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April 27, 2024, 10:44:37 AM

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Kart Racing Pro release13e available! :)


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Messages - Schwoni

46
Other Addons / Re: Bodykits
October 06, 2012, 10:38:04 PM
this night i wanna start :D first will be historic one :P 2 mins and done, and no problems with paint xD
47
Documentation / Re: Dedicated server
October 06, 2012, 10:36:47 PM
could you update first post? what we have to do for whitelist?
48
Other Addons / Bodykits
October 06, 2012, 10:26:00 PM
How all that new stuff have too look? if we wanna create a bodykit, do we have to create the whole bodykit? or each single part? place centered and export like in gp bikes? if we have to create the whole bodykit then we use the middle of all parts together? so middle of kart? intakes,tires,engines are one small part, so just place centered and export and it fit right? do something need a name? holes of airfilter for example? that the hand know what to cover? is it possible to add new engines?
49
General Discussion / Re: Kart Racing Pro beta7
October 06, 2012, 10:18:02 PM
Quote from: PiBoSo on October 06, 2012, 10:05:09 PM

- In "Garage" page, it is now possible to setup the carburetor. Lower values = lean, higher ones = rich. It is very simple compared to real life; nonetheless, carburation should be adjusted based on weather conditions, and it affects power output, fuel usage, engine wear and engine temperature.

+1 i think the same, my 100cc have a membrane carburetor so i set up to the weather and done, if i`m behind that guys who screw at carburetor and see it have no effect, just drive with one hand, i always have to laugh very hard :D
50
General Discussion / Re: Kart Racing Pro beta7
October 06, 2012, 08:43:13 PM
with power it can, but not slow, u need power to move a direct drive. know what i mean? i talked about rolling, and if you have a bit more speed backwards  it should become very fast slow and lets say from 5 km/h to 0 it should block  because compression of engine ( Partwise or however you wanna call it.) always if the piston come to the top it should block. I hope you understand what i mean^^ 
51
General Discussion / Re: Kart Racing Pro beta7
October 06, 2012, 08:05:42 PM
more testing: Shifter drive too easy, last 180° in lonato, 2nd gear fullthrottle through last corner and no slide nothing. Griplevel is very good, but wheelspin is missing. F100 really nice thing, but a direct drive kart, if u spin, the rear axle is blocked. In KRP if u spin u can roll backwards with a direct drive kart :D
52
General Discussion / Re: Kart Racing Pro beta7
October 06, 2012, 06:47:00 AM
it feel very different but i only have driven the F 100 now. at beginning u have to get used to new feeling but if u have it and a little bit of groove is there it have massive grip and oversteering, it feels good :)
53
General Discussion / Re: Kart Racing Pro beta7
October 06, 2012, 01:34:07 AM
i`m still testing, my first things:
air choke is fine, F100 is a good start but too less power, it acclerate much more agressive at 10k rpm also wheelspin is not possible with cold tires. U have to get used to it but grip level, blocked rear tires and drifting i feel much better. Different physics with different chassis also fine, but i think the difference on straight is much too big. CRG F100 max rpm: 18.2 and birel 19.8  almost 10 km/h impossible to drive birel times with crg. 0.2 - 0.4 tenths difference.
suspension look is much better but still visible. Driving over kurbs is much better, no overrolls till now. axle lift is much better, in b6 i have had 100 of overrolls because of too much axle lift. maybe changed netcode, maybe not, but there is no air between karts, good but FPS deteriorated round about 30, if a kart appear in screen up to 45, that make all lag and close driving again impossible. A HD 6950 with 2048 MB and updated drivers should be good enough normally, no problems with any other games. Maybe lowering graphics will solve this but it is not normal.
54
in track creatin guide, or here should be something written about that, i have had problems in beginning, too :)
view racedata, at bottom of racedata windows u see "grids" and "pits" click grids>karts and u created the grids at Start/Finish line. after that u click pits and play with values, important is number of pits, set it to 2 orso, for testing enough. the other values are the position of the pit stalls, if u change nothing ur pit will be in middle of S/F line so just type number of pits: 2 and save racedata then u should be able to test ur track.
Also don`t forget to merge ur centerline and save .trp file.
55
have u done centerline in tracked and racedata? this is most if u haven`t done pits.
56
Media / Re: liedolsheim beta 3 by prostix
October 03, 2012, 09:54:23 PM
lauzzn created that video?
57
Documentation / Re: Dedicated server
October 01, 2012, 07:20:22 PM
just type ur admin pw in pw fiel in world page.
example:
public PW: 123
admin PW: 456

so the puplic join with 123 and u as admin sign in with 456 and then u have admin features available, admin button in event info, kick people or skip to next event withut vote for example.
58
Documentation / Re: Dedicated server
September 25, 2012, 12:25:45 AM
which port are u using for dedicated? krp client use 10600- 10610 u can`t use same ports for dedicated server, if u do u get that crash that u explain here. try to use 10810 orso for dedicated server.exe
59
Support / Re: How to upload replays on YouTube
September 25, 2012, 12:15:37 AM
watch replays ingame, main menu> replays

then record with fraps or similar program, edit and upload.
60
Track Editing / Re: Liedolsheim Beta 3 Released
September 22, 2012, 02:57:29 PM
Updated to  Beta3, after that final, but that will take some more time.