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Topics - Racehard

Other Addons / Schuberth RF1, Arai GP5 and Bell
March 26, 2013, 06:27:36 PM
Got the Schuberth RF1, Arai GP5 and also the Bell in great quality thanks to an old friend.
Schuberth and Bell from http://www.daimondesign.comuf.com/
and Arai from http://www.gp4central.com/misc/
All three were made for gp4 game.

But I managed to convert them to .3ds format so they now can be imported.




The othe too are of qual quality. They look great, the only weird thing is as you can see in the picture it looks deep black, what does that mean? Wireframe looks great though.
Maybe I missed some texture stuff or something.

There are also tearoffs, which I would need to export into a seperate 3ds file, do we need them?
There were also texttures and stuff templates i don't know... have to take a further look into it.

Anyway hope it will work.
Off-Topic / WRS
June 12, 2012, 02:40:53 PM
World Racing Series is very nice PiBoSo :)

I think it perfectly fits kart racing pro as an addition. At first you start your career with karts and then progress to fr 2.0 then 3.5 and so on just like in the real world. The whole PiBoSo series could be called racing life the game  ;D

I really like the sound features, the graphics are also very nice (as always), the animated movements still are so amazing, the steering wheel looks superb and and and...

I recognized something though.
To me the braking feels a bit weird, I thought at high speeds you can or have to hammer the brakes an then release the pressure to not lock up and I kind of don't get that feeling. In other words, it seems to me that I can't brake at the limit. I've changed the brake pressure already but still. What do others think about that?
And it's hard too see if you locked your tires up, which makes it a bit more difficult.

Anyway another great PiBoSo simulation!
Suggestions and wishlist / Sound
December 08, 2011, 01:59:29 PM
Aritz and I just talked about, that when beta 5 is ready with hopefully improved net code the wheel to wheel fighting could be really amazing. But there is something which is as important as the netcode to make these amazing fights possible - the sound.

In reality the kart drivers often pass very surprisingly/suddenly. They squeeze themselves to the inside of the other kart (which is probably one sesation of karting).
For the guy who gets overtaken it is really not easy to see the guy who overtakes of course.That's the same in krp obviously.
Aritz said that the noise is very important at that point, it is essential to hear on which side the opponent currently is and how close he is on that side. We are both the same opinion that the engine sound must be improved somehow to make the opponents engine more distinctive and it has to be easier to judge where the opponent is.
Only with that ability, crashes can be prevented, otherwise we assume there will be a lot of "misunderstandings" the guy who gets overtaken will unintentionally turn into the guy who overtakes and thus cause a crash.

Some examples:
I think I've already seen better examples, where the overtakes are even more sudden and surprising, but can't find them right now.
Second 0:46 http://www.youtube.com/watch?v=v7kFb9a-LVE&feature=related

2:21, 5:24 http://www.youtube.com/watch?v=Hscxn1zEo-Q&feature=related

7:38 http://www.youtube.com/watch?v=5irxOye73vI&feature=youtu.be&t=7m30s
(you can slightly hear the opponent coming - must be more clear in krp)

And when such moves are possible from both the netcode side and the "recognizing the other kart" part, krp will truely be absolutely mind blowing when it comes to online racing.
There is so big potential of fun burried right there.
Media / GP RACING "Born to race, live to win"
November 07, 2011, 03:11:43 PM
A great video I found.


Lonato in the beginning and G.P. all over the vid  :D
Paints / G.P. Racing
June 16, 2011, 11:34:04 PM
Hey guys,
I've started the GP racing kart paint this evening.
I didn't get that far till now, but at least I try to make it as accurate as possible, so It'll take me quite a while to finsih it and I am not that fast in painting aswell.
Anyway, that's how far I got:

I kind of didn't find the right color for the plastics yet.

EDIT: got a little further

If you have any suggestion what to improve pls tell me :)
General Discussion / 1000 Members!
June 01, 2011, 06:40:10 PM
Hey everyone, just saw at the forum stats, that the community already has 1000 registered members.
That's pretty amazing, I hope this trend will go on for a long time :D
Congrats krp!
Hello PiBoSo, I gave the karts idle and centrifugal clutch once more some thoughts.

