kart. I did this becuase the majoirty of the tracks you dont get the knock in the kidneys you would if you hit a curb in a actual kart. 
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: dibu on October 24, 2011, 08:53:29 PM
Hi evo1087, sorry I didn't want to offend you. You are right, we have a lot of tracks which benefit from your mod.

I should have added to my post, that I'm simlpy too lazy to change the view.cfg, depending on the track where I want to drive.
And yesterday I felt like I should drive some laps at Goldenport (no kart track);)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on October 24, 2011, 08:57:29 PM
I did notice even on most tracks if you go of course the camera moves too much as if you are coming out of the seat i think a lower value maybe a little better like 0.07

you can have several files preset and just rename
view.cfg
view.cfg.1
view.cdg.old

easy
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: dibu on October 24, 2011, 09:17:58 PM
I know, but I'm playing full-screen on a beamer, so I have to leave the game, rename the view.cfg and restart KRP. That's what I ment, that I'm too lazy for ;)
If PiBoSo makes the change possible in game it would be nice.

I'll try 0.7 next time.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on October 24, 2011, 09:20:00 PM
no dont try .7 try .07 previous was .1 that was one of my many spelling errors that i change when i proof read after the fact
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on October 25, 2011, 08:24:36 AM
there is something else that bugs me.  the lat_factor gives the sense of sliding in the seat so i think the original value or near to it is best.

what if there was a lateral tilt factor?  When driving a kart your view should tilt from the gforces on your head.

Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Racehard on October 27, 2011, 06:41:06 PM
+1 Axle flex  and tire force absorbtion opposed to hubs absorbing force.  by Airesisor
+1 Better collision effects for bumper to bumper racing and CRG body weakness by Timba
+1 Exhaust smoke at low rpm loads by EVO1087     That would add more two stroke feeling :)
+1   Improved steering wheel template that allows multi color wheels and centers by marcocale (not sure if I've already voted for that :? )
+1 Curbing and chassis vibrations on rough tracks    by Schwoni



And why the hell isn't ICA 100cc on the very top of the list  ;D
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on October 27, 2011, 07:11:41 PM
move forward! ICA is dead years ago :D

I would like more info on the setup area. Some good driver should do the text and Piboso should add those text lines on the setup screen. When you move the cursor to tyre pressure, the info text could appair and you would know how the pressure works. Is not easy to setup a kart, but this little texts could help the KRP players who don't master the kart adjustment.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on October 28, 2011, 04:31:12 AM
the tooltip feature.  Someone needs to step up to the plate.  I nominate Schwoni. most the fastest guys speak different languages so even better.  I cant remember if KRP tooltip feature is hovering activated or right click activated.  Hovering is annoying.  right click would be much better.

Racehard thanks for voting you 've made some postive changes to the list.
ICA would be awesome.  Engines would screem to 20,000 RPM and blow up. No rev limits.

Remember how angry the karting world was when they started the more durable KF,KZ categories?
ICA would add an engine managemnt aspect to the game and require driver smoothness or your dead coming out of the corners.

Racehard also try the view.cfg i edited, all the bumps are emphasized.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on October 28, 2011, 08:27:46 AM
Quote from: evo1087 on October 28, 2011, 04:31:12 AM
Racehard thanks for voting you 've made some postive changes to the list.
ICA would be awesome.  Engines would screem to 20,000 RPM and blow up. No rev limits.

Remember how angry the karting world was when they started the more durable KF,KZ categories?
ICA would add an engine managemnt aspect to the game and require driver smoothness or your dead coming out of the corners.

1+
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: The Iceman Marco on October 28, 2011, 09:13:03 AM
I don't know the ICA, but it sounds great.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Eslotes on October 28, 2011, 09:48:24 AM
Lol then u should to watch some vids ;).
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on October 30, 2011, 11:13:54 PM
Started listing changes to Beta 4.

If anyone sees anything in the suggestion list that was changed with Beta4 please inform me
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 01, 2011, 08:28:45 PM
One of the most interesting thing to add would be the dynamic weather. We have dynamic track but weather changes would be awesome :)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 01, 2011, 08:32:59 PM
if you wet it to realistic it doesnt change? i thought it did..  i assume to much
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 01, 2011, 08:35:32 PM
Quote from: evo1087 on November 01, 2011, 08:32:59 PM
if you wet it to realistic it doesnt change? i thought it did..  i assume to much

I did some tests and no weather changes. Maybe I am wrong  ;D
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on November 01, 2011, 08:57:55 PM
Quote from: evo1087 on November 01, 2011, 08:32:59 PM
if you wet it to realistic it doesnt change? i thought it did..  i assume to much

Weather changes between sessions, but not during a session.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 01, 2011, 10:49:23 PM
So  Artiz would like sun showers  during a session...that are off and on
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 01, 2011, 10:52:07 PM
So we can have a rainning practice, drying qualify and cloudy race?

If yes, I would suggest bigger chance of rainning. If I am not wrong, these are the probabilities:

[weather]
cloudy_prob = 0.2
rainy_prob = 0.1

Too low :P
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 01, 2011, 10:53:45 PM
Quote from: evo1087 on November 01, 2011, 10:49:23 PM
So  Artiz would like sun showers  during a session...that are off and on

A r i t z  :P

Yes, I would love storms during a sunny day or low rains :D
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Racehard on November 02, 2011, 12:39:12 AM
Great update on the list evo.

I'd like to wish the following once more, but I think I have to make it more precise.
Currently when I go to the track and I have set the idle settings to 20 and higher (really love this new setting on beta 4, well done PiBoSo) the engine is on right away from the first moment on track, but why?, the idle setting shouldn't have an effect on the need to start the engine first. Wouldn't it be nice if you would have to start the engine by using the starter button, no matter what idle setting. How about automatic Idle on would make/leave it like it is right now?


*          engines off at first when you goto to track player must start engine for auto idle to take affecto.
               Ability to start and stop the engine should sill be availaible after that  by Racehard

Quote from: PiBoSo on November 01, 2011, 08:57:55 PM
Weather changes between sessions, but not during a session.

Maybe someday?  :D
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 02, 2011, 03:29:35 AM
Sorry Aritz i see letters backwards sometimes.  I think if dynamic track surface is possible so must be dynamic weather.  Racehard i totally agree starting the engine by pushing the button is a must. Its the coolest feature of the new generation of kart engines. That and the powervalve

does anyone know if power valves are adjustable? Or are they regulated.  I know nothing about KF engines.  I know the rotax has adjustalbe ones.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 02, 2011, 08:56:41 AM
More suggestions:

-I've watching how the tyres wear (wear out?) and the front tyres are like they have to, but rear tyres wear more (a lot more) from outside and less from inside. That is wrong, axle flexibility gives quite camber to them and they should wear like the front tyres. Not so much, but more from inside than outside.

Front tyre, very "bad" wear as usual:



Rear tyre, you can see almost new outside and the same wave effect inside:


Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 02, 2011, 09:16:49 AM
-I would like to have a little window using the track "webcam" or at least, some information of the track state (wet, dry or 50% dry...) before we go to drive. Yesterday I went to race with slicks and the track was yet wet. In real world, you can see all the time how the track dries.

