Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Raise

Pages: [1] 2 3 ... 13
1
Bug reports / Re: Odd Problem with Super Kart Dyno behavior
« on: October 22, 2017, 08:57:19 PM »
So got the kart to stop over revving by reducing the over power levels for the dyno curve unfortunately this reduces top speed drastically so not much of a solution to the problem imo

2
General Discussion / Re: R.I.P. PiBoSo?
« on: October 22, 2017, 08:41:22 PM »

Shouldn't the title be "RIP Kart Racing Pro?"  :)
PiBoSo is more than KRP... The team would survive even without KRP sales, thanks to MX Bikes and GP Bikes  ;)

Iracing isn't what will kill krp, or else WRS would be totally dead given its competition with so many other sims.

Sadly, the WRS community and sales are indeed pretty much dead  :'(
This doesn't mean that it has been abandoned, though.
And this is what would happen to KRP, too. Regardless of competition, it will be updated  ;)

Sorry to hear, that comment was made more to highlight that it is not competition that kills games it's lack of ability to compete with competitors and KRP has the ability to compete with iracing karts in terms of content and mods for less than Iracing costs. WRS is having to compete against some massive fish in the car sim sub genre of Motorsport games so it's understandable it's sales are lagging behind no offense to you.

3
General Discussion / Re: R.I.P. PiBoSo?
« on: October 22, 2017, 12:14:51 PM »
The physics engine was already heavily modified for the Mclaren Honda F1 car and now simulates chassis flex so I'm guessing that is why they're developing karts now. Of course karts are very different but the benefit is, unlike them attempting to create Blancpain fully where they need brand new cars with individual handling characteristics and other things they can make one kart do the physics and they can just leave it with one bodywork. The fact the YouTube channel was taken down says to me they want it to stay hidden and there may have been polls for the addition of karts but they're far from a total representation of what everyone wants from the game and surely even with those poles they will find people to buy the content

4
General Discussion / Re: R.I.P. PiBoSo?
« on: October 22, 2017, 07:28:58 AM »
Can't mod iRacing... And you only get one engine.

It appears that they made a DD2. As much fun as that would be, KRP has a base that is better than what iRacing will be able to do. And it's not like iRacing will add every engine brand or every kart brand. Best of luck to them, but PiBoSo is the real deal. PiBoSo has opened up KRP's code enough that modding is now a good return on investment, and if it continues this way, KRP will have mod karts with great physics.

Good for iRacing for showing up to the party, just a half decade late...

I think it's a little soon to speculate on class structure and availability for kart brands there's just too much going into that. What can be said to iracings benefit they have dynamic track surface good online good graphics and they have money I personally thought we'd see a super kart before we saw a regular kart but either way I think iracing has a very good chance at doing physics well but KRP has modding which will always help keep it in the game relative to iracing

5
General Discussion / Re: Hi
« on: October 21, 2017, 08:43:52 PM »
No it's not available on other sites, something you would realize if you simply went to those sites

6
General Discussion / Re: R.I.P. PiBoSo?
« on: October 21, 2017, 08:42:43 PM »
Iracing isn't what will kill krp, or else WRS would be totally dead given its competition with so many other sims. Plus there's still no guarantee that iracing will be better, plenty of large dev teams with lots of money have taken on the concept of karting in sims. And up until Piboso not one of them even got the concept of setting a kart up correct let alone the physics. Plus this won't mean the end no matter how good iracing is given iracings cost KRP being a cheaper alternative along with its allowing modding gives it a niche but it will need to continue to develop and grow to truly remain relevant

8
Bug reports / Odd Problem with Super Kart Dyno behavior
« on: October 17, 2017, 07:31:57 AM »
Having an issue with a super kart mod, as in previous versions (b14) it has the power in all gears to go past the rev limiter by quite a bit, enough to hit the 20k breaking point even though limiter is 13k im then also having the odd issue where past 11k it goes super sonic almost like i grabbed the clutch (I assume if it stops going super sonic rev limiter would work) even though the curve is smooth (https://image.prntscr.com/image/TmSrF5seTmOkjtt7__4EwA.png) its producing 88.7 bhp at 12389 (not irl max HP which is about 96) so obviously its producing a stupid amount of power.

In B14 i solved the issue of it going past the limiter by setting a fictional point that kills the torque hard as hell past the limiter but this wouldnt stop it from behaving as it does when i hit 11k. I dont have the proper internal ratios ass i havent found them  online so i will report back if i find them and if it changes anything. I could send the files to Piboso or snappe if asked but i wont put them up publicly seeing as itll just get downloaded and ill get no help from the people downloading it.

https://www.youtube.com/watch?v=N1vMtDQ3t0Q&feature=youtu.be heres a really bad video showing the issue note how at the end i just sit in 1st and it slowly climbs through the revs till it breaks

Side note from the issue, its a 250 twin should i change the intake scale or something like that for accuracy?

Edit: Just tried messing with ratios with no solution

9
Support / Re: Movable radiator cover
« on: October 13, 2017, 06:55:38 AM »
I've been trying to get the moveable radiator cover to work for the OK mod with no luck. I have set a plane to cover the full length of the radiator named  RADIATOR_CURTAIN as it is in the files. I've then uvw unwrapped it and named the texture the same as the object and removed the alpha layer. The cover shows up but does not move with the inputs, I set the OK to have 100% cover would this possibly affect things?

The cover object can have any name.
The texture must have alpha. The transparent lower half is used to hide the curtain.

Thank you, cory Hayes got it sorted for me with your help.

10
Racing / Re: championship organization
« on: October 12, 2017, 08:39:55 PM »
You can qualify and race that's not what I'm saying there's no function with in the game that tracks a users results for each round of a championship you have to export the results each time and manually track them if you want an over arching champion at the end

11
Racing / Re: championship organization
« on: October 12, 2017, 08:30:09 PM »
You would be welcome to try and  start a league if you want but there is no method of creating championships through the game it can only be done by organizing things yourself which anyone can do but almost nobody manages to do so

12
Racing / Re: championship organization
« on: October 12, 2017, 08:24:09 PM »
There are no leagues currently running, there was discussion about one starting up recently but nothing has come of it

13
Bug reports / Re: Cannot host a server
« on: October 12, 2017, 05:27:43 PM »
Been having similar issues with my friends seems this might be an actual problem from release 3

14
Support / Movable radiator cover
« on: October 12, 2017, 06:31:07 AM »
I've been trying to get the moveable radiator cover to work for the OK mod with no luck. I have set a plane to cover the full length of the radiator named  RADIATOR_CURTAIN as it is in the files. I've then uvw unwrapped it and named the texture the same as the object and removed the alpha layer. The cover shows up but does not move with the inputs, I set the OK to have 100% cover would this possibly affect things?

15
Tracks / Re: Suggestions for a track download area
« on: October 10, 2017, 09:55:15 PM »
Hi guys,

I've got a question. I bought the license by http://www.kartracing-pro.com/?page=purchase. But now i want to add some new tracks from your dropbox (tracks). I've just made a map "Tracks" on my KRP map but it doesn't work. Bought i the wrong license or isn't this the good way for adding new tracks?

I hope there is somebody who can answer this question  :)

you need to go to "My Documents"/"Piboso"/"Kart Racing Pro"/"mods" create a tracks folder. Once youve done that you need to open up the track in winrar winzip or 7zip and drag the folder into the tracks folder.

Pages: [1] 2 3 ... 13