Since beta 2 there's the idle help, which represents the idle setting of the engine.
If I turn that on, the engine is started right away after switching to track, so there is no need to start the KC1/3 engine with the electric starter anymore.
Shouldn't the engine be off at the beginning both with or without idle help, since the idle help is just the idle screw and has nothing to do with starting the kart.
I think a lot prefer driving with idle help and don't want to miss out on that awesome electric starter, for me pressing it, depite an already running engine is pointless. And if I got that right only the pro karters drive their karts with no or very little idle, right?

Another thing is,
if I have automatic idle turned on and brake hard so I block the wheels with the kc1 or 3 the engine is clutched out.
And then if I push the gas afterwards, the clutch clutches back in and I shouldn't feel a stuttering, or should I? Because I do at the moment if the engine gets clutched in again and even I got used to it, it is a bit disturbing though.

Paints / Paint database
March 13, 2011, 11:44:05 AM
This topic should include all finished paints, I'll try to keep it up to date. Please have these paints (at least the non ficitional ones) installed so online racing gets more exciting and colorfull :)


x:\Program Files\Kart Racing Pro\karts\paints\t\   (t-k.. is for all tony based paints)

x:\Program Files\Kart Racing Pro\karts\paints\c\   (c-k.. is for all crg based paints)

Unico bodywork (Tony Kart based paints)

CRG Bad Boy by AtomAmeise

Download: http://www.mediafire.com/?fnwo3dk8sxqjmur
(Bad Boy skin and basic Alpinestars outfit)

Kosmic 2010 by Shawn Campbell

Download:   http://www.mediafire.com/?d2hfz69359eaagb

FA Kart by Racehard

Download: http://www.mediafire.com/?jmgwd3bmh8a4uwd

FA 2010 by Racehard

Download: http://www.mediafire.com/?zingny188qsvk2q

Intrepid 2010 by shaester

Download:  http://www.megaupload.com/?d=W6CH51Y8

CRG 2008 by Shawn Campbell
      +AtomAmeise's Alpinestars suit

Download: http://www.mediafire.com/?rym782waak4osb5

Haase by Shawn Campbell

Download: http://www.mediafire.com/?8m7yz5dob3udg8t

Merlin Kart by T.J. Koyen

Download: http://www.megaupload.com/?d=6AK5KB32

Tony Kart 2011 by Barlo
          +Tony Kart 2011 suit by evo1087

Download: http://www.mediafire.com/?sbx5p437222dhq7

Tony Kart 2007 by Barlo

Download: http://www.mediafire.com/?p27imws3xcbakci

Exprit Kart by Arrowjmax4
          +Suit by Racehard

Download: http://www.mediafire.com/?g7jew50zzfn4a1n

Swiss Hutless by EVO

Download: http://www.mediafire.com/?5b5rwjepb0yb6ck

Kart Mini by EVO

Download: http://www.mediafire.com/file/ql57wweif9c0ip0/Kart%20Mini%202011.pnt

FA Kart 2011 by lucassidoti

Download: http://www.megaupload.com/?d=BY9THX7C

NOWA by Roud

Download: http://www.mediafire.com/?ht6aiq2dwc4j5o0

Intrepid by Finnro

Download: http://www.mediafire.com/?7tzx1tza5mma1cy

Prost vs. Senna by EVO



New Age bodywork (CRG based paints)

CRG 2012 by EVO

Download: http://www.mediafire.com/?w0iqgciietwi74k

CRG 2011 Racing Team by EVO
(based on PiBoSo's official paint)

Download: http://www.mediafire.com/file/o89d6dca9m8zfm5/CRG%20R%202011.pnt

CRG normal by EVO
(based on PiBoSo's official paint)

Download: http://www.mediafire.com/?x53fbf7lhkfnrks

Swiss Hutless 2011 by EVO

Download: http://www.mediafire.com/?17rfovx7t2z3fwp

Zanardi 08 by backwardsbanana

Download: http://www.mediafire.com/?f74lf9fkcm39wfh

Maranello 2011 by backwardsbanana

Download: http://www.mediafire.com/?t6lklk0d5af766a

Energy Corse 2011 by backwardsbanana

Download: http://www.mediafire.com/?fzirja59e1zh0wr

Velox 2011 by backwardsbanana

Download: http://www.mediafire.com/?n4gtpxvg3dx6he8

PcR 2011 by backwardsbanana

Download: http://www.mediafire.com/?3ajcpx2ipmaec1m
BRM Racing by backwardsbanana