My suggestion of a big change of the interface:



Or:


Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 02, 2011, 09:29:40 AM
that looks great.  like they have at the nurbergring. If we can get dynamic weahter this will be perftect soution.  You can see change and go out when the time is perfect.  UPDATE***********  I think we can do this already if we click replay is shows live track view...
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 02, 2011, 09:31:38 AM
do rear really wear the inside it makes almost no sense to me since the rear of the kart goes in the air at times at each end meaning the outside of the tire is being pushed hard into the track. I think if you have inside wear on the rear you either flipped the tire to preserve it or your setup is all wrong. in real life at least.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 02, 2011, 09:32:14 AM
-Despite of the big step of beta4, the kart is "understeery" yet. It forces you to use big caster and then, rear is very extreme. In this video, you can see the two advantages of better front grip; you move the steering wheel a few to do the turn and then, you countersteer with no fear because the rear is easyli controllable:

http://www.youtube.com/watch?v=BD1yiLjiai4&feature=related


Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 02, 2011, 09:44:04 AM
Quote from: evo1087 on November 02, 2011, 09:31:38 AM
do rear really wear the inside it makes almost no sense to me since the rear of the kart goes in the air at times at each end meaning the outside of the tire is being pushed hard into the track. I think if you have inside wear on the rear you either flipped the tire to preserve it or your setup is all wrong. in real life at least.


Not at all, the rear tyre always wear from inside :) I can't really explain why but that is the usuall wear
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 02, 2011, 09:55:51 AM
-The "suspension" effect must disappear from the replays... I don't really know and I don't really care how the game simulates the chassis flexibility, I can imagine why is that strange effect but even if the game has it, it should be "secret" :) I think is better a complete rigid kart than a wheel with an excentric axle  ;D No offense please Piboso :)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Racehard on November 02, 2011, 10:37:36 AM
I agree to Aritz' suggestions, you have some good ideas.


Ist it possible to create more visual stages of  tire wear, so when you really really abuse the tires there should be at least a last/other visual stages which signal you, that you should change your tires.
Same with wet tires, after a few laps they look like broken in, which is great but they than stop to evolve visually, but I can imagine if you run very long in semi conditions and until dry you can easily destroy the tire completely, this case is quite likely now in beta 4 with dynamic track surface. To have the wear more visualized with more stages of use would be another amazing eye candy  :D
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on November 02, 2011, 11:32:34 AM
Quote from: Aritz on November 02, 2011, 09:16:49 AM
-I would like to have a little window using the track "webcam" or at least, some information of the track state (wet, dry or 50% dry...) before we go to drive. Yesterday I went to race with slicks and the track was yet wet. In real world, you can see all the time how the track dries.

As evo1087 suggested, it's already possible to see the live track clicking on "Replay". Is it enough?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on November 02, 2011, 11:33:53 AM
Quote from: Aritz on November 02, 2011, 09:32:14 AM
-Despite of the big step of beta4, the kart is "understeery" yet. It forces you to use big caster and then, rear is very extreme. In this video, you can see the two advantages of better front grip; you move the steering wheel a few to do the turn and then, you countersteer with no fear because the rear is easyli controllable:

http://www.youtube.com/watch?v=BD1yiLjiai4&feature=related

Could you please try increasing the seat vertical position and setting up everything else to realistic values?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Schwoni on November 02, 2011, 03:28:51 PM
i use h = 4, V = -2 and some chassis changes and it don`t understeer it more oversteer first right while pushing full throttle and go through curve.  you have to do it  carefull because if not u spin ;) if u want i can send u this setup and u can try because chassis causes very much too for that. 
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 02, 2011, 03:53:36 PM
Quote from: PiBoSo on November 02, 2011, 11:33:53 AM
Quote from: Aritz on November 02, 2011, 09:32:14 AM
-Despite of the big step of beta4, the kart is "understeery" yet. It forces you to use big caster and then, rear is very extreme. In this video, you can see the two advantages of better front grip; you move the steering wheel a few to do the turn and then, you countersteer with no fear because the rear is easyli controllable:

http://www.youtube.com/watch?v=BD1yiLjiai4&feature=related

Could you please try increasing the seat vertical position and setting up everything else to realistic values?

I'll do it :)
Some adjustments are difficult to copy, they are not as precise in real karts, I will do my best :P

Camber/caster are not calibrated precisely like in KRP, we use a very simple system; the axle of the steering is excentrically attached to the chassis and we simply move it to adjust both caster and camber (they are not different adjusts at all).



Seat is quite similar, but we use (in my area at least) distance from the ground for vertical setup and distance from the front bar of the chassis (67cm for example)
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Nitrox on November 02, 2011, 04:15:57 PM
For me, increasing front track width is the first and most important thing to do. Otherwise the kart is oversterring and the rear hard to control. However, i feel it got a lot better since beta 4. I also drive quite high front width on real shifter.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 03, 2011, 01:41:17 AM
Aritz is the powervalve adjustable with KF karts?  i want more enginge tuning parameters than drivetrain.  Carburators setup seems over the top, but hand choke is a must. 
I like th run my engine at optiimal temp and if it overheats drafting too much

i want to be able to cool it a few degrees also adjustalbe on track radiator cover changing....i think you have mentioned this. 
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 03, 2011, 05:45:03 AM
the seat has an awesome effect. you can get the kart to slide all the way around the turn if you want, but he we have to set the seat foreward and up  to get realistic handling this is bad.  It should only be done in the rain if necessary to control understeer
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 03, 2011, 06:15:24 AM
what do you guys think about pedal and fairing views added to driving views?  3rd person seems not the best for a simulator
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on November 03, 2011, 11:19:10 AM
Quote from: evo1087 on November 03, 2011, 05:45:03 AM
the seat has an awesome effect. you can get the kart to slide all the way around the turn if you want, but he we have to set the seat foreward and up  to get realistic handling this is bad.  It should only be done in the rain if necessary to control understeer

Many physics parameters are simply "guessed", so your feedback is needed to find the correct values that will be the default for the next builds.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 03, 2011, 02:03:37 PM



This is from the CRG guide
http://www.southwestkarters.com/wp-content/uploads/2007/04/crg-setup-guide.pdf

Alot of the settings in KRP are spot on.
Schwoni's setup is very much like the slippery conditions (high kart grip setup) except for a few things manly seat related
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 03, 2011, 02:34:47 PM
I think this could be very usefull for Piboso :) you did great Evo!

After the reading, I have my own suggestions:

seat position should use the weight distribution data instead of -6 to 6 :)

we need hubs, they are very usefull to stiff or to soft the axle

Now I understand what is crash bar, it is bumper, isn´t it?

This afternoon I am going to test some tips and we will talk after. Yesterday I found some strange behaviors using my own knowledge

Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 03, 2011, 02:40:27 PM
yes hubs! and tony kart has the best line of hubs and rims. magnesium. 

is there a difference between chassis.  I swear i noticed in beta 3 but i learned their is not a difference in the dynamics. it should be slight but driver preference

the setup options the more simulator it will become.

we already have so many its awesome.

the other day Schwoni told me to stagger tire pressure and it made a difference.  I did the same at his fun bueren track
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 03, 2011, 02:46:33 PM
Aritz check out the spyder system for caster and camber now being used to adjust setting interdependently its awesome
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on November 03, 2011, 02:57:34 PM
Quote from: Aritz on November 03, 2011, 02:34:47 PM
I think this could be very usefull for Piboso :)

It would be more useful to have a better default setup for KRP, using the current garage page.
In addition to have realistic values, please give special attention to seat position, even experimenting with "extreme" values, to find a weight balance that feels natural on dry track.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 03, 2011, 03:20:55 PM
hmm so a setup that doesnt bind the kart with too much grip or have excessive freeness.
I'm sure we can collectively figure this out ill post my base setup and we'll see what everyone thinks.

Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 03, 2011, 04:32:04 PM
Quote from: PiBoSo on November 03, 2011, 02:57:34 PM
Quote from: Aritz on November 03, 2011, 02:34:47 PM
I think this could be very usefull for Piboso :)

It would be more useful to have a better default setup for KRP, using the current garage page.
In addition to have realistic values, please give special attention to seat position, even experimenting with "extreme" values, to find a weight balance that feels natural on dry track.


