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    If it helps, I can make a quick 1-2 minute route that demos a clear and inexplicable routing problem at a very specific point: after passing one checkpoint, the next can be ~20ft ahead, with clear open road between first and second checkpoint, and the auto drive will simply ignore it and go off on its own :)

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    Thoughts on routing: I was trying to force past a trouble spot the other day where the auto drive just absolutely refused to go a certain way ... And as I was testing it, an in-game biker rode by exactly where I wanted to go LOL...

    But it made me think, hey, the game uses the same auto driver, doesn't it? And it made it work here, but I can't seem to .... So trying to think what might make the difference, I wondered: Is the "dodge obstructions" routine sometimes seeing some obstruction and dodging, kindof a false positive detection, leading to routing problems at certain points?

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    @vitosarex It's a way for cyclists to have a more interesting indoor riding experience.

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    @vitosarex Assuming completely honest question, makes sense someone completely outside of cycling would stumble on this looking at GTA mods and be like "WTF?" :)

    But to add some context: When a cyclist can't ride outside for whatever reason, sometimes they still want to get a ride in for training purposes, or because they need it for weight loss, or they just miss riding. So up until 5 years or so ago, the best option was generally a trainer: Just a resistance thing you prop on your back wheel that holds your bike up. Boring as FZCK!. :) So a few years ago, some companies started making "smart" trainers and software: The resistance would vary to give you a fairly realistic level of resistance on your pedals, while there would be something on the screen (a route or video or whatever) to go with it. So you could load up your favorite mountain route, and actually kinda ride it. Your effort is realistic, so it's good training, and the video makes it enjoyable. For example, look up Zwift -- They're kinda the reigning king at the moment.

    And in the past year, we're talking BIG jumps in popularity: I don't know zwift's subscriber counts, but they've got hundreds of thousands of followers on facebook. It's gotten a HUGE jump in popularity during the Covid crisis, and this year even professionals will be using it: It was just recently announced that the Tour de France will take place this year -- in Zwift.

    SOO... With that context ....

    The problem is, all those existing softwares? They're massively far ahead of a dumb resistance trainer in your living room, sure -- but they're still on-rails routes in cultivated, fairly boring maps.

    This mod? Basically enables near-zwift-like functionality -- in the world of GTA.

    So, as a GTA player, this is probably way into the "who gives a crap?!?" territory.

    But to a cyclist, this is solid frikkin' GOLD :)

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    Apologies, didn't see that 'til just now! Are you thinking of something like a readme file, or some sort of metadata bit? If a readme, I'd propose something like this as a template - https://drive.google.com/file/d/1-xl86FdPsyZlpy_BIr2Q48ggVl3YXRLm/view?usp=sharing

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    Oh, I thought dropbox would share without an account, apologies. How about google drive?
    https://drive.google.com/file/d/1hLvMGDAMMzVIs_ddN_6eInId_FNCNaU1/view?usp=sharing

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    @Makinolo - in next package update can you update to the latest version of the tourist route? I made a few fixes on the 2nd for misroutes a lot of people encounter :)
    File's on my dropbox here: https://www.dropbox.com/home/GT%20Bike%20V%20Routes

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    @RalFingerLP: R.E.A.L. mod works near-flawlessly with this, I've tried it. Only *bug* is the bike computer overlay doesn't show in VR, but the bike works fine.
    But - even as a regular VR user that rarely gets motion sickness in VR, this still had me near hurking in <5 minutes :) It's just SO. MUCH. MOTION. :)

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    So now I've been burning through all the the routes simulating 12 and 25 mph repeats across them (which drove most of the 6/2 reliability updates I shared on my routes). But I tried it on the 3 original routes as well, and found a few spots that are trouble. I've shared the details of those trouble spots below, along with proposed detailed fixes that I'm using when I ride them.

    As a note, it's not a bug, but for Alamo sea I prefer to go along the seaside instead of riding through grapeseed, but that's just like, my opinion, man... :)

    1) Tour Los Santos Bug fix: extra pin at the beginning (I think I shared this earlier, but including it for reference)

    Simply delete:
    {"X":-1276.45325,"Y":-1771.00293,"Z":1.74724126},

    2) Los Santos Hills bug fix: major (several mile) and consistent reroute around weird spot the router has issues with. Needs to be guided very carefully to navigate across this particular point.

    -> Original:
    {
    "X": 527.903259,
    "Y": 2381.82764,
    "Z": 47.8339844
    },
    {
    "X": 151.871811,
    "Y": 2656.23926,
    "Z": 48.9536438
    },

    -> Replacement:
    {
    "X": 527.903259,
    "Y": 2381.82764,
    "Z": 47.8339844
    },
    {
    "X": 315.16,
    "Y": 2575.61,
    "Z": 51
    },
    {
    "X": 311.41,
    "Y": 2581.21,
    "Z": 51
    },
    {
    "X": 308.18,
    "Y": 2587.04,
    "Z": 51
    },
    {
    "X": 304.26,
    "Y": 2594.31,
    "Z": 51
    },
    {
    "X": 301.68,
    "Y": 2599.92,
    "Z": 61.5
    },
    {
    "X": 151.871811,
    "Y": 2656.23926,
    "Z": 48.9536438
    },

    3) Alamo Sea Bug fix: route miss just after Grapeseed (actually 2 together) - A bit after grapeseed, there's a really tight corner, and the waypoint is inside the edge of it - the bike frequently falls off into the water here. Then just after, it has frequent trouble routing across the bridge just before that next point (seems similar to the los santos tour turnoff where there's a specific spot that it just bails off in a set direction). So I added a tightly grouped series of waypoints to more sercurely guide across the problem spot:

    -> Original:
    {
    "X": 828.73,
    "Y": 4494.89,
    "Z": 52.7266235
    },
    {
    "X": -212.49,
    "Y": 4165.62,
    "Z": 41.7767944
    },

    -> Replacement:
    {
    "X": 812.25,
    "Y": 4495.25,
    "Z": 60
    },
    {
    "X": -126.75,
    "Y": 4280.00,
    "Z": 52
    },
    {
    "X": -181.5,
    "Y": 4235.5,
    "Z": 55
    },
    {
    "X": -204.75,
    "Y": 4213.75,
    "Z": 52
    },
    {
    "X": -208.0,
    "Y": 4210.75,
    "Z": 50
    },
    {
    "X": -208.0,
    "Y": 4208.75,
    "Z": 50
    },
    {
    "X": -208.0,
    "Y": 4206.75,
    "Z": 50
    },
    {
    "X": -218.5,
    "Y": 4167.75,
    "Z": 50
    },

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    @Makinolo - I hope you do decide to open up the git for this, I've got some thoughts about how to implement braking that would (I think) be fairly simple to implement, and would not only enhance the free riding experience, but also the routing. One thing I'm regularly running into when making routes is, turns after descents are just effectively impossible. Imagine if the mod were to:
    a) Implement braking by simulating a huge increase in rolling resistance value when the brake button is pressed when mod is enabled with autodrive off
    b) Add a new optional parameter to waypoints in the mod (X, Y, Z, and S_Limit). When the next waypoint in a route has an assigned S_Limit, then until that waypoint is reached, brakes should be applied any time the speed exceeds the S_Limit value
    c) Now, we can add a waypