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Messages - Birel-Rotax 42

16
I can make a short write-up. I was the one who found the issue and I was able to solve it and still keep the 3d kerbs! Will work on it ASAP!

It sounds like you're keeping the track in the realm of reasonability. Looks good so far, I know that myself and the SKM team are working on stuff and are anxiously waiting to see if we can push the polygon count to make everything more realistic.
17
More of an optimization thing. I'm pretty sure that I've done 16384x16384 textures for kart skins back when the template had all body parts on the same template, but you don't get much of a difference once you go past 4096x4096. Why use additional resources if you don't have to? Not everyone has a great computer (and sometimes it makes optimization difficult). I've always strive to be able to run the track on a laptop, even if I'm getting 200+ fps on the development PC. If you are using atlases/packing multiple textures onto the same image, yes - 8k or 16k may be reasonable. However, if you are doing single textures (for example the GoPro logo) you will not need to use a 4k resolution image. While the amount of collidalble objects is usually the main culprit for low framerates, your texture size may be a factor in low framerates.

As of now, since nobody has tested the track, we can't be certain. I've created tracks that are 150k+ polygons but did not have huge collision calculations, so they ran well on low end systems.

Edit: after reading through the thread again, Lauzzzn said that 4096 is the max texture size. I can check that later today, but that might be the maximum size.
18
Looks great! Generally textures impact the performance when you increase the size. Upping the dimensions by a power of 2 means there are 4 times more pixels to be calculated. While I don't have any empirical data, my general rule for texture sizes are "big enough". If it's a small object, don't do a 4K texture on it.
19
Track Editing / Re: Editing a Track
May 06, 2018, 12:25:40 PM
It sounds like the track may use 3d geometry for the outer rumble strips. I’ve experimented with this and the new physics model seems to spin the kart if there is no throttle applied on a 3d rumble strip. I sent a message to PiBoSo about getting this resolved but I’m not sure if I got an answer.

If this is a track you made, use invisible planes over the 3d outside kerb and export the .trp file using the invisible planes over the kerbs. Then remove the invisible planes from the scene and export the .map file. This will have all the benefits of good looking 3d kerbs with the stability of the regular kerb surface. Hope this helps.
20
Paints / Re: RPK Kart Paint
May 05, 2018, 05:32:50 PM
Nice, keep up the good work. You may want to revisit the radiator curtain as it looks like it might not line up with the text.
21
Hi Ozzy. As far as I’m aware, adding polygons that aren’t collidable won’t significantly affect the performance of the track. What will be detrimental to feamerate is if many of those polygons are collidable (TRKASPH, TRKCONC, TRKKERB, etc.)

In experimenting around, I found that you can potentially use 300k polygons for the track (all assets and surfaces) and not see huge performance drops. You have to be smart about how you use the polygons and how large your textures are, but I believe (from comparing track .map file sizes) that the tracks that come with the game are anywhere from 100-150k polygons and they run very well. Let me know if you have any questions!
22
Support / Engine Damage Problem
April 22, 2018, 05:26:49 AM
Hi, PiBoSo.

In testing a new circuit, I've run into a problem with the engines. I've used the "physics debug mode" to keep track of engine damage and the results are puzzling. The engines were failing in a place on the track where there is a kerb that is used generously. I was having engine failures (where the engine would die and not restart) after about 5 laps of the circuit. After enabling the debug mode, it appears that the kerb is adding between 5 and 25% damage every single time the kerb is hit.

I would like to know what causes this to happen. Is it a g-force limit that is exceeded? Is a large bump (kerb) meant to severely damage an engine? I'd like to know for future engine development and for the sake of ensuring this track is derivable.

Thanks!

(Edit: I am unsure if this should go in the engines section or in the support section)
23
Racing / Re: Kart racing pro championship
April 20, 2018, 02:33:58 AM
I see where this is going and I don't like it.

I encourage you all to read that thread and reflect on what you're getting yourselves into.

Alessandro, I think it was wrong of you to take a dig at SKWC - the organizers put a lot of time and effort into making a series like that.

The people having issues in this thread have had more than their fair share of drama on this forum and I think that we're headed down a bad path. Please, for the sake of a community that is just coming back together, don't be so hostile. If someone wants to run their league in an unfair manner, that is their choice. Don't race the league if you don't like it. Give respect, get respect.
24
Paints / Re: Some WIP's
April 16, 2018, 07:38:47 PM
Hi all, I've started moving in the direction of updating these paints and creating new ones. I've got some really cool content planned and in the works, so feel free to check it out on SKM! (click on picture to view thread)

25
Track Requests / Re: Purdue Grand Prix TRack
November 27, 2017, 09:22:33 PM
Send me a message. What school are you running with?
26
Track Requests / Re: Kimbolton!
November 26, 2017, 05:31:38 PM
Message me and we can talk pricing.
27
Engines / Re: [Release] OK Junior and OK Senior
November 18, 2017, 01:30:19 AM
Quote from: Raise on November 17, 2017, 08:54:56 PM
Quote from: KaiTheKarter15 on November 17, 2017, 12:06:55 PM
um hi for me when i put it in i open the game then it crashes and yes i have tried taking it out and it works so please fix the bug thanks :P :P

Im so confident you didn't install the chassis files (http://simkartmodding.freeforums.net/thread/24/physics-drkarter97-mods) that if you can prove that you installed the mod totally correctly and it is the mod that is making your game crash I'll update the M6 and make an RFM paint for it with in the week
This is what I live for.
28
Tracks / Re: Llandow Kart Circuit WIP
November 15, 2017, 08:30:45 AM
Quote from: KaiTheKarter15 on November 13, 2017, 08:54:10 PM
HI um btw it is now closed and shut down but it was my favorite track  :P
PM me and we can discuss what it will take to get this circuit done.
29
General Discussion / Re: R.I.P. PiBoSo?
October 22, 2017, 07:48:18 AM
Can't mod iRacing... And you only get one engine.

It appears that they made a DD2. As much fun as that would be, KRP has a base that is better than what iRacing will be able to do. And it's not like iRacing will add every engine brand or every kart brand. Best of luck to them, but PiBoSo is the real deal. PiBoSo has opened up KRP's code enough that modding is now a good return on investment, and if it continues this way, KRP will have mod karts with great physics.

Good for iRacing for showing up to the party, just a half decade late...
30
Off-Topic / Re: Rib protectors/Seat inserts. Opinions?
August 26, 2017, 03:02:00 PM
Quote from: JMTRacing on August 26, 2017, 02:08:18 AM
Quote from: Max Tadd on August 26, 2017, 01:15:11 AM
I don't use anything, I have fat to protect me, even when I'm slim

I have ribs surely that's enough
You'd be surprised how easily they break...