Yesterday I tried to start with a standard setup or at least, with the setup I consider standard. I am not an expert and I did my best. One of the bigger problems I found were Lonato's close turns. No matter which setup I chose, I was not able to do them properly. I think one of the problems may be the traction. KS1 is, in my opinion, quite exagerated. I feel its engine power curve too "flexible" yet (this is a spanish way of talking, sorry) The engine pushes too much from very low RPM. Other KZ drivers should give their opinion, perhaps I am wrong as many other times :)
Fast turns of Essay are very amazing to take (do?), but I can't find the point on slow turns. Like you say, we should try everything, even extreme values, but there are a lot of combinations in the setup, so it is a big job to do :)

Other problem was tyre temp. I used KC3 and with 20º air, I was not able to rise the tyre temp more than 50º. Here I can't really talk, I never knew real tyre temps... But with 20º, tyres are perfect in 1 or 2 laps and they are very hot if you touch them  ;D
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 03, 2011, 05:29:52 PM
I like a lot the driving after removing front bar, loosing all the front and with hard axle, putting all the rear bars and tighting all rear. Now I can exit from the turns with the steering wheel like it should be, completely straight. Karts are oversteered machines :D

So, my suggestion for a standard setup is softer front, harder rear and -5 seat horizontal position (forward) and +5 vertical. Then we could adjust the kart from this standard.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on November 03, 2011, 07:22:37 PM
Quote from: Aritz on November 03, 2011, 05:29:52 PM
So, my suggestion for a standard setup is softer front, harder rear and -5 seat horizontal position (forward) and +5 vertical. Then we could adjust the kart from this standard.

Warning: horizontal positive means forward and negative backward, because the reference is the rear axle.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: dibu on November 03, 2011, 07:48:45 PM
Quote from: PiBoSo on November 03, 2011, 07:22:37 PM
Warning: horizontal positive means forward and negative backward, because the reference is the rear axle.

Please concretise also the vertical values.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on November 03, 2011, 08:03:53 PM
Quote from: dibu on November 03, 2011, 07:48:45 PM
Quote from: PiBoSo on November 03, 2011, 07:22:37 PM
Warning: horizontal positive means forward and negative backward, because the reference is the rear axle.

Please concretise also the vertical values.

???

For vertical seat position, positive is up.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Aritz on November 03, 2011, 08:05:25 PM
Quote from: PiBoSo on November 03, 2011, 07:22:37 PM
Quote from: Aritz on November 03, 2011, 05:29:52 PM
So, my suggestion for a standard setup is softer front, harder rear and -5 seat horizontal position (forward) and +5 vertical. Then we could adjust the kart from this standard.

Warning: horizontal positive means forward and negative backward, because the reference is the rear axle.

Ups, I have to test more then... I was wrong
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: dibu on November 03, 2011, 08:22:04 PM
Quote from: PiBoSo on November 03, 2011, 08:03:53 PM
???

So I misunderstood the seat position settings completely.

For me horizontal was left(-), right(+) and vertical forward(+), backward(-).

Thanks for clearing.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: arisfaria on November 03, 2011, 09:51:00 PM
*****   Axle flex  and tire force absorbtion opposed to hubs absorbing force.  by Airesisor

This is the most important thing that krp needs to be the best sim..
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: PiBoSo on November 03, 2011, 10:04:45 PM
Quote from: arisfaria on November 03, 2011, 09:51:00 PM
*****   Axle flex  and tire force absorbtion opposed to hubs absorbing force.  by Airesisor

This is the most important thing that krp needs to be the best sim..

1) Kart Racing Pro simulates chassis flex with several interconnected rods, each one with a different properties.
2) Tires in the physics deform a lot: laterally, longitudinally and vertically, realistically reacting to and generating forces.
3) What you see on track and during replays is just an approximation of the physics, so tires move independently from the solid chassis, and tires just sink into the ground.
4) It would be possible to better match graphics and physics working on models, code and at the expense of some performance. Would it be worth it?
5) Please don't over-think the world. Just try to enjoy it  :)

Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 03, 2011, 10:28:14 PM
how much would the performance suffer
what spec computer would be required. 
I fully understand this becuase i can barely run KRP on my outdated machine.

Is an option to turn on/off visible physics possilbe?
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: Nitrox on November 03, 2011, 11:13:08 PM
Quote from: PiBoSo on November 03, 2011, 10:04:45 PM
4) It would be possible to better match graphics and physics working on models, code and at the expense of some performance. Would it be worth it?

As a graphics-fanatic I would say yes! This could also help making the sim more popular among "gamer" segment.
Title: Re: Realism Suggestions List. post yours too. and vote for favorite.
Post by: EVO on November 03, 2011, 11:32:56 PM
the game is becoming pretty hardcore so I will just have to buy a better computer :D
Title: Re: Fix Suggestions
Post by: siklosi on November 06, 2011, 12:56:49 PM
Minor fix for future versions... It would be great if forcefeedback could be turned off after pressing escape and menu showing on screen... now when I press escape (phone call etc...) and take hands of wheel it starts rotating like mad
Title: Re: Fix Suggestions
Post by: EVO on November 06, 2011, 07:12:48 PM
yes thats a good one totally agree
Title: Re: Fix Suggestions
Post by: dibu on November 06, 2011, 07:27:48 PM
Quote from: siklosi on November 06, 2011, 12:56:49 PM
Minor fix for future versions... It would be great if forcefeedback could be turned off after pressing escape and menu showing on screen... now when I press escape (phone call etc...) and take hands of wheel it starts rotating like mad

+1 would be also very useful for me.  ;D
Title: Re: Fix Suggestions
Post by: Aritz on November 06, 2011, 07:40:26 PM
+1 easy to do :)
Title: Re: Fix Suggestions
Post by: EVO on November 09, 2011, 03:31:07 AM
I noticed it works in testing like this but not online. It testing the game pauses.  You cant pause online but it should be possible. Maybe a hotkeye to disable and enable FFB.
Title: Re: Fix Suggestions
Post by: Nathan Dunnett on November 09, 2011, 03:45:32 AM
- add a unit (mm?) for toe... and make it a 'per side' setting (ie. like camber)
- add a unit (mm?) for camber
- add the ability to change rims (different widths, different shape, aluminium vs mag, etc.)
- add the ability to change hub length
- add more axles, ie. extra soft, different brands (an OTK axle will behave differently to a CRG axle), etc.
- add the option to tighten/loosen the floor pan

Also I was thinking for the seat position, let us change the angle and maybe make a screen to show the other dimensions of the position? Like how far the top lip is from the axle in mm, distance from the bottom of the seat to the bottom of the chassis rails, front of the seat to the front bar on the chassis, or other measurements you would use to position a seat in real life.
Title: Re: Fix Suggestions
Post by: EVO on November 09, 2011, 04:06:46 AM
I will put some of this is the fixes thread and some in the new features thread.

I really like the rim idea.  The tony kart rims are superlight yet stiff putting the grip into the pavement

Title: Re: Fix Suggestions
Post by: Aritz on November 09, 2011, 09:13:20 AM
Quote from: jnl.42 on November 09, 2011, 03:45:32 AM
- add a unit (mm?) for toe... and make it a 'per side' setting (ie. like camber)
- add a unit (mm?) for camber
- add the ability to change rims (different widths, different shape, aluminium vs mag, etc.)
- add the ability to change hub length
- add more axles, ie. extra soft, different brands (an OTK axle will behave differently to a CRG axle), etc.
- add the option to tighten/loosen the floor pan

Also I was thinking for the seat position, let us change the angle and maybe make a screen to show the other dimensions of the position? Like how far the top lip is from the axle in mm, distance from the bottom of the seat to the bottom of the chassis rails, front of the seat to the front bar on the chassis, or other measurements you would use to position a seat in real life.

+1 to all, some of them were forgotten by everyone! Mag rims for dry and alu for wet is what people does for example.

