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April 19, 2024, 05:36:05 PM

News:

Kart Racing Pro release13e available! :)


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Messages - johnpike

1
Other Addons / Re: Engine Sounds
January 19, 2016, 03:59:31 PM
Hi Lauzzzn, Thanks for the reply, I will start having a look into that!

DRkarter I think with a bit of searching around an answer can be found, i mean we can't expect to be mollycoddled through everything !  :P ;)

I'll post back here when I have done some more work on it
2
Other Addons / Engine Sounds
January 03, 2016, 10:59:07 PM
Is there any way to include custom sounds for addon engines? I know that there are a set of WAV files but they are all 0:00s long and I can't listen to them (even with infinite repeat) - is there a specific length required for these to be usable? I have a set of sounds I created a while ago for KF2 and I would like to see how they go on KRP.

Cheers
John
3
General Discussion / Re: Next KRP build..
January 02, 2016, 05:37:59 PM
fair enough.

Yeah, something like that would be a good feature!
4
Paints / Re: CRG 2015 WIP
January 01, 2016, 05:36:41 PM
Hi Cory if you haven't already done it, there's a good pic of the texture for the steering wheel (the black/orange bits have hexes on) here:
5
General Discussion / Re: Next KRP build..
January 01, 2016, 01:12:49 PM
QuoteMean while piboso has some pretty inconsistent communication skills.

You try building a game by yourself and still respond to everyone on the forum  ;)

I'm not saying that KK doesn't look like a good game, just that if it's supposed to be a simulator I should be trusted from the off by the devs not to virtually kill myself in a KZ  ;D ;D

6
Suggestions and wishlist / Re: Kart Racing Pro beta14c
December 30, 2015, 05:53:22 PM
Hi Piboso,
One thing i noticed that I find pretty annoying after switching karts etc is having to reset the setup every time i change class or track, especially to any particular combination I haven't used before - would it be possible to include a 'common' folder which you can access and load a modifiable setup to fine-tune for each particular track?

I understand I'm just trying to add to your huge list of things to do.... :P

Thanks
john

Edit: Moved here by Moderator
7
General Discussion / Re: Next KRP build..
December 30, 2015, 05:45:01 PM
I don't like how KK expect you to 'unlock' the KZ and all the faster karts? they may as well go the full shebang and start us off in indoor rentals with wonky steering  :-\

I'm just sticking to KRP. At least the developer here is actively involved with the community.  ;) ;)
8
Suggestions and wishlist / Re: Realistic Braking
October 26, 2015, 04:53:39 PM
The only time you can get away with that is when there's little to no grip on track. Larkhall is low grip which is why you only ever see people doing that at any time other than an S1 weekend.. Anyway it is definitely slower both in krp and real life.
9
Paints / Re: CRG 2006 ( I think ) * High Quality*
September 07, 2015, 06:39:22 PM
This is 2004-05. 2006 was the year CRG moved to NA2 bodywork. Good job, looks great!
10
Paints / Re: Top Kart 2015 Official
January 24, 2015, 02:21:22 PM
so glad they've gone with gold chrome. the flat gold looked awful.  ;D
11
Paints / Re: Lotus Racing Karts
January 19, 2015, 03:44:04 PM
Piboso, is there any way that we could use the OTK sidepods and the FP7 nose/nassau to mirror the official bodywork? This is also used on a number of other karts so if there was any way this could be incorporated into the game that would be awesome.

Cheers
John Pike
12
Track Editing / Unfinished Larkhall Project
May 20, 2014, 10:45:07 PM
Hi everyone, it's been a long time since I had a crack at Larkhall back when GTR2/rFactor were the things to play... anyway I began working on Larkhall, I managed to get the circuit almost 100% accurate to the last little bump and all of the kerbs are almost centimetre-perfect.. The only things that need sorting are:

Gearbox loop heights
First corner height needs a slight refinement
Marshal huts
Buildings
Recticels and plastic barriers


Unfortunately I've not had much time the past few years with Uni and racing commitments so I'm willing to give my project to someone who would be able to finish it. It's a BTB project right now so you'd need that (or be able to convert to 3DS)

Please email me at john@johnpike.net if you're interested and we'll go from there.

I have other stuff that's not really finished (there''s a great fictional track set in Andorra with full grid markings etc) that you could have if you wished to spruce them up and get them out in the community too.

Cheers
John
13
Track Editing / Re: Whilton Mill W.I.P
July 31, 2013, 07:07:36 PM
It's all very good saying the track is smooth in-game but it's one of the bumpiest tracks in the UK! ;)
14
I would like to see long and short front and rear hubs to swap.

And also rather than about 30 degrees of caster adjustment, perhaps an image of an actual caster/camber pill which you can click and rotate to a particular setting? to make it more realistic to real-life settings
15
Suggestions and wishlist / Re: Power valves
April 12, 2012, 01:29:28 PM
Quoteexhasut flex length,
KF doesn't have this feature since the exhaust is a single unit direct through from the port ;)