Karts 0.991 and Quebec SuperKarts 1.07 track available

Discussion in 'News & Notifications' started by 88mphTim, Mar 29, 2014.

  1. jrcn50

    jrcn50 Registered

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    @Paul Loatman : can you share your FFB settings (with STM?) for the T500RS? I use this wheel and I'm very interested in that, thanks.
     
  2. jrcn50

    jrcn50 Registered

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    Thank you very very much for your settings and explanations (and for the video)...I'm going to test that, first with F2 and F3.5.

    A question before: do you make your changes in the controller.ini (in userdata/player/controller) or the wheel controller (in userdata/controller/thrustmaster T500 RS Racing wheel) ?

    Thanks again!
     
  3. TIG_green

    TIG_green Registered

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    I think karts feel so much better with steering range of 220 degree instead of 187 degrees. Feels closer to what I have experienced irl.
     
  4. Adrianstealth

    Adrianstealth Registered

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    bear in mind that Quebec is quite tight & not easy , its typical of a go-kart circuit , it's a great track

    but for an easier introduction to these karts the Dallas track is a good start
    (not up to the quality of Quebec but a wider & looser circuit )
     
  5. PlickBadger

    PlickBadger Registered

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    No doubt it is not up to ISI quality (I'm a one man show with very little to commit to it) :( - You're definitely right about it being an easier circuit to learn on though.
     
  6. Adrianstealth

    Adrianstealth Registered

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    hiya plickbadger

    in no way was I criticising as you've done a mighty fine job, I just assume it's not had as much development etc
    it's totally usable and a very nice track, will try updated version later, thanks for that
     
  7. PlickBadger

    PlickBadger Registered

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    No offense taken at all. It was a totally accurate comment. I'm just :( because I don't have the time to work on tracks and cars full time and improve my skills. I enjoy modding very much and these karts are an absolute blast!
     
  8. John.Persson

    John.Persson Registered

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    At least I got the Wacky Waving tube man into it!

    Makes it a bit more live!


    PlickBadger, if you dont want to continue on it, maybe put up the sourcefile for it in the thread and let others continue on it.

    I myself would love a blimp sort of circuling just above the track with CAM so you could get a nice angled overheadview of the battle, or a CAM on a high stationary point.

    I love the layout on dallas, it's quite challenging to keep a good pace and floor out everywhere you need to.
     
  9. Marc Collins

    Marc Collins Registered

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    You are clearly very talented at it, so from all of us, thanks for whatever time and effort you can spare (past and future)!
     
  10. KeiKei

    KeiKei Registered

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    That's pretty much what I believe too (especially input lag and FFB latency causing the overcorrect & snap the otherway) but as said before would like to think it's more of unfinished tire model than the "main" physics engine itself. Reason for this is that I have hard times believing ISI would base physics calculations on some artificial pivot point or anything. Of course it's possible they would have defined the center of weight wrong (or is it center of gravity) assuming it's not calculated automatically based on masses of different parts of vehicle but would seem like amateur mistake at least to my eyes - and they're not amateurs. :) I would be very surprised if vehicle rotation is not defined with realistic calculations based on slowness of mass (inertia) and torque arm (and of course every tire has it's independent effect on the whole process). Of course kart is also very different and probably harder to simulate compared to regular cars because the whole frame acts like a spring so for sure it's possible kart chassis flex simulation may have some areas which still need improvement. Especially because the whole chassis flex feature is fairly new in rF2.

    Anyways I guess we should just admit that driving a realistically simulated racing vehicle will always be harder compared to real-life counterpart (if we rule out physical part of the driving). All kinds of lags/latencies and lack of G-forces/vibrations will make sure of that. :) But don't mean to say we shouldn't continue to analyze and compare things. It's great to hear feedback from real-life racers! They just should take into account those imperfections/differences caused by software/hardware/lack of G-forces.

    Just my two cents.
     
  11. Adrianstealth

    Adrianstealth Registered

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    I don't think ISI should "fudge" physics because of input lag, we should try to reduce our lag as much as possible by running our pc's well within their limits, with practice you can drift these karts just as they are, if that's really what you want to do etc
     
  12. GCCRacer

    GCCRacer Banned

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    Why is the KartUI about 280 Megs in size?
     
  13. Eric Rowland

    Eric Rowland Registered

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    I've been running the 125cc karts at the EuroRing. It looks great and is challenging. You have to mind the kerbs though! :)
     
  14. rVeloce

    rVeloce Registered

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    I think kart track should bumpier like in real life, and kart behavior should "hop " more, it would increased realism. Other than this, good fun.
     
  15. Adrianstealth

    Adrianstealth Registered

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    karts can hop a tad which would be amazing if that was translated into the sim version more
    and skid in chunks ( skid a little small grip then skid a bit more )

    the ISI karts are extremly top quality though so I'm not moaning
     
  16. GCCRacer

    GCCRacer Banned

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    No one knows?
     
  17. hexagramme

    hexagramme Registered

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  18. Jamie Shorting

    Jamie Shorting Registered

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  19. Barf Factor

    Barf Factor Registered

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    That is a great read!
     
  20. KeiKei

    KeiKei Registered

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    Yep raw physics for me too. My comment about taking account input lag etc was directed to real-life racers comparing sims to real thing.
     

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