Seat position draw is a great idea! It would be more clear and more intiutive
Title: Re: Fix Suggestions
Post by: Aritz on November 23, 2011, 10:29:18 PM
I think grass needs more grip on dry and wet, specially in wet. Wet grass grip is funny, you can slip for minutes :P
Title: Re: Fix Suggestions
Post by: EVO on December 22, 2011, 07:19:14 PM
Ice man marco your suggestion for adjustments was added here
Title: Re: Fix Suggestions
Post by: Aritz on January 12, 2012, 12:46:38 PM
Rival's engine volume must be a lot lower, I have big problems to hear my own engine when driving and I don't know when to shift.

By the way, both lists (fix and suggestions) should be updated :)
Title: Re: Fix Suggestions
Post by: EVO on January 12, 2012, 07:37:55 PM
sorry i was in Europe for two weeks.  Updating
Title: Re: Fix Suggestions
Post by: dibu on January 12, 2012, 08:20:20 PM
Hopefully you have done some laps with your new Caparo T1 on the Nordschleife ;)
Title: Re: Fix Suggestions
Post by: EVO on January 12, 2012, 08:28:36 PM
I wish didnt even get to drive the island's velley kart track like i usually do.  I wanted to go take picutres and start creating the track for KRP
http://www.youtube.com/watch?v=qv_NU3TeF-8
Title: Re: Fix Suggestions
Post by: EVO on January 12, 2012, 08:33:53 PM
jnl.42 suggestions were added to new features
Title: Re: Fix Suggestions
Post by: dibu on January 12, 2012, 08:57:58 PM
Quote from: EVO on January 12, 2012, 08:28:36 PM
...  I wanted to go take picutres and start creating the track for KRP
http://www.youtube.com/watch?v=qv_NU3TeF-8

HeHe nice video, I didn't understand anything but KARTING and the background music of the shifter was pretty good.
The track looks promising, if you find time to do it I would be pleased. I didn't expect such a track on a small island like Madeira.

Title: Re: Fix Suggestions
Post by: The Iceman Marco on January 12, 2012, 09:49:48 PM
Make it harder to look back. Players take advantage of this. ln karting you dont want to look back so often. Disable look back and improve heading feature adding greater degree of movement. by EVO1087

+1
Title: Re: Fix Suggestions
Post by: EVO on January 14, 2012, 09:12:52 AM
today while trying a racer went drove on the kart at the same speed.  they should get wheel spin
Title: Re: Fix Suggestions
Post by: Rupe W on January 14, 2012, 11:45:21 PM
Quote from: The Iceman Marco on January 12, 2012, 09:49:48 PM
Make it harder to look back. Players take advantage of this. ln karting you dont want to look back so often. Disable look back and improve heading feature adding greater degree of movement. by EVO1087

+1


great idea... this should be in all sims....look over your shoulder not glance left right
Title: Re: Fix Suggestions
Post by: EVO on January 22, 2012, 08:39:45 AM
i did this with facetrack today.  it was very awesome. 
Title: Re: Fix Suggestions
Post by: Aritz on February 06, 2012, 06:19:05 PM
Some more:

-Dirty tyres MUST clean quickly! 20-30 meters should be enough I think. And with wet asphalt, 5 meters should be enough, don't forget that water cleans the tyres ;)

-When the WET or DRY tyres are pre-selected in garage's up section (DRY Qualify, DRY race, WET qualify, WET race) the game preselects DRY tyres if the day is sunny or cloudy. But if the day is sunny but the aspalt is WET, dry tyres are pre-selected aswell and maybe it is not the best default choice, don't you think? The problem will be how the game knows which tyre is better for such conditions... A long race will need dry tyres, the asphalt should dry after few laps but short race will need wet tyres...
Title: Re: Fix Suggestions
Post by: Nitrox on February 06, 2012, 07:02:31 PM
Quote from: Aritz on February 06, 2012, 06:19:05 PM
-Dirty tyres MUST clean quickly! 20-30 meters should be enough I think. And with wet asphalt, 5 meters should be enough, don't forget that water cleans the tyres ;)

+1
Title: Re: Fix Suggestions
Post by: The Iceman Marco on February 06, 2012, 08:22:16 PM
Quote from: Aritz on February 06, 2012, 06:19:05 PM
-Dirty tyres MUST clean quickly! 20-30 meters should be enough I think. And with wet asphalt, 5 meters should be enough, don't forget that water cleans the tyres ;)

+1
Title: Re: Fix Suggestions
Post by: Racehard on February 06, 2012, 10:40:20 PM
Yeah +1, in videos tyres get dirty quickly but they get clean quickly aswell.
Title: Re: Fix Suggestions
Post by: EVO on February 06, 2012, 11:22:19 PM
how do you feel about the cold tire grip? I think its pretty good. It usually takes me about one lap to get my tires up to temp at my track (real life).  without forcing it.  Also the first turn i make cold is scary becasue their is no grip almost like on ice so i understeer aalllloootttt.  Then when i press the throttle it rotates around sometimes I can pull of a sweet slide but after the tires heat up its really hard to slide like that especially with soft compound tires.I think cold tires should have less grip but warm up faster.  waht do you think guys?  of course it depends on track temperature. 


Als I see in replays many people have gotten the hang of sliding the kart into the truns and not spinning coming out.  I find myself having a hard time doing this and spinning coming out of the turn. I want to blame it on my Logitech DFP pedals but i thnk it is me.  lol. 
Title: Re: Fix Suggestions
Post by: Schwoni on February 07, 2012, 07:54:57 PM
+1 u are right one lap to warm up the tires is ok i think. it depends on track temp and grip. That spinning out of turns i think is a bit too less with my Max i have no problems to do that if i want, only a short fast steer fullthrottle and u have a little bit of spinning and u can do a nice and smooth power slide ;) i can`t do this in krp. in Bueren that long 180° corners u can do very nice drifts in real also with 4 stroke 20 HP, but in krp it is hard and i used the most slippery asph ( CASPH) with ica no problem :) and there u get wheelspin on straight with cold tires :) so my suggestion is to have more wheelspin ( not so much grip) or something like that.

But most important for me is to improve netcode and that crashes ( setup, Marbles etc... )
Title: Re: Fix Suggestions
Post by: dibu on February 07, 2012, 08:36:50 PM
+1

and please PiBoSo make the loudness of the opponents adjustable, maybe with an additional line in the profile.ini. With a KS1 it's very important for me to hear the revs of my own engine. ATM the other karts are much too loud.

Title: Re: Fix Suggestions
Post by: Aritz on February 07, 2012, 11:06:59 PM
Quote from: dibu on February 07, 2012, 08:36:50 PM
and please PiBoSo make the loudness of the opponents adjustable, maybe with an additional line in the profile.ini. With a KS1 it's very important for me to hear the revs of my own engine. ATM the other karts are much too loud.

+1

This is a must I think
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: dibu on March 01, 2012, 06:40:56 PM
Also very important:
With shifting help off, (down)shifting is not reliable on many tracks. E.g. Amay, Velodrom, Goldenport, Buckmore, Nordschleife and some others.

PHYSICS
Solve KS1 downshift problems on bumpy tracks
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: andrius22 on March 03, 2012, 02:58:04 PM
there is one thing you really need change,the grip in lonato should be much more good,because in real life you don't slip so much,when it's more then 19 tempeture,you don't slip anytime.And offcourse force feedback should be much more stronger.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on March 03, 2012, 03:57:33 PM
andrius22 sounds like you have driven on the real Lonato, south garda. Must be nice training and feeling.

