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Messages - Miguel Garcia

1
Hello,

I am experiencing strong/violent shaking of the steering wheel ONLY under heavy braking. Its present in karts with front brakes and with rear brakes as well. Any ideas?

Fanatec DD2 with Podium hub/R 300 steering wheel and advanced paddle module
Fanatec Clubsport v3 pedals
Fanatec Seq v1.5

Thanks a lot in advance!
Miguel
2
Thank you Piboso!
3
Hello everyone, it´s been a long time.

Has anyone used the HP Reverb G2 VR set on this game? Only the oculus rift is listed as compatible and it is impossible to find nowadays...

4
Suggestions and wishlist / Re: Nice features to have
April 10, 2020, 05:27:54 PM
Quote from: Raise on April 10, 2020, 10:40:19 AM1. The game does export to other software so functionality is there but if you really want it best to just get those software
2. KF is years out of date, and the models are intentionally low detail and generic looking.
3. A rental or low horsepower 4 stroke wouldn't be a bad addition.
4. The actual level of interest in more mini karts in extremely minimal compared to the demand for other features in the game.

Thank you for your quick reply Raise.  Would you please indicate me how to export race data as you mention in No.1?? You mean it already exports to .drk file?

Thanks you much in advance :)
Miguel
5
Suggestions and wishlist / Nice features to have
April 10, 2020, 06:59:05 AM
Hello,

I find that this features can greatly unleash KRP as a training tool:

1. Export track sessions in formats that can be read by AIM Racestudio and UNIPRO offcamber
2. More realistic KZ and KF engines I can provide the power and torque curves.
3. Low power 4-stroke engine (similar to the popular Briggs LO206 Animal)
4. Mini and Micro Karts

Thank you so much for this wonderful simulator!
Miguel
6
Thanks Aritz

Will do that... Lauzzzn indeed helped me a lot yesterday pointing out that the dds and tga file have to live in the same directory... We'll see if I can get the whole track in, one object at the time without running out of memory now  ;D
7
Ok, last night I had some progress regarding the out of memory issue:

I started loading the objects one at the time and they are loading ok and without problems so I believe I will be running into an out of memory issue soon (if I saturate the memory) or if I actually attempt to load a bad object/texture!

will keep loading... If you think that loading the whole directory is kind of slow... try one object at the time  ;D
8
That's what I'm thinking too... Don't know where to find it...

Would you please send me (or point me to) a track that you have successfully converted? If I can use the same track and import it in 3ds, then the version is not the problem.  Same way, would you please just try to import one of the tracks I'm trying to work on?  In that way, we can also rule out a bad track object or texture... let me know!   We can use dropbox. 

Once I get this to work and learn how to do this, I'm planning to convert at least 6 tracks! That will be very good for our community!
9
thanks Lauzzzn, but I'm actually having an "out of memmory" error,  3ds halts and then it shuts down!
10
Track Editing / Track conversion newie: Learning pains
August 05, 2013, 06:00:00 PM
Hello Everybody,

I just started with the track conversions, following Racehard's tutorial.  I got all the gmt extracter, the maxscripts, hardwareshaders, dds convertion tool, etc etc etc.  All that seem to have gone alright so far but I'm  having issues trying to bring the track in 3ds (2011 is the version I have available):

---->In the maxscript to import the gmt files, If I choose the .tga textures that I just extracted, then the textures don't come in and all I have is a black multi material, with nothing in it (all objects are in, but they have not textures...

----> If I choose the folder that contains the original .dds textues I extracted before converting them to .tga,  then the textures start to load but the program gives me an out of memory error at some point before the loading is finished....