Download: http://www.mediafire.com/?hpfsdftq1a6omqx

BRM Racing by backwardsbanana 2012 update by Phillip91

Download: http://www.mediafire.com/?vbprg186xf0cuxm

G.P. racing by Racehard

Download: http://www.mediafire.com/?b1esrx8n8g33l5h

Arrow X1 by Arrowjmax4

Download: http://www.mediafire.com/?id7j6b01xx901md

Eagle Kart System Retro by EVO

Download: http://www.mediafire.com/?zubtqfi9m6i14b5

Eagle Kart System 2011 by EVO

Download: http://www.mediafire.com/file/5b4n791larxo5se/EKS%202011.pnt

Olikart by Cloudheaven

Download: http://www.mediafire.com/?99tw695gyvrmj96

Austerikart by Cloudheaven

Download: http://www.mediafire.com/?ab5y7hsw147m122

Spirit Kart by Josi

Download: http://www.mediafire.com/?bqzvphialuzqzda

Gillard P.D.B. by Josi

Download: http://www.mediafire.com/?5uq26by54ad163c

Maddox by Josi

Download: http://www.mediafire.com/?8k4aamcdjwut3j1

Mach1 Kart by Phillip91

Download: http://www.mediafire.com/?9kovuj8tkuplf65

MS Kart by Phillip91

Download: http://www.mediafire.com/?g9q5k7b84t55ykj

DR Kart by Phillip91

Download: http://www.mediafire.com/download.php?cwvs7af30o4mfiw

Mac-Minarelli by Phillip91

Download: http://www.mediafire.com/download.php?l53lhzk6359d536

Nowa Kart by Roud

Download: http://www.mediafire.com/?vt3z7d8jmh5o0w2

Luxor 2012 by Roud

Download: http://www.mediafire.com/?zumn8pe11d760ja

Zanardi 2005 by Roud

Download: http://www.mediafire.com/?ju8rwahu21tb82p

eks 2012 by Roud

Download: http://www.mediafire.com/?2inya4rjvrdf77r

birel 2011 by Roud

Download: http://www.mediafire.com/?cyog574y5ll4be4

birel 2011 anniversary by Roud

Download: http://www.mediafire.com/?4zldu43sm1959ca

birel 2010 by Roud

Download: http://www.mediafire.com/?uh4in4xslhdky3n

RK Kart 2011 by Roud

Download: http://www.mediafire.com/?9wfrgimg4s6gtzi

Maranello bianco tribal 2011 by Roud

Download: http://www.mediafire.com/?04i69u0dhrwf6r0

Energy Corse 2009 by Roud

Download: http://www.mediafire.com/?wy1wy6wycbm8rxi

PCR 2010 by Roud

Download: http://www.mediafire.com/?6v53wu4ku9d1769

PCR 2009 by Roud

Download: http://www.mediafire.com/?1y7h91bo66ksklh

Merlin Kart 2011 by Roud

Download: http://www.mediafire.com/?1qssug022x2gj5e

Mirage Kart 2008 by Roud

Download: http://www.mediafire.com/?88fbgj4mnne8g2d

Intrepid 2011 by Roud

Download: http://www.mediafire.com/?2dv05f3htt33vhx

FormulaK 2011 by Roud

Download: http://www.mediafire.com/?6cd3h6ev2sktxp5

Praga 2011 by Roud

Download: http://www.mediafire.com/?8j1kpal2zwfofai

******************************************* Additional******************************************************

Visor Template by AtomAmeise

Download: http://forum.kartracing-pro.com/index.php?topic=340.0

*Basic visor template from PiBoSo is accessable at the main page with all the other templates

Suit template with stitchings by EVO

Download: http://www.mediafire.com/file/zzxanrnbsudf301/driver_template.psd

Explanation how to use: http://forum.kartracing-pro.com/index.php?topic=510.0

*Basic suit template from PiBoSo is accessable at the main page with all the other templates

