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Messages - Nathan Dunnett

16
Off-Topic / Re: iRacing for free
June 24, 2013, 02:18:58 PM
I've just been given a 12 month renewal for $49 promo code, anyone who wants it can message me.
17
Off-Topic / Re: iRacing for free
June 21, 2013, 11:23:51 PM
There is WAY more involved with what iRacing do compared to F1 2012. Licensing is only half the story. It does seem very expensive and if you consider it only as a game it is, but if you weigh up everything you can see that they aren't just trying to rip people off, in fact one of the staff members said a while ago that they only break even. Everything they earn gets put back into the sim.
18
Off-Topic / Re: iRacing for free
June 21, 2013, 11:17:23 PM
Before discounts and everything, $12 for 1 month subscription, $30 for 3 months subscription, $99 for 12 months subscription, and $179 for 24 months subscriptions. The subscription includes base content which is 7 cars and 10 tracks, then for each new car it's $12, for each new road course it's $15, and for each new oval track it's $12. Content purchases are a one off fee, if your subscription lapses everything you bought will still be available if you re-subscribe. Buying three pieces of content at a time yields 10% discount, buying six pieces of content at a time yields 20% discount. If you buy all oval content you get 25% discount, if you buy all road content you get 25% discount, and if you buy all content you get 30% discount. Every so often they also have deals where you can buy $100 worth of iRacing credits for $75, or $25 for $20, and also the black friday deal I mentioned where 12 or 24 month renewals are 50% off. You can also earn up to $40 per year in participation credits, and every 12 months from your subscription starting date you get $5 credits as an anniversary gift. If you play your cards right you can pay as little as $5 per year for iRacing, however most people are unaware of this.
19
Off-Topic / Re: iRacing for free
June 21, 2013, 05:51:33 PM
It's only for new customers, for existing customers the best deal is to wait until they do 50% off for renewals, usually during black friday sales in November. Also keep an eye out for when they have discounts on iRacing credits. Between those two things and other credits I had, I only paid about $90 for a two year subscription plus I get another $10 of that back through anniversary bonuses.
20
Off-Topic / Re: iRacing for free
June 21, 2013, 04:45:20 PM
They're still doing that? It's been almost a year since they started that promotion. :D
21
General Discussion / Re: Kart Racing Pro beta9
June 20, 2013, 06:51:28 PM
I think it's pretty good in KRP but the longitudinal grip seems to be a little too sensitive to slip ratio. This can be felt while trying to modulate brakes and exiting corners if you get on the throttle too hard/too early. It's pretty hard to have the rear wheels right at the limit of lock up before actually locking them up, they seem to always be either locked up or at a relatively low slip ratio. Trying to modulate them to a higher slip ratio quickly results in a lock up which is what makes the back want to come around. As for getting on the throttle, once the tyres are up to temp it's a non issue, you have to really mess up to make it act weird but on cold tyres it magnifies the issue a bit. I think it's pretty close now and quite easy to keep the rear behind you, but not as easy as real life.
22
Other Addons / Re: Yamaha KT100
June 19, 2013, 09:25:44 AM
If you think you can do a better job, by all means go ahead, just drop the snarky attitude.
23
Other Addons / Re: Yamaha KT100
June 18, 2013, 12:15:26 PM
My point was you don't need to rev high to go fast, Cory seemed to think that my own ability invalidates what I say and asked how I go generally, so I answered. Like I said, we're obviously going to need to compromise getting the engine into KRP, the argument didn't really have much to do with KRP. It was a waste of time but it's over now so lets just get on with what's important.
24
Suggestions and wishlist / Re: Al Drivers
June 17, 2013, 11:12:30 PM
While some good quality AI would be awesome, I voted no because it takes a great deal of development time and resources to simply get a basic AI model working, then an exponentially larger amount of time and resources to turn that into a more complex AI model worth using. For example, the only AI I've tried that is worth spending any time with is rFactor 2. It's not perfect, but it's very immersive, and the AI cars react and behave quite realistically and you can have a good race with them. ISI however have been working on their game engine for nearly 15 years and have a much larger development team than PiBoSo. While one bunch of guys would have been developing AI, another bunch of guys would have been working on the net code, and another bunch of guys would have been working on the tyre model and physics engine, etc. For PiBoSo to pull something like this off to a comparable standard, that's all he would be working on for the next 12 months at least. IMO his time is better spent elsewhere.
25
General Discussion / Re: Kart Racing Pro beta9
June 17, 2013, 09:39:00 PM
Quote from: Karter85 on June 17, 2013, 08:20:40 PM
I'm having a problem, with different karts, especially with F100. Each time the engine reach high RPM (above 18000) the kart became undriveable and the engine STOP with no chances to restart and the ONLY option that we have is restart the game from the pit. PLEASE Piboso fix this !! Thanks.

