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Messages - iamrayman

1
Support / Re: Windows 8.1
May 19, 2014, 01:01:01 PM
Appears to have fixed it for me.
2
Support / Re: Windows 8.1
January 28, 2014, 05:55:56 PM
Yes to Logitech (G25)

And I haven't fresh installed (this was carried over from when I installed it before I upgraded to 8.1)
3
Support / Windows 8.1
January 27, 2014, 10:03:17 PM
Anyone got KRP working with 8.1? Just upgrade from 8 and it's gone from working to CTD/errors.

assertion "bNormalizationResult" failed in ../../include\ode/odemath.h:326

and a Visual C++ Runtime error

Any ideas otherwise?
4
Track Editing / GP Bikes
September 20, 2013, 01:02:03 AM
Recently tried to fire Silverstone & Donny up from GP Bikes and they don't work anymore. Had them installed for some time now and they used to work.

Loads the track but ctds when I leave the garage/info screen.

Any ideas? Perhaps a newer build borked something? Or is it just me.

Edit :

Seem to have fixed most/all of the CTD's by copying Line.tga from any of the kart circuits into each of the long circuit folders.
5
Other Addons / Re: Engines / karts
March 26, 2013, 01:09:09 PM
Quote from: jd88x89 on March 26, 2013, 12:35:57 PM
Now when doing the engines, what are the differences between i_kf3, m_kf3, and the v_kf3 folders?

I looked in the engine folder last night and also wondered this? Was planning to have a play around later today.
6
Track Editing / Re: East Kirkby Circuit (WIP)
March 04, 2013, 03:21:25 PM
Cheers, plan to work on this in the next few weeks!

Got sidetracked with university/a few other projects. (One day I will finish a circuit...)
7
Track Editing / Re: East Kirkby Circuit (WIP)
December 21, 2012, 03:06:54 PM
This one was made in 3DSmax (I've got a student copy of it). I plan to buy BTB but currently don't have the cash to put down on it.
8
Track Editing / East Kirkby Circuit (WIP)
December 19, 2012, 05:05:47 PM
Hi guys,

I've started trying to make circuits again (after an abortive, really poor first effort last year), and I've got a few questions if someone didn't mind helping me out.

The circuit I picked purposely because it's so simple, it's cones marked out on a concrete airfield that are assembled each month for one day to go racing here in Lincolnshire (because we didn't have enough circuits...) but yeah, it's very close to where my parents live and is quite a fun, fast circuit.

Questions :

1) What would be the best way to mark out a 'worn' line? As you can see on the satellite image, where the circuit is placed is much lighter concrete than the rest of the airfield. I tried to emulate this by extruding a path over the top of the base layer and using an translucent white texture, but that didn't really work for me.

2) What are people's approaches to cone dynamics? I know it isn't in the game but is there a work-around? It's quite important at this circuit to not hit the cones, but when I marked them as tyre walls it sent the karts flying.

3) This might be more down to my computer, but I couldn't get the surface texture not to blur in the distance. Is there something I should be doing to make that better?

Sorry if any of this is basic, I don't have much/any experience with this really. Thanks!


9
Other Addons / Re: Bodykits
October 12, 2012, 08:52:53 PM
Quote from: EVO on October 07, 2012, 04:29:44 PM
Quote from: Intrepid junior max on October 07, 2012, 10:44:58 AM
evo is it possible for you to do a superkart bodykit for kz1 as it looks like we wont be getting one
:

Id would like to  but it would be dumb unless i can set downforce and higher weight properties.  Also they use 250cc engines with over 90hp.
A 125 with superkart body is not a flattering idea.

For what it's worth, they run 125 Open with long circuit bodywork in the UK (not sure if they do elsewhere). Slightly faster engine/more tuned than KZ, I think, although they do run KZ2 as a class (standard bodywork) in the British Superkart series and it isn't much slower.
10
KZ2 (Energy/VM)

Dabble with a Rotax occasionally too, to help the other drivers in my team.
11
General Discussion / Re: EVO KRP station
May 14, 2012, 03:36:16 PM
Quote from: EVO on February 08, 2012, 10:00:01 AM
How does one go about streaming data from KRP to an actual mychron? is it even possible?

I think it would be a struggle because the MyChron runs fairly proprietary software. The cop-out would be to buy a cheap LCD an make it look like a MyChron. Otherwise, you'd have to fool the sensors (revs, temps etc) into accepting the numbers from the game, as I'm pretty sure the data cable is one-way (downloading stuff from the unit, rather than sending instructions to the MyChron)

(Sorry to drag an old thread up, it was linked in from another post and I saw that question looked un-answered).
12
Tracks / Re: Toowoomba Kart Club WIP (AUS)
January 23, 2012, 03:40:56 PM
hey,

could someone reupload the beta file now that megaupload has been taken from us?

Cheers
13
Finally got round to hammering out the couple of wrong polys on the circuit.

Posted a very basic version of the circuit above, it's driveable but is missing Camera/Marshalls/stuff and has quite a lot of overlapping polys. Doesn't seem to log laptimes either, not exactly sure why.

Hope to fix some of the bugs sometime in the future, will post updates here.
14
Yeah, some solution to this would be good - the circuit I've been working on has like 6 major layouts and a load of other options - which I would release if this was implemented somehow.
15
Hi guys,

Thought I'd post this because there seems to be a lot of request threads rather than project threads on here right now. I started work on this a few months back, but my dissertation/uni work got in the way. I might have time to finish up an Alpha in the next couple weeks, so I thought I'd post a few pics from the WIP I've got so far.

Lodge Road is my home circuit, the original owners closed it in 2004 (before the extension at the top of the circuit layout), and I've only visited it a handful of times since its reopening. So I'm largely making it from memory (2000-2004) along with picture floating about. As the renovation discarded the first corner (which was my high point of the circuit), I've also made a fictional new bit of circuit that goes through the forest below the actual extension.

The first layout will be what was run 2000-2004, the circuit contained by the oval.

It's drivable, so if anyone wants a copy as it is - let me know. The only circuit issue is the first corner apex is wrong - the rest is cosmetic.



http://smg.photobucket.com/albums/v26/kstar/?action=view&current=lodge1.jpg
http://smg.photobucket.com/albums/v26/kstar/?action=view&current=lodge2.jpg
http://smg.photobucket.com/albums/v26/kstar/?action=view&current=lodge3.jpg

Edit : Alpha 0.1 Download Link http://www.mediafire.com/?4iaz6k3ekzec6y2