I think o have a solution for your force feedback
if you open you logitevch profiler and goto settings you raise the force feed back strength, if you want even more you can raise it in KRP
Ive read 2004 and earlier steering wheels dont have teh greatest force feed back.  the G25 and G27 i hear are raelly good. Also when you raise the FFB be aware that it puts alot of stress on the motor in the steering wheel.  I play with FFB at 150-200 (KRP) and default levels in the Logitech profiler.  This is enough for me.  My for arms begin to hurt after 30 minutes.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: andrius22 on March 03, 2012, 04:26:29 PM
Yes,i have driven a race in lonato in october,and i am going to it on summer.I don't know what i did with my profile,but my hands did't start to hurt after 30minutes :D.Maybe i should the default profilier settings :)
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on April 04, 2012, 05:37:54 AM
no lift shifting should not be possible
Reduced maximum rpm for ks1.  Not rev limited buy rev up greatly reduced past 16000rpm
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on April 05, 2012, 06:19:46 AM
KC3 Engine did not break at over 90 degreees celcius
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Diddy4957 on April 05, 2012, 09:55:29 AM
thts believable in WSK i accidently got my engine to 98 degrees c and panicked opened the radiator fully so it colled to 50 and the engine was fine, but it was only laps in so it wasnt hot for tht long so they dont always break until they've been hot for about a whole lap or 2
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on April 05, 2012, 09:59:37 AM
if you say so man.  I would neve let my engine tun over 80 for more than half a lap
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: VELOCIPEDE on April 05, 2012, 12:44:56 PM
 ;)
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on April 05, 2012, 01:41:21 PM
I am not so agree with engine breaks because of the heat. Once, I forgot to put the bands of the water pump and the engine rises 110ºC after few laps... I only noticed the low performance and when I put the bands again and no more problems after that. Of course this is not the best example and maybe I was lucky, but the engine should not be damaged until it is very hot and for a long time
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on April 05, 2012, 09:31:36 PM
okay so engine should break easy only from carburator adjustment or bad shifting
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on April 05, 2012, 10:08:35 PM
but very bad shifting! I do hard shiftings often and my engine keeps itself ok  :-[
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Racehard on April 05, 2012, 10:55:48 PM
Kart numbers centered and range 0-000   by Eslotes +1

More rear wheel spin especially on cold tires + in wet! +1
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Josi on April 06, 2012, 12:02:00 AM
No numbers and neither number plates.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Schwoni on April 11, 2012, 08:53:42 PM
i wonder why noone said this but now it is time i think. U all should know how to drive in real in rain. u use the dirty ( outside) parts in corners there u have grip and on racing line it is slippery in rain. In KRP ATM u drive the same line as in dry conditions because there is no grip difference between inside and outside of corner.
a small example:

http://www.beule-kart.de/LeihkartDie_Ideallinie.html

That Red line is the racing line in dry and the blue striped line is the racing line in wet. In this text it is very good explained but it is german and i don`t know how good translator work but i think u know what i mean.
pls add to  list. Very important to make rain driving real.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: The Iceman Marco on April 11, 2012, 09:16:21 PM
Quote from: Schwoni on April 11, 2012, 08:53:42 PM
i wonder why noone said this but now it is time i think. U all should know how to drive in real in rain. u use the dirty ( outside) parts in corners there u have grip and on racing line it is slippery in rain. In KRP ATM u drive the same line as in dry conditions because there is no grip difference between inside and outside of corner.
a small example:

http://www.beule-kart.de/LeihkartDie_Ideallinie.html

That Red line is the racing line in dry and the blue striped line is the racing line in wet. In this text it is very good explained but it is german and i don`t know how good translator work but i think u know what i mean.
pls add to  list. Very important to make rain driving real.

+1 It will be very great if this also works in krp like in real.  :D
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on April 11, 2012, 11:42:57 PM
or you can diamond cut your turns only partially using the dry line.  The reason its not entirely used it because all the oils and compounds come up out of the surface with rain and make it nasty slippery. I alsp read that they ride the very outside on turn in and turn out almost in the grass where peolpe dont normally go becasue there is some grip there (not som much grease coming up)

These are great points Schwoni
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Diddy4957 on April 11, 2012, 11:43:11 PM
i noticed that at lonato today that there was no grip difference, also on a lot of track in a KF3 it is comon to launch the kart over the kerbs on some corners, which cut across the corner to avoid the rubber, but in KRP you cant do this easily. At siena for WSK for some corners you had to drive on the very edge of the track, wheras others people had their whole kart over the kerb, if there is a lot of rubber down on the racing line then i find that you have to brake on the inside of the track aiming straight across towards the outside, before cutting back in
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Stark on April 12, 2012, 12:23:48 AM
Quote from: Diddy4957 on April 11, 2012, 11:43:11 PM
i noticed that at lonato today that there was no grip difference, also on a lot of track in a KF3 it is comon to launch the kart over the kerbs on some corners, which cut across the corner to avoid the rubber, but in KRP you cant do this easily. At siena for WSK for some corners you had to drive on the very edge of the track, wheras others people had their whole kart over the kerb, if there is a lot of rubber down on the racing line then i find that you have to brake on the inside of the track aiming straight across towards the outside, before cutting back in

"if there is a lot of rubber down on the racing line then i find that you have to brake on the inside of the track aiming straight across towards the outside, before cutting back in" ehh what??  ???
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Diddy4957 on April 12, 2012, 12:28:56 AM
in real life sometime you drive to the inside of the track to brake to avoid sliding on the rubber, which becomes slippy in the wet
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Schwoni on April 12, 2012, 12:29:58 AM
Sorry but noone drive that line inside outside inside11 what u wanna do on lonatos 180° corners? drive inside do a fullbrake at the outside spin 180° and drive back inside?^^

Now real, hard to explain but i try. u drive like on the link on the racing line on straight, brake there start steer there u feel no grip drive ( slide with much understeer)  outside to the unused part of track, u get grip drive through corner and back to racing line.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Diddy4957 on April 12, 2012, 12:33:12 AM
its hard to explain i no but basicly sometimes people drive off the racing line to brake, and run round the outside of the corner where there is more grip, in the wet only
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on April 12, 2012, 05:27:05 AM
Someone told me this   instead of   making a smooth     )      around curve making       >    diamond turns     

but Schwoni is most correct
"For Racing in the rain, there are as many different theories on going fast as there are designs for rain tires.  The beset advice is to stay off the normal racing line as much as possible. When water is added to the rubber and oil of an asphalt racing line, it gets very slick.   Many drivers will advice "rim riding" or driving the outside of the track as far as safely possible. This allows the chassis to transfer weight quicker while keeping at least two tires off the lick racing line at all times." -NKN magizine

the article also talks about setup if anyone is interested
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: johnpike on April 12, 2012, 01:26:31 PM
Definitely less wet grip on the racing line, it would be great if the amount of reduction of grip on the racing line depended on how much rubber was on the track too from dry running beforehand (probably difficult to simulate? obviously not much gets put down in wet weather). I noticed as well that the drying line on the dynamic weather wasn't the line i was using?
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on April 20, 2012, 07:03:38 PM
Schwoni pointed this out to me
Driver head turns left but look back is right
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Schwoni on May 24, 2012, 12:11:41 AM
we get in next time some tracks which have camber the problem there is that the FFB react wrong it is like oppodite effects. the ffb shouldn`t react to camber corners.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Jommy45 on May 24, 2012, 04:12:50 PM
i wish whoever made kimbolton would sort out the rubble strips or exit kerbs, whatever u call them, but they can be really annoying as they pull you off the track or spin you out, thanks :) :)
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on May 24, 2012, 04:26:51 PM
Should Request That here    http://forum.kartracing-pro.com/index.php?topic=467.0
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: maxrod on May 24, 2012, 05:59:28 PM
I will sort them out in the future, But at the min i don't have the time sorry.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: LIAM-36-AUS on May 25, 2012, 09:15:21 AM
Quote from: johnpike on April 12, 2012, 01:26:31 PM
Definitely less wet grip on the racing line, it would be great if the amount of reduction of grip on the racing line depended on how much rubber was on the track too from dry running beforehand (probably difficult to simulate? obviously not much gets put down in wet weather). I noticed as well that the drying line on the dynamic weather wasn't the line i was using?
puddles would be good if a corner is curved down or on the bottom of a hill.    the puddles in krp are everywhere
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: LIAM-36-AUS on May 25, 2012, 09:19:44 AM
Quote from: Jommy45 on May 24, 2012, 04:12:50 PM
i wish whoever made kimbolton would sort out the rubble strips or exit kerbs, whatever u call them, but they can be really annoying as they pull you off the track or spin you out, thanks :) :)
i think every track i have downloaded has that problem!!!! its so annoying!!! >:(
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: alphafloor on May 26, 2012, 10:25:29 PM
For KS1: in the previous beta's, once every driver was on track and on his position, the countdown was stopped and the lights started to go red.
Now, we have to wait the whole remaining time, that is very annoying!

I would suggest to revert to how it was before.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: fdg1997 on May 26, 2012, 10:59:28 PM
Quote from: alphafloor on May 26, 2012, 10:25:29 PM
For KS1: in the previous beta's, once every driver was on track and on his position, the countdown was stopped and the lights started to go red.
Now, we have to wait the whole remaining time, that is very annoying!

I would suggest to revert to how it was before.

+1
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on May 27, 2012, 06:41:47 AM
UPdated
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: LIAM-36-AUS on May 27, 2012, 11:58:57 PM
  +1  Setable or reduced warm up lap time
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on June 02, 2012, 10:39:28 AM
I think this is not posted before, if yes, sorry...

The program should delete the previous installation of the game, all! There are a lot of people who don't know that is critical to delete both folders, game and PiBoSo, everytime new beta is released.

Perhaps the installator should delete only the conflictive files, I don't know, and it should warn people that their previous skins and paints may be deleted.

Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: LIAM-36-AUS on June 03, 2012, 08:33:52 AM
Quote from: Aritz on June 02, 2012, 10:39:28 AM

The program should delete the previous installation of the game, all! There are a lot of people who don't know that is critical to delete both folders, game and PiBoSo, everytime new beta is released.

Perhaps the installator should delete only the conflictive files, I don't know, and it should warn people that their previous skins and paints may be deleted.
why do u have to delete the other beta when u get the new one????
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: LIAM-36-AUS on June 03, 2012, 08:38:02 AM
(sorry about all the messages ;D )   i saw one of the people in the race couldnt get his engine started (i told him to press P)and i lapped him and it had a blue flag but no DSQ or anything?   why it that?  ???
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: dibu on June 03, 2012, 09:32:54 AM
Quote from: LIAM-36-AUS on June 03, 2012, 08:33:52 AM
why do u have to delete the other beta when u get the new one????

Nobody forces you to delete the old version, but the profile settings in ...Documents\Piboso\... are not compatible between the different Betas. If you don't delete/rename this folder you will get an erratic behaviour of KRP.

If you want to use different versions the best way is to create new folders e.g. C:\Games\KRP_Beta6, C:\Games\KRP_Beta5, C:\Games\KRP_Beta4 and install the corresponding version there. Don't start them until the next step is finished.
Open the 'core.ini' in each installation and change compatibilty from 1 to 0.


[windows]
compatibility=0


Now KRP creates the profiles directly in the installation folder for each version and you can use them independent from each other.
Don't forget to copy your license.ini to each installation folder.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Rupe W on June 23, 2012, 10:11:41 PM
the abillity to view all track setups for all karts when in the garage... with the option of also sending the file to other racers....( at the moment you have to be in the same kart to send and receive a setup)
i would like to be able to get results/replays from my server even if you change track under admin control... (it only seems to work with the ini file active)
to be able to resart the server if it crashes from admin contol ...
im would not like a dq driver to be able to race what if he crashes into sombody... dq is qd.... better to return the driver  to the pit and alow to resart from pits half a lap behind ...
i would like to know my fuel levels whilst on track and also tyre temps and wear
the option to trun off/on certain aids and make it compulsery for all... ie only auto clutch available...
Auto save replay option...
to ba able to do a live feed from the server
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Schwoni on June 24, 2012, 12:56:05 AM
Quote from: Rupe W on June 23, 2012, 10:11:41 PM
the abillity to view all track setups for all karts when in the garage... with the option of also sending the file to other racers....( at the moment you have to be in the same kart to send and receive a setup)
i would like to be able to get results/replays from my server even if you change track under admin control... (it only seems to work with the ini file active)
to be able to resart the server if it crashes from admin contol ...
im would not like a dq driver to be able to race what if he crashes into sombody... dq is qd.... better to return the driver  to the pit and alow to resart from pits half a lap behind ...
i would like to know my fuel levels whilst on track and also tyre temps and wear
the option to trun off/on certain aids and make it compulsery for all... ie only auto clutch available...
Auto save replay option...
to ba able to do a live feed from the server


SRY But the tire and fuel thing is shit in my opinion. Why u wanna have tire temp and wear and the level of fuel visible? The wear u can see on tire textures, the temperature u feel while driving and the fuel level u can only see in real if u look at the tank and u see that the fuel slop. maybe slopping fuel in tank but not see in dash. It is a kart not a car^^
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Rupe W on June 24, 2012, 09:27:54 AM
 Sorry   if you don't like my suggestion,  but there is no need to call it shit.... and as this is a game i would like all the help i can get ... as you cant get a true temp at the end of a race  and you don't know how much fuel is left over in your tank...
in the real world you would weight or measure the amount of fuel  being used ..we cant do this  .. all we can do is put 1 ltr in and see how many laps we can do.. you would look at your tyres at the end of a session and check temps and wear... we cant do this...
So i change my suggestion round ... what about at the end of the session you get a report on your true condition and fuel  left/used and the general condition of the kart when you go into the pits... ie damage report..
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: NOP on June 24, 2012, 09:48:52 AM
Quote from: Rupe W on June 24, 2012, 09:27:54 AM
in the real world you would weight or measure the amount of fuel  being used ..

It's called telemetry and KRP has it! Open telemetry subtract fuel level at the end of lap and at the begging and you have result.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Rupe W on June 24, 2012, 10:07:03 AM
thanks ...
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: oppolo on June 24, 2012, 11:51:59 AM
Quote from: Rupe W on June 24, 2012, 09:27:54 AM
.. what about at the end of the session you get a report on your true condition and fuel  left/used and the general condition of the kart when you go into the pits... ie damage report..

every time you go back to the pit you can see in the setup: wear, temp and pressure of the tires and fuel remained. anyway you can see the wear of the front tires when you are driving, both visible and feeling (for the 4 tires)

Quote from: NOP on June 24, 2012, 09:48:52 AM
It's called telemetry and KRP has it! Open telemetry subtract fuel level at the end of lap and at the begging and you have result.

what software have you used for to have this?
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Rupe W on June 25, 2012, 04:24:09 PM
every time you go back to the pit you can see in the setup: wear, temp and pressure of the tires and fuel remained. anyway you can see the wear of the front tires when you are driving, both visible and feeling (for the 4 tires)