It's not a bug, you're seizing the engine. Increase your carb setting, choke the engine at the end of the straights, and maybe also run taller gearing so you don't over-rev it.
26
Suggestions and wishlist / Re: RANK OFF LINE
June 17, 2013, 12:37:35 PM
Where did you cut? I know that at Lonato you can cut T1 but it's only worth 0.1-0.2 compared to the normal line for me.
27
Other Addons / Re: Yamaha KT100
June 16, 2013, 03:25:27 PM
I think you're completely missing the point. Every engine is different, it depends on how you set them up for the dozenth time. Debate over.
28
Other Addons / Re: Yamaha KT100
June 16, 2013, 02:52:45 PM
I've barely done any racing this year but last time I raced was at Bundaberg last month, I went shit because it was the first time driving my new kart and it was set up terribly but I was 0.2-0.3 off the pace against Cian Fothergill, Luke Flynn, Troy Loeskow and a few others. I've done testing since then and picked up heaps so we'll see how I go in two weeks at the QLD open. The time that I raced before that was just a club day at Gladstone, I had a clean sweep and beat the lap record by half a second. The time before that was in Bundaberg for the Mac Truck Challenge and I was the quickest there by 0.2 against Troy Loeskow but crashed out in the final. I'm not often seen at the back of the field if that's what you're wondering, I've got >40 trophies after 4 years of racing so I must be doing something right.
29
Other Addons / Re: Yamaha KT100
June 16, 2013, 11:45:44 AM
Quote from: Matthew McLean on June 15, 2013, 08:04:16 AMI see your point but just because that record was set at a state title doesn't mean it's actually as good as what it could be. At a state title the track tends to slow down quite significantly because of the extra amounts of rubber on the track, so you can't really compare. There's a high chance that record would be beaten if all those drivers of Clubman Light went back there on a weekend where there is less rubber. But anyways, what does it matter if it revs that low at that track? The RPM range for the KT100S should be set to what it most commonly runs at all around the place, not what it runs at a club or two, right?

It's actually Cian's home track, I'm pretty sure he held the previous record and he's raced here plenty. It was a ridiculously quick track, most classes broke their records by 1-2 tenths, senior national @ 150 beat the old junior national heavy record by like 2 tenths. That's beside the point though, I was pointing out that not all engines are best while revving high. This isn't a track that needs tall gearing either, my other engine revs quite a bit more. I agree that we are going to need to compromise, I'm just saying that the notion of needing to do high revs to be fast is wrong and counter productive.

Quote from: Cory_bro on June 15, 2013, 05:23:48 PM
just putting it out there, ask some engine builders, they say ATLEAST 15000rpm

I've spoken to plenty of engine builders, we build our own mostly. Your engine builder may say that, but that doesn't apply to every engine configuration and it certainly doesn't make it true just because an engine builder said it. I see people trying to make their engines hit a target max revs quite often both with the J and S engines when they don't realise they could pick up a bunch of time by working with the engine's strengths rather than forcing it to do things it can't.
30
General Discussion / Re: Off-track
June 15, 2013, 02:21:17 AM
Yeah it's a pretty good replication of what happens in real life when you go off.