At this point I have 3 different possible causes:

1. Data problem:  One texture or gmt file in the entire scene is bad, corrupted or causing problems...
2. Software configuration:  Problem with the version of 3ds (2011, instead of 2010), cache memory allocation, plugging installation, etc etc,
3. I'm making a mistake while extracting the gmt files from the mas files or while converting the textures from dds--->tga

To rule out #1, I can try giving the track to someone else with a known working configuration and see if they can bring it in their 3ds, that will imply that the data is not the problem
To rule out #2, I would need 3ds 2010 and repeat the whole thing again... I will hate to to this one, because they're not many places to get 3ds2010 anymore....Or, I can try to convert a track that someone else has already successfully converted and see if I can actually get it imported...
To rule out #3 After ruling out #1 and #2, Play around with the parameters, for the extractions, etc etc etc, and try to get it to work....

It is worth mentioning here that I have open communication with the author for the tracks and therefore I could get the 3ds version of the track that he used to create the .mas files as well...

What do you think?

11
Track Editing / Re: Workflow
July 31, 2013, 10:00:31 PM
Guys, can I use the available pluggins for 3ds 2011 x32 version running under XP??

12
Track Editing / Re: Workflow
July 31, 2013, 08:56:33 PM
Quote from: Aritz on July 31, 2013, 08:06:56 PM
I started with the BTB to rFactor to 3Ds Max way and I think is the easiest. But easiest at first... Once you start doing the track, you will realise that BTB is quite limited.

3ds is very hard to learn but like Lauzzzn said, there are millions of tutorials to do everything you want. Be patient and learn, we all did and now we are doing more things than tracks :P



I concur, I did my first track with BTB and some tasks were really complicated (like merging track segments, adjusting camber settings etc etc) I think I am going to start converting some of the already existing rfactor tracks and also will incur soon in creating tracks from scratch!

Regards
Miguel
13
Track Editing / Re: Workflow
July 31, 2013, 08:54:13 PM
Quote from: LauZzZn on July 31, 2013, 06:37:38 PM
i use the second method because 3ds i just more precise. it needs a bit more time and knowledge but you can learn like me everything with some help from here and youtube tutorials. i also made 4 tutorials for creating a track and they are pretty easy to understand

I think you're quite right, it will be painful at the begining, but it'll get better once I get higher on the learning curve.   I started playing around with your videos (first one mainly) but have troubles watching it because of the little youtube resolution and also it is missing the volume.  I was about to write you to see if you had the original res video with volume?

Let me know, perhaps we can transfer it via dropbox...

I will probably start converting some very good tracks that exist in rfactor already.  At that point, no BTB is required.

The KRP track tool pluggins work for 3ds 2011?

Miguel
14
Track Editing / Workflow
July 31, 2013, 05:54:31 PM
I am loving this new sim.  It is a beauty and compared  to rFactor it brings lots of more reality and immersion and technicalities than the rFactor mods.

Now the big withdraw (at least temporarily) is the lack of all the tracks that are available in rFactor.   That's why I'm rolling up my sleeves and bringing my little grain of sand: I'm planing to start creating / transforming tracks.   Without much knowledge of 3ds, I need to know a workflow to build the tracks.

Currently, I have Win XP 32,   BTB, 3ds Max 2011, sketchup

One of the workflows that I am been considering is this:

1. Start with BTB to build the track, Use Stektchup to build the needed customized objects, and then convert the track to 3ds using the very nice documentation written by racehard and use the Piboso dedicated track building tools... The advantage of this is that BTB actually is more dedicated to track creation and albeit all its pitfalls, it seems to simplify the job quite a bit.

2. The second workflow is start from scratch and build the track with 3ds (which I recognize I don't have much experience with)  built everything in there and then use the track building tools to finish them up.   This method seems a bit more complicated to me because of the lack of experience with 3ds, but once high in the learning curve, there wont be a need to start in an application, then convert to another application etc etc etc

There's also a slight inquietude to build a btb export to krp in the future so, who knows?

Well, I just wanted to know what you guys think about the two ways I describe above:   Pros? Cons? etc etc et

Miguel
15
Track Editing / Re: Exporter request
July 30, 2013, 06:08:17 PM
Bob's track builder would be a great tool to develop tracks for KRP.    Even I can use it! hehehe ;D ;D