Now i see it .. should lern to pay attention more ... with thanks Rupe
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Arrowjmax4 on June 29, 2012, 01:09:44 AM
I would like the addition of the new body kit on most 2012 karts, I think they look pretty cool, and a lot of manufactures are getting these body work/Pods.  It will mean KRP is up to date with the 2012 look of karts :) (And i want to do alot of the 2012 sticker kits, but they are for this bodywork)
Here are some pictures:
(http://imageshack.us/photo/my-images/42/arrowx2newimage.jpg/)
(http://imageshack.us/photo/my-images/855/ksp0186.jpg/)
(http://imageshack.us/photo/my-images/28/197963.png/)
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Eslotes on June 29, 2012, 08:51:55 AM
1+ but i preffer Birel first!
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: CRGDK37 on June 29, 2012, 10:58:40 PM
+1
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: laraarsa on June 30, 2012, 07:33:18 AM
+1 That Arrow looks amazing!
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Diddy4957 on June 30, 2012, 11:48:42 AM
+1
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Racehard on June 30, 2012, 04:39:00 PM
+1 But like eslotes said, birel is important too and I hope it's already in the making. But the more bodykits the better and that new kit looks absolutely mindblowing.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Jeffrey Rietveld on June 30, 2012, 04:49:21 PM
Quote from: Racehard on June 30, 2012, 04:39:00 PM
+1 But like eslotes said, birel is important too and I hope it's already in the making. But the more bodykits the better and that new kit looks absolutely mindblowing.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on July 04, 2012, 04:42:17 PM
Beta 7 is close and we have to help Piboso. Here my MUST today's fixes:

-Grass must clean very quicly after we return to the track, both dry and wet, but very very fast in wet conditions (I wish to eliminate this effect on wet, I've never seen grass on my tyres when I drive rainning)

-More pressure for wet tyres. It is very comun to use 1,2 bar or 1,6 bar for those tyres on cold! (NEVER less than 1 bar) And they have to work on very high pressures (today I've tested and 1,2 bar was too much, so it is wrong)

-You probably have this fixed, but don't forget to put the tyre texture in the correct sense :)
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: The Iceman Marco on July 04, 2012, 06:55:47 PM
Quote from: Aritz on July 04, 2012, 04:42:17 PM
-More pressure for wet tyres. It is very comun to use 1,2 bar or 1,6 bar for those tyres on cold! (NEVER less than 1 bar) And they have to work on very high pressures (today I've tested and 1,2 bar was too much, so it is wrong)

It depends on which tyres you use. I have Vega raintyres now, don't know which, but you shouldn't do more as 0.9-1.1 bar with them. If you drive with 2 bar they burn like you're driving on a dry track. While for the Maxxis SLW I had in the past I needed around 1.8 bar to get them perfect.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on July 04, 2012, 09:03:04 PM
Quote from: The Iceman Marco on July 04, 2012, 06:55:47 PM
Quote from: Aritz on July 04, 2012, 04:42:17 PM
-More pressure for wet tyres. It is very comun to use 1,2 bar or 1,6 bar for those tyres on cold! (NEVER less than 1 bar) And they have to work on very high pressures (today I've tested and 1,2 bar was too much, so it is wrong)

It depends on which tyres you use. I have Vega raintyres now, don't know which, but you shouldn't do more as 0.9-1.1 bar with them. If you drive with 2 bar they burn like you're driving on a dry track. While for the Maxxis SLW I had in the past I needed around 1.8 bar to get them perfect.

The problem is that KRP only allows 1 bar maximum. It will be usefull to have each tyre specification, Soft, Hard and Wet. Soft works perfect with 1 bar, but what about Hard and Wet tyres?

For example VEGA tyres has their suggested pressure for the new FH compound at 0,6 bar:

http://www.vegatyres.com/en/pneu_comp11_fh.htm
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: LIAM-36-AUS on July 05, 2012, 12:05:37 AM
Quote from: laraarsa on June 30, 2012, 07:33:18 AM
+1 That Arrow looks amazing!
yeah it came out a month ago,   its called the Arrow X2,people are just buying the paint kits so there kart looks cooler!!!!!  ;D (i want to do that aswell ::) )
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Ryan Harris on July 05, 2012, 05:06:47 AM
Not sure if im a fan of the sharper front pod :S (Raceing purposes) But it looks amazing!!!!
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on July 05, 2012, 11:17:11 AM
Quote from: Aritz on July 04, 2012, 09:03:04 PM
The problem is that KRP only allows 1 bar maximum. It will be usefull to have each tyre specification, Soft, Hard and Wet. Soft works perfect with 1 bar, but what about Hard and Wet tyres?

For example VEGA tyres has their suggested pressure for the new FH compound at 0,6 bar:

http://www.vegatyres.com/en/pneu_comp11_fh.htm

I was not clear enough: Vega recomends that pressure in cold and Piboso tyres works perfect at 1 bar but hot, which is 0,7 in cold (more or less)
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: DPKarter#43 on July 05, 2012, 03:25:52 PM
New Arrow X2 nose cones are stupid.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on July 05, 2012, 05:27:06 PM
I agree, not aerodynamic at all just a fashion statement
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on July 05, 2012, 06:36:20 PM
Other fix for WET:

-Tyres should work in the first meters, they don't need too long to heat as the dry tyres need.

-Drift sound should be eliminated
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: oppolo on July 05, 2012, 10:20:51 PM
i tried slick tyres on wet track and it is almost like curling, i have never drive a real kart with slick tyres on wet track, here there are many persons who drive real karts, what's your opinion about? a real grip both in dry and wet condition would be good in tracks that are partially wet and are becoming dry
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on July 05, 2012, 10:33:30 PM
slicks are critical with tyre temp, so when the tyre pass through a little pudle, it colds and forget about to turn. Even when the track has not puddles but it is wet, the grip is very low, it is very hard to drive.
You can imagine how it is with a complete wet track when rains...

But you are right, krp exagerates this effect, maybe because it is very difficult to simulate the caster effect which "dries" the track when the steering wheel is turned (lack of english for explain this better, sorry)
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on July 06, 2012, 09:30:48 AM
More wet conditions fixes:

-Grass or Soil should not have the particles effect, that only when dry.

-It might be better to change the pasted grass on the tyres to a mud or something like that. But as I said, it should be gone fast, that is what water does; clean things  ;D
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Diddy4957 on July 15, 2012, 12:42:40 PM
there needs to be more grip with slicks in the wet, ive had races where it rains halfway through the race when we where on slicks and the kart was still controlable. You can avoid spinning in real life but in the game you just crash the moment you get on track. If this can be fixed then it would be nice to be able to have a race where it rains during the race so people have to drive on slicks
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on July 15, 2012, 05:35:10 PM
how did yo set up this condtion.  I think if set the track to wet and sunny sky and run many laps you will get a partially dried track.  That you CAN drive with slicks
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on July 15, 2012, 06:07:43 PM
Quote from: Diddy4957 on July 15, 2012, 12:42:40 PM
there needs to be more grip with slicks in the wet, ive had races where it rains halfway through the race when we where on slicks and the kart was still controlable. You can avoid spinning in real life but in the game you just crash the moment you get on track. If this can be fixed then it would be nice to be able to have a race where it rains during the race so people have to drive on slicks

Completely agree. Slicks are hard to drive but it is possible in real, in game you barely can go straight...
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Aritz on July 15, 2012, 06:09:14 PM
Quote from: EVO on July 15, 2012, 05:35:10 PM
how did yo set up this condtion.  I think if set the track to wet and sunny sky and run many laps you will get a partially dried track.  That you CAN drive with slicks

???