Fictional paints:
09 BMW Sauber F1 Team

McLaren Mercedes Button suit + helmet

Brawn GP

ferrari      http://www.megaupload.com/?d=BX9ZBL70

redbull http://www.megaupload.com/?d=FJH9KWZU     both by franylu

RedBull kart http://www.mediafire.com/?c9wgt5s41jjgcck   by cigovigo

monster energy http://www.mediafire.com/?6w2v2zdryfeb2tv   by tysonf1

http://www.mediafire.com/?t7ew11x1gy7be3l    by Finnro

Track Editing / Styria Karting
January 07, 2011, 04:57:31 PM

here's the track I had converted "testwise" under the instructions of vizzz.
I built it about 2 years ago with bobs trackbuilder, it has been my first and only track since then, so the quality is pretty bad, and it has a lot of visual errors, some look like art effects, but the reason for them, is the bad job I did in bobs trackbuilder and I think the track isn't worth it to put more efforts in it. Only a complete rebuild could fix it. 
So all in all I want to say don't expect too much from the track and don't be disapointed ;)

Altough I want to share the track, at least you now have a new layout to drive :D

Have fun with it.

Download: http://www.mediafire.com/?bp9d0r1qdd3v594      EDIT: now with fixed tree textures
Unpack archive in main directory of KRP:  X:\Program Files\Kart Racing Pro\tracks\
I finished the conversion tutorial today, with the great help of vizzz I managed to convert a track, so I decided to write an accurate tutorial for everyone  who has not that much 3ds Max knowledge like myself. So don't thank me thank vizzz ;)

At first you will have to get the textures and 3d gmt files out of the .mas files of your rFactor track.
Therefore you need the gMotor 2.0 MAS Utility
from here:

Open the mas utility and just drag and drop your track's .mas file into the window.
Mark all -> right click -> extract -> now extract it into a folder of your choice.

The next step is to convert all the .dds texture files into .tga files
Therefore you need the dds converter
You get this small tool from here:

Note! To avoid any kind of scale problems, after importing the track to 3ds max you have to correct 2 settings in 3ds max:
Go to the top bar --> Customize--> Units setup...  --> set it to Metric and Meters --> then click on the "Sytem Unit Setup" button --> set the system unit scale to meters  and your done, now your track should have the same size like in Bobs Track Builder and forget anything else I wrote about rescaling the track ! ;)

Now you have to bring the track into 3ds Max, so you need the gmt importer plugin and script for 3dsMax and also rF hardwareshaders.
You get the gmt plugin at:
http://rfactor.net/web/rf1/devcorner/     rFactor Max Plugins (32 Bit)
Extract the zip file into C:\Program Files\Autodesk\3ds Max\stdplugs\

You get the script from the attachment of reply # 4 http://forum.kartracing-pro.com/index.php?topic=95.0
Extract the zip file into C:\Program Files\Autodesk\3ds Max\Scripts\Startup\

You get the hardwareshaders from here:
Extract the zip file into C:\Program Files\Autodesk\3ds Max\hardwareshaders

(In the following the marker will show you where to click)
Start 3ds Max

EDIT: You should set the units setup to meters, so that you may avoid the rescaling of your track at the end (I'm not sure if it helps)
Click on Customize (at the very top bar in the middle) -> Units setup... -> select Metric and meters -> OK

Click on the hammer symbol-> MAXScript --> choose gmt2 Importer -->
change the additional texture path to wherever you saved the TGA textures of your track-->
activate No smoothing (my 3ds Max freezed when I had selected proper smoothing) -->
Import a directory--> search for the folder where all your .gmt's of your track are saved

Now it should take a bit time and all the textures should be found automatically (if not, some textures are missing so 3ds max tells you to find them manually, if you can't find them use spare textures you can still replace them later on with some proper textures)
When this process is finished you are going to see the whole track with all textures and also the Material Editor window.

In the Material Editor window you see all the sub materials of the multimaterial.
As a next step you need to change all gMat materials into standard materials.

