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Messages - Xander Clements

16
I am far from a coding expert, but I can tell you directly from league races on a dedicated server within 500 miles of nearly every driver that the netcode needs significant updates, some easier than others.

1) Being able to see more than 12 karts at a time on track.
Explanation: Even if you max out your "connection" settings in-game from 0 to 2, the absolute maximum karts that the game will show at a time is 12. I think this is personally silly, and not really needed. Other sims may allow you to turn down the number of vehicles that you can see, but they do not limit you to such a low number as a maximum. I can't imagine this would be all too elaborate coding, and it is a simple fix to give us some bigger grids and make the game look better in our league.

2) Simply boosting the connection itself, and therefore moving down on lag
Explanation: Now I understand that I will get the death penalty for mentioning other games, but this is where Kart Racing Pro is behind on. The sim itself has very detailed chassis, and the moddability makes it possible for new tracks and engines to be added constantly. As solely an offline sim, the market is only so large to karters. PiBoSo should consider bumping up netcode in the priorities for updates and bug fixes as it will bring in a lot more revenue than a minor radiator change or an updated bodywork.

3) Bodywork needs to flex
Explanation: This is not so much netcode, but it relates. In real life, many run the rear bumpers and sidepods loose, which is an option in the game. However, it solely adjusts handling, and does not make them actually loose. In real life these things flex when you get hit in the side or from the rear; they don't simply fall off. If you get hit in the side, it is also much harder in real life to bend a tie rod to knock out the toe - more than likely that happens from hitting something head on, which is also how you normally bend a chassis.
17
General Discussion / Re: SKWC Rotax
April 10, 2015, 03:20:14 PM
Well at this point we aren't making any more updates this year. We had it made and beta tested over our off-season for a couple of different reasons, but not so much the curve. We put the mini60 tires on to simulate Mojo D2s, and we made a lot of things in the setup department either not matter or not be able to be changed. (Every bar or seat that can be loose or tight - it makes no difference on this kart)

The kart is meant for racing in the SKWC, which you are free to join if you want. If you work your way up by being clean over the course of a season, you will be able to access the Senior MAX, along with other unreleased tracks and such. You will also be racing against the best competition that Kart Racing Pro has to offer.
18
General Discussion / Re: SKWC Rotax
April 10, 2015, 03:41:46 AM
The Rotax Mini MAX download should be available on our website under the Mini MAX section. It is on the full-size chassis, though, so keep that in mind when thinking of paints. Have fun!
19
Quote from: HornetMaX on April 04, 2015, 03:20:48 PM
Right, but that's because of the (out of range) FoV, not of the connection. By the way, it's not a bug IMO: it's designed to work like that.

MaX.

Technically speaking it isn't a bug, no, but it is honestly one of the dumbest implimentations of netcode that I have ever seen on a sim. Limiting the amount of vehicles that can be seen on track is dumb enough on its own, but not even labeling it as such is just plain stupid.
20
If you run a FOV that is edited outside of the game, then you do this in order to not lose that FOV. If you edit anything in settings directly in KRP, your FOV will be set to default.
21
For the 6th Season of the Sim Karting World Championship, sign ups are now officially open! All Kart Racing Pro drivers are invited to our rookie division, Rotax Mini MAX! Track downloads, engine downloads, paints, and everything else you may ever need to know about the SKWC can be found on our website as well.

http://skwcracing.wix.com/home
22
Quote from: Cory_Hayes on March 31, 2015, 02:48:53 PM
Quote from: Tr!st@n on March 31, 2015, 02:03:38 PM
There you go. Netcode improvement is more important than some mini karts that nobody uses anyways.

+ 1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

23
General Discussion / Re: Kart Racing Pro beta13
March 26, 2015, 10:38:24 PM
I imagine this was pushed out quickly to get Lotus Karts in the sim, but I am curious. When we will be able to get a new build with multiplayer fixes and improvements? Being able to see more than 12 karts would be very helpful, along with less lag between karts through the connection.
24
Other Addons / Re: Rotax Max Beta 12
March 02, 2015, 01:10:57 AM
#TakeAHike
25
26
The update is coming. He is working on incorporating the MOJO tires into the sim, both D1s and D2s. The powerbands and modeling is all but set, so once those tires are complete the package should be ready for release. Rather than simply converting over from beta 11, Corrie/Birel-Rotax 42 wanted to also release an updated version. The version that he will released will also be utilized for the SKWC Championship in its upcoming season.

For anyone interested in the SKWC, please stay posted on our website (http://skwcracing.wix.com/home) and make an account on our forums (http://skwcracing.proboards.com/), as a press release will be coming soon that will be practically groundbreaking for Kart Racing Pro.
27
Suggestions and wishlist / Re: AI Drivers
February 25, 2015, 04:59:56 AM
28
Bug reports / Re: Aero Loose behind Karts
February 22, 2015, 11:03:53 PM
Maybe if PiBoSo would drive the karts moderately fast when he tests he would find the issues, but from what can be told from his preview videos he practically is pacing around the track waiting for the race to start....
29
Bug reports / Aero Loose behind Karts
February 20, 2015, 11:56:50 PM
Okay, this is just practically laughable at how unrealistic it is. Never have I ever gotten loose or lost grip when behind other karts in a "Draft", or even at such a slow speed where draft was not applicable. This just stupid and makes racing on here even harder without causing crashes, and honestly, it needs to be removed. I have no idea why it was added but I surely hope it was a bug and not a fake sense of realism.

+1 if you agree
30
Racing / Re: KF Junior Championship - General discussion
February 20, 2015, 04:43:59 PM
Robin, being able to see more than 7 karts in a race has literally nothing to do with your internet connection. Just go into settings in the game, and in the other tab on the top right, change the connection to Cable/DSL.

The only thing it might do is be more stressful on your graphics card because there are more karts to be seen, but as said before, nothing with your connection. If you want to race in the SKWC this is practically mandatory as if you cannot see other drivers in the race session and a wreck happens far in front of you, you will not see it and plow into them.

It's only a safety measure, and for the third time, not with your connection whatsoever.