You can choose DRY tyres with RAIN weather and the track wont be dry ever  :P
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Diddy4957 on July 18, 2012, 10:08:00 AM
the wet grip on this game in general needs some work. PISBO has made a a good level of grip in the wet when you are on wet tyres, apart from the fact there is grip on the normal racing line which you wouldnt have in real life. I think its more important to get the wet grip on wets fixed first, and then try and make the grip with slicks better for a later update.
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: EVO on July 18, 2012, 05:06:45 PM
ok updated

Diddy4957 In rain condtions you will have grip on the racing line if the tracks has not been driven in a long time.
When a track is driven alot and it rains the oils and rubber from the racing lline comes to the surfaces making the racing line slippery

the default groove feature in Beta 7 will fix this.
You will be able to save a groove file (the rubber that builds willl save and load) then you will see that in wet condtions there is little grip on the racing line

Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: Diddy4957 on July 20, 2012, 11:48:51 AM
cool
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: EVO on October 11, 2012, 02:19:53 AM
id like to clean up this list can you guys  report any fixes to remove from the list
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: Eslotes on October 11, 2012, 08:40:38 AM
-Shorter Lonato corridor length, because it is hard to stay inside on the turn by Aritz  +1

-Shorter Lonato corridor length, because it is hard to stay inside on the turn by Aritz +1

-Rolling start penalties applied after the race, even DSQ. The point is most of the times, the race has to be repeated because
of one little mistake of one pilot. Why not to be disqualified after the race? At least you and your friends enjoy the race...
After the race, you must be DQ'ed in the results and the winner will be the second of course.  by Aritz +1


Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: Dan Buck on October 11, 2012, 01:22:36 PM
about the Lonato corridor, it's just like in real life... if it changes, will not look or work like in real life anymore! :(
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: EVO on October 11, 2012, 05:32:52 PM
okay so that should be removed. Great point Dan
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: Dan Buck on October 11, 2012, 06:25:39 PM
;) glad i can help somehow! :D
Title: Re: Fix Suggestions (LIST REORGANIZED CHECK IT, AND VOTE!)
Post by: LauZzZn on October 11, 2012, 06:31:20 PM
Quote from: EVO on July 18, 2012, 05:06:45 PM
ok updated

the default groove feature in Beta 7 will fix this.
You will be able to save a groove file (the rubber that builds willl save and load) then you will see that in wet condtions there is little grip on the racing line

how does that work?
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: EVO on October 12, 2012, 04:29:12 AM
PiBoSo told us this awhile back

There is a little unused and untested feature that could be useful.

1) Open your profile.ini and add the following lines

Code: [Select]
[testing]
groove_edit=1
2) Drive several laps in testing mode on a track to create the groove ( it's possible to use groove_multiplier to generate it faster )
3) Press left ctrl + g: a file named temp.grv will be saved in KRP installation folder
4) Rename temp.grv to track_id.grv ( for example: essay.grv - or short.grv for the short layout ) and move it to the proper track folder, with the matching TRP file
5) KRP should automatically read this grv file at track load time

Note: setting of groove_edit to 1 is only needed to save the file, not to read it.

test it out.   load it on a wet track.
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: EVO on October 12, 2012, 05:17:13 AM
three suggestions what do you think?

KZ1 and F100 rev to the moon before exploding  slow to rev before  respective 16,000 and 20,000 rpm break point

hand choke faster and only works once the hand reaches the airbox.  Also it does not shut off the engine until its been choked for more than 2 seconds.

metal bumper bodywork select-able from KART selection screen not just profile.ini and testing.ini
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: Eslotes on October 12, 2012, 08:39:58 AM
Quote from: EVO on October 12, 2012, 05:17:13 AM

hand choke faster and only works once the hand reaches the airbox.  Also it does not shut off the engine until its been choked for more than 2 seconds.

metal bumper bodywork select-able from KART selection screen not just profile.ini and testing.ini
+1
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: Andreas.L on February 16, 2013, 06:38:46 PM
A suggestion: we should have rain suits for rain(littel more real) and that you can mix bodyworks.
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: James Beer on February 16, 2013, 07:20:46 PM
the rain suits are a good idea but they would be sorta complicated to make, how would you determine the right amount of rain drops on the suit for the condition + some rain suits are see through so it would also have to show the suit underneath , good idea but alot of work ;)
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: Piers Prior on February 18, 2013, 03:19:30 PM
following on from that idea i think it would be cool if we, i the kart menu, could choose suits, gloves, boots, helmets, and karts separately as then people could have their own stuff. if not then maybe just boots+gloves, suit and kart, helmet in four sections :) what does eveyone think?
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: EVO on February 18, 2013, 04:46:56 PM
i like that idea +1
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: LIAM-36-AUS on February 18, 2013, 09:45:17 PM
Quote from: Hispinkness Prior on February 18, 2013, 03:19:30 PM
following on from that idea i think it would be cool if we, i the kart menu, could choose suits, gloves, boots, helmets, and karts separately as then people could have their own stuff. if not then maybe just boots+gloves, suit and kart, helmet in four sections :) what does eveyone think?
i agree with EVO, Great idea! +1 ;)

Also Evo, i can't see my suggestion of being a spectator of the race and i got two +1's (from me and Intrepid)
and also +1 No disqualification for going too slow on warm up lap   by Alphafloor

+1 Rolling start penalties applied after the race, even DSQ. The point is most of the times, the race has to be repeated because
of one little mistake of one pilot. Why not to be disqualified after the race? At least you and your friends enjoy the race...
After the race, you must be DQ'ed in the results and the winner will be the second of course.  by Aritz

+1 More rear wheel spin especially on cold tires and wet   By ....?
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: James Beer on February 18, 2013, 10:32:44 PM
i have a suggestion of when its cold to be able to use the choke to help start the engine with hand movement like the "hand choke" and also exhaust smokehttps://www.youtube.com/watch?v=O0zSBje7Heo  (https://www.youtube.com/watch?v=O0zSBje7Heo) as this would be great for starts shame you cant smell it too ::) but i think this is something maybe to consider in v1.0
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: EVO on February 21, 2013, 01:53:44 AM
can someone help me moderate these threads?  its important to know the difference between a fix and a new feature suggestion
fixes are something small that will improve realism.  Features are large changes to the programing, not simple fixes.
i will update the first page according to this standard. sorry for the delay
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: EVO on February 21, 2013, 02:19:59 AM
correct me if i am wrong but the race does not get aborted from a jump starts or corridor crossing anymore?

1st page updated! 
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: James Beer on February 21, 2013, 11:43:52 AM
Sorry put my post in wrong topic at a glance they look the same ::) you can move it to new features suggestions if you want to.       Sorry :)
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: LauZzZn on February 21, 2013, 12:41:45 PM
@evo: i could help you i am nearly 24/7 online in krp forum :D
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: The Iceman Marco on February 22, 2013, 11:16:37 AM
Quote from: LauZzZn on February 21, 2013, 12:41:45 PM
@evo: i could help you i am nearly 24/7 online in krp forum :D

Go and find a life? ::)
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: LauZzZn on February 22, 2013, 06:17:20 PM
marco i have a smartphone ;D i look at the forum the most times from my phone.. beeing karting and at the end of the day look what happened in the forum by phone you know ? :D
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: James Beer on February 22, 2013, 06:21:16 PM
Quote from: LauZzZn on February 22, 2013, 06:17:20 PM
marco i have a smartphone ;D i look at the forum the most times from my phone.. beeing karting and at the end of the day look what happened in the forum by phone you know ? :D

i do that to laurents, my phone notifies me of new post's and stuff so i take a look at them, anyways i feel you guys are getting a bit off topic ;)
Title: Re: Fix Suggestions (VOTE! AND SUGGEST)
Post by: The Iceman Marco on February 23, 2013, 04:09:37 PM
Quote from: EVO on February 22, 2013, 06:15:29 PM
Someplaces its cold or boring and theres not much to do
I am on the forum all the time, but at work mostly. every weekend i snowboard at least once. i can almost do tricks

Ok, reading all this I'm wondering why I'm always busy with something, but maybe that's also good, and at work you should work :P

Quote from: LauZzZn on February 22, 2013, 06:17:20 PM
marco i have a smartphone ;D i look at the forum the most times from my phone.. beeing karting and at the end of the day look what happened in the forum by phone you know ? :D

I have one too, but I never look at the forum om my phone.
Title: Re: Fix Suggestions
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