So press the button grass2 (gMat)

--> scroll down in the marked area until u see the textures area at the bottom (now you may see 3 textures, at my track there was the normal colored texture, and 2 others with a similar but bit more specified name which are not of interest // you will understand what I mean during the next steps) -->
Press on the first button Map #76 (gTex)

--> At first, note or remember the name of the texture (as you can see it is just named ground_grass003.tga without any _spec or whatever, if you would open this texture from your tracks texture folder you would see that it is just the normal colored one, so exactly the one you need) -->
Now as a second step click on the yellow marked small button in the top row to get back to the area where you have been before (picture above) or you choose grass2 where currently the name Map #76 is shown, both ways bring you back to were you have been before.

When you are back at the grass2:
Click on gMat --> Material/Map Browser opens

Material/Map Browser:
Choose Standard --> click OK

The grass texture turned grey therefore you had to remember the name of the texture ;)
--> click on the small yellow marked button right beside Diffuse --> Material/Map Browser opens again

Material/Map Browser:
Double click on Bitmap --> navigate to the folder where all your TGA textures of the track are located and search for the certain texture of which you have had to note/remember the name
IMPORTANT NOTE for textures:If you have tree textures in your scene on which you want the sky above to be transparent, they NEED an alpha channel, so if you convert from dds to tga there should still be the alpha channel, if not you'll have to create it. Therefor I would suggest, that you convert your texture to png and cut away and delete the sky above the trees, afterwards convert it to dds and an alpha channel will be automatically created, then convert it back to tga. Another way to create the alpha channel would be to do it in photoshop directly at the layer menu.
Another important thing is that you should add the prefix CK_ to your tree textures name. (eg. CK_tree.tga ) this will prevent problems with the visibility of trees which are behind each other in the scene.

After that you get back to the Material Editor, there you have to press the checked cube button, to make the textures you have just chosen visible at your 3d scene

--> now you have to click 2 times on the top right button in the blue circle to get back to the basic Material Editor page where all the other submaterials are shown.

At the basic Material Editor page you now can see that the grass2 submaterial isn't a gMat material anymore but a standard one and that's exactly what you want.

That's how you change the gMat materials into standard materials, now do it the same way for all the other submaterials in the list.

(Note: Afterwards you can close the Material Editor you can open it up again with pressing the M-key of your keyboard)

When you finished changing them all into standard materials, your next bigger task is to rename all objects in the scene with proper names.
You find these names in PiBoSo's track creation manual under the category Names.

Read completely through that section and you should be able to match the existing objects of your track with the correct names of PiBoSo's guide. If not just ask in this thread ;)

To rename objects in the scene is pretty simple, it works as follows:

(At first you have to get in selection mode of 3ds Max --> press on the marked button in 3ds Max top task bar see picture beneath) 
For example you begin with the main track surface, just select the track surface by clicking on it, for selection of the track surface 3ds Maxs' Top view is advantageous (selected objects appear white, before selection they have any kind of color).
Now you see the objects name at top right position "t0_s0", rename it with the proper name which here is TRK (the prefix), followed by ASPH (for main track surface) so the complete new and correct name is: TRKASPH_object1


------> 13

Let me give you another example, for a tyre wall, select it and rename it:

The parking lot would be:
OFF_TRKCONC_object1  (OFF_ is an additional prefix for asphalt/concrete objects)

Note:You can rename more objects at once, this will make the renaming process way faster, just follow these instructions:
You have to select one group of objects (using ctrl + left click)
Tools (top task bar) --> Rename objects and fill in  "base name", "prefix", "subfix" and "numbered" (starting from 1 always) using Pibosos guide


Base name: ASPH
Prefix: TRK
Subfix: _object
numbered: 1

That's how you rename all objects.
When you finished with renaming them you are almost done with the 3ds Max part.

As a last step in 3ds Max you have to export your scene 2 times.
One file hast to be a collision file .trp and the other one a map file .map.

For exporting you need the EDFexp plugin
Install it like PiBoSo explained.

The exporting process:

File --> Export...

Save in your new track folder named like the track

Let us start with the .map file


Now the .trp file


If ending log is shown while the converting process it is finished.

That was the whole 3ds Max part of the conversion :)

Next you will have to work with PiBoSo's Track Tools (Track Editor/ TrackED and Map Viewer) software, which you get from here: http://www.kartracing-pro.com/?page=downloads

Which both are pretty good explained here:
Map Viewer: (in Map Viewer you can open your .map file and see if it looks alright)

TrackED: (in TrackED you finish your track for KRP)

Follow PiBoSo's Workflow instructions:
•   Create a centerline
1.   Centerline -> New
2.   ....
If you finished that, you will have to create the Race Data.

