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Messages - Butzy

General Discussion / Re: Licensed version features?
January 23, 2012, 06:27:05 PM
There is no AI at the moment :)
General Discussion / Re: Licensed version features?
January 23, 2012, 05:22:00 PM
One important things....
Supporting PiBoSo for continue develope this beautifull sim!!!
Suggestions and wishlist / Multiplayer
January 23, 2012, 10:08:17 AM
Hi all.. it's a lot of time that I play to all sim for pc, and I must admit that this kart racing pro has all it takes to be a top-level simulator, but..
...there is a BIG "BUT".

Every game, good or bad that is it, has a lot of comunity that organize event, championships...ecc ecc...
but the first requested is: to have a very nice multiplayer net-code.

For my simple point of view, I think that now the first important step is to develope now is a Multyplayer for support 20 or 25 drivers on the same sever, without lag and with a good system of collision.
Because with a great net-code, comunity can became big... and a big comunity will be better, more support, more money too for develope the sim.
Sorry for my bad english, but I hope that these my words are taken into account.
Bug reports / Re: ODE INTERNAL ERROR 1
January 21, 2012, 01:57:10 PM
Same problem too..
Offline when i go on marble rubber....
Track Editing / Re: Gordona / Parma ITALY
November 29, 2011, 10:41:49 PM
Yes Sir! :)
Track Editing / Re: Gordona / Parma ITALY
November 29, 2011, 12:13:06 AM
not now....damn..
i can go in december for make all of photo if you want :)
Track Editing / Re: Gordona / Parma ITALY
November 24, 2011, 10:49:53 PM
I stay hour and hour on standings of this track.....................................

berzingue YOU ARE MY IDOL! hehehe

Make this track... and i marry you!
I do not know if my wife will be happy:)
Suggestions and wishlist / Rank and Records
November 24, 2011, 02:12:11 PM
What do you think to create a rank like GPLRank?
And put the nation near the name in Stats?
for understand how many italian, uk, greek, etc etc..
Track Editing / Gordona / Parma ITALY
November 24, 2011, 01:26:33 PM
I would ask to someone, because here there is a lot of great modelers, if someone can create this two tracks:

Gordona is a track that i love...
Parma  is an historical italian track.. here there is a famous italian trophy every year called: "trofeo delle industrie".. 41 years that they make this trophy!

PARMA Track:

PARMA Maps position:


GORDONA Maps position:
Suggestions and wishlist / Vintage & Amarcord
November 23, 2011, 11:30:35 PM
I remember when I was child and with my father we always gone to see karting race.
My brother at that time was running with 100 Cadet and then with the 100 National with excellent results at regional and national levels.
Perhaps, as in the driving simulator, I love the vintage races, but how about creating a kart like this in the photo?
100, air cooled, a few adjustments, rubber monomescola ... and so much heart to race!

General Discussion / Give to Caesar what is Caesar's
November 23, 2011, 09:34:47 PM
Sorry for the topic, maybe stupid, but I wanted to congratulate PiBoSo for the great experience that he doing to live with this Pro Kart Racing.
It's definitely at an embryonic stage, but it's simply great!
Thanks PiBoSo!
Suggestions and wishlist / Re: Track IR support
November 23, 2011, 09:31:24 PM
I try this parameters, but the real problem are:
-No auto center when you are near to center position... you always have to reset with a button .
-No 6dof..only simple move

TrackIR offer a good software..if you want I can help you for TrackIR develop.
Support / Re: Big Problem nVidia
November 23, 2011, 06:01:18 PM
I don't know if can help you this two log:


Generic Software

Default: Generic Software

Version: 1.1
Renderer: Software
Vendor: Creative Labs Inc.

ALC Version 1.1
EFX supported. Max aux sends: 2
Channels: 32

Version: 1.1
Renderer: Software
Vendor: Creative Labs Inc.

ALC Version 1.1
EFX supported. Max aux sends: 2
Channels: 32


Starting log...
vendor: NVIDIA Corporation
version: 4.2.0
renderer: GeForce GTX 560/PCI/SSE2
extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
max vertices: 1048576
max indices: 1048576
max texture units: 4
texture max size: 16384
max cubemap texture size: 16384
max samples: 32
max texture max anisotropy: 16.000000
max texture image units: 32
max texture coords: 8
wgl extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle

Support / Re: Big Problem nVidia
November 23, 2011, 11:48:11 AM
I had already read this nvidia topic...but I try other game like Rise of Flight and IL2 Clifs of Dover...
and now i use Battelfield 3...........
no one game make crash pc...only kart racing..is this the big mistake.....
I wait new driver and hope to solve the  problem....
Support / Re: Big Problem nVidia
November 23, 2011, 12:29:19 AM
Please help me....
Today I try rfactor and Gtr for 1h ...no problem

Before close pc i go into kart racing pro...e after 5 minuts...BOOOM...all crash...pc freeze...and fan go at maximum speed...