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Messages - Aritz

16
General Discussion / Re: Kart Racing Pro Beta 10
November 12, 2013, 09:18:27 AM
Quote from: Matthew McLean on November 12, 2013, 03:09:36 AM
Quote from: Aritz on November 12, 2013, 01:01:07 AM

You CAN'T shift not lifting in real life, so no destroys at all.

http://www.youtube.com/watch?v=8CzFChc8gk4 - flat-shift 100% official international regulation legal.

designed by Modena Engineering used exclusively by Ricky Capo

And I wasn't talking about that new invention, I was talking about standard KZ engines, so the engines of KRP should be the same, where IS IMPOSSIBLE to shift that way. It is simply not possible because the torque doesn't allow you, and therefore you can't broke the engine at all.
17
General Discussion / Re: Kart Racing Pro Beta 10
November 12, 2013, 01:01:07 AM
Quote from: Sam on November 12, 2013, 12:57:35 AM
Oppolo you can shift when not lifting in real life as well, but it destroys the gear box and engine

You CAN'T shift not lifting in real life, so no destroys at all.
18
Track Editing / Re: Track creation guide
November 03, 2013, 07:41:43 PM
Define "Can't use" ;)
19
Track Editing / Re: Track creation guide
November 03, 2013, 07:14:38 PM
What is exactly your problem? Maybe we are talking about different problems

I am trying to create a pit and I can use both without problems
20
Track Editing / Re: Track creation guide
November 03, 2013, 05:35:02 PM
Quote from: LauZzZn on November 03, 2013, 05:16:54 PM
in tracked, when i want to set my pit in the racedata files, sometimes i cant set the absolute pit. i can only use relative.
has someone a solution for that?

I had this problem many times....
21
I only have the files for the rFactor conversion and the track exporter for Piboso's tracks:

http://www.mediafire.com/?4yjhf1ghta32y7e
22
Like I said, you dont need that skydome, it has no sense since you are using piboso's skies (suuny, cloudy and rainy). Why add another, which is only sunny?
23
There is not an "original sun position", your track has a specific sun position... When you exported the track, which was the light position? By default is 0,0,0

your track, or at least the track you sent me, has a sky dome, close to the track. If you are not seeing it in 3ds Max, we probably found the problem. Why is not in the MAX project but yes in the final track? What did you do?

Take screenshots, show us the MAX screen
24
Your track has a very tiny 2nd sky model... Why did you make a second sky? Use Piboso's only and delete that little one yours. If not, the rain or the cloudy skies will never exist.

Your sun position is very very far from the center (x=0 and y=0), why is that?

I can't find anything else, because noss69 is not right, those are not a problem
25
General Discussion / Re: What the heck are we doing?
September 24, 2013, 01:42:38 PM
Quote from: zizkebab on September 15, 2013, 03:41:01 PM
I got this simulator to practice my driving since we don't get much track time where I live.
I found the simulator hard to master. I usually play KF3 which is similar to the Rotax/Cheetah/X30 we have where I drive, and Mini karts which is the most available multiplayer class in the game.

I'm still off pace from many drivers, partially it is my fault but sometimes I noticed that the hotter and more rubbered the track is, it is much easier to drive and I'm on par with other drivers - there's more change than in real life.

Anyways, here are my few cents about what the game needs to give an easy start for new comers:
-> Better multiplayer experience:
* voting is still unclear to me - how to start, what option are available...
* A more forgiving roling start, which is important
* I got disqualafied so many times for speeding because of people pushing me off - it is really frustrating
-> Some initial setup presets (i.e clean track, rubbered track, rain, hot climate) to start with - they don't have to be ideal but will help those who are not hard core into Karting.
I tried applying CRG America kart setup tips (from here http://www.crg-america.com/pdfs/CRG_Kart_Tuning_Manual.pdf) and although they're out of date and not always giving the predicted behavior, they did make a noticable difference when driving.
-> Some tracks (i.e) has point where the kart get stuck on the kerbs. This is really frustrating.

Some things that could be nice:
-> Carburettor adjustment while driving. I have a Logitech driving force GT which has a great dial on the steering wheel for this purpose.
-> Maybe there will be on option to resume a practice to retain a certain track condition (rubber, weather etc.)
-> Yamaha KT100 would be nice but certainly not a top priority

On the plus side -
-> I'm happy with the selection of karts. KF3 is similar enough to other TaG without front brakes, having X30/Rotax/KGP/ROK won't make much difference to me.
-> I like the graphics. Newest and most recent color schemes can be done by 3rd parties. These things don't affect the behavior of the kart after all.
-> Trainer are awesome and really help. If I could associate them with the setup and conditions they were recorded with, that would help. A library of trainers for beginners would also help - I guess that's more of a community feature.

I should mention that I really like the game and if I hadn't had an injured wrist, I would've played it more often.

Very good points and very well argued.
26
Track Editing / Re: GP Bikes Skid Pad
September 23, 2013, 10:51:48 AM
My advice: Attempt yourself, build the track and then ask someone who has the 2010 version to export the track :)
27
Track Editing / Re: RFT/BTB Exporter - Help Needed
September 16, 2013, 04:16:26 PM
I am not an rFactor track builder but I saw a few and they are not using the same format as KRP needs. Track is divided by parts, which have the different surfaces mixed (at least the names). So you have 20 pieces of the track and each part has 3 different surfaces BUT they are called road19 and they are 1 object, no asphalt19 + kerb19 + grass19. As you say, the only way to divide those roadXX objects in smaller pieces is using their texture.

If you solve this, your converter program should be a good program :)
28
Off-Topic / Re: Computer Problems
September 14, 2013, 10:39:13 AM
Virus probably...
29
Track Editing / Re: RFT/BTB Exporter - Help Needed
September 12, 2013, 07:34:39 PM
This is not the way.

You should make easier the conversion from multimaterial to standard material. Now it has to be done manually and it takes hours (there are 50-200 materials)

But there are problems which I don't think they can be done easily: You have to select track parts and rename them. But how are you going to do? Is your program able to know what is asphalt, what is ground, what is a tyre, etc?
30
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 10:18:45 PM
No, I meant the TRACK panels. The next option after the node editing.

You nodes now seem right, look at the corner, now is smooth! It will be even smoother after you add more panels per meter.