Just play around a bit with the values and you will understand how it works.
(save the finsihed Race Data as .rdf file with the same filename as your .trp and .map file into the same folder)

And don't forget to set checkpoints to prevent cutting the track! In top right of the race data window you see the checkpoints, works exactly the same as setting up sectors, so just add as many checkpoints as you need to make the track secure against cheating.

This step is followed by the last part, bring it ingame :)

Right now you have the three files StyriaKarting.map, StyriaKarting.trp and StyriaKarting.rdf all in your track folder (StyriaKarting).

Navigate to the Kart Racing Pro main directory and copy the file tracks.pkz to a place of your choice (desktop or anywhere else), this file is a zip file, so you can open it with winrar or another archive program winzip etc. Inside the tracks file there's tracks\lonato. Extract the lonato folder to
X:\Program Files\Kart Racing Pro\tracks\ 
and rename it into your tracks name (StyriaKarting).

Inside the folder rename all lonato.xxx files into your tracks name (StyriaKarting.xxx)
-->  delete the file bestline.tl  --> copy and overwrite your three track files StyriaKarting.trp, .map and .rdf into it.

Now open the file StyriaKarting.ini (configuration file) with windows editor accessory and type in the correct data of your track)

The very last step before you can enjoy your new track in kart racing is to exchange the TGA pictures with appropriate ones of the same size and name showing your Track ;)

I hope this tutorial helped you enough to manage the conversion by yourselves :)

If you still have a question or something isn't working as expected feel free to ask here.

Note: Don't forget to ask the rF track creator for permissions, if you are allowed to convert it :)
Suggestions and wishlist / Dynamic weather system
January 03, 2011, 12:48:45 PM

today the idea of a dynamic weather system came to my mind.

I am not sure how far the race line is dynamic already, is it? I visually recognized that if you start a session with the practice and go out for 30 laps you can clearly see your breaking points and also a bit of your raceline which is very nice, this line evolves through the different sessions at least visual but I am not sure if it also effects the grip on track, does it do so?

Such a dynamic raceline (visual and effecting the grip) would be also awesome in the wet, so that for instance the rain stops during the session and the track starts to get dry, at first on the raceline and afterwards all over the place, or that the rain starts during a session. And visual puddles around the track which effect the grip aswell would be even more awesome.

I know that this must be really, really a lot of work, but it was just an idea which popped into my mind today :)

Regards Racehard
Off-Topic / 2009 World Karting Championship Macau
December 27, 2010, 11:46:09 PM
Here's a video of an amazing kart race in 2009

The world championships at Macau, this is really worth watching.
One of my all time favourite races.

As if the track wasn't slippery enough with it's dirt and oil mix on the tarmac it started to rain so the race is really exciting all the time :)

Paints / FA Kart
December 19, 2010, 10:46:55 PM

Hey guys I just finished the paint  ;D
Just in time, merry christmas  ;)
I made the paint as detailed as possible, compared to the original one, enjoy.

Download: http://www.mediafire.com/?wqygd072vaoce2e
Installation: as usual     X:\Program Files\Kart Racing Pro\karts\kc1(or kc3, ks1)\paints


FA Kart 2010

Download: http://www.mediafire.com/?8ziwzwbiengo8h0


I started today to paint an FA Kart skin, not quite finished but I think it's enough to show :)
This is going to be one of my first totally painted skins.

Bug reports / KS1 and KC3 bugs
December 17, 2010, 11:48:01 PM

I found a few bugs when I tested the shifter kart and one while driving with the KC3.
If you go to track with the shifter kart, pull the clutch, press down the gas pedal and shift up to first the kart starts even without releasing the clutch.
Another bug is, when you are in a random gear for instance gear 1, pull the clutch and shift up while the clutch is pulled, afterwards you can't control the kart anymore (it stops reacting on your throttle or shift inputs).

The KC3 kart has bug at its suspension , I made a screenshot because it's pretty obvious.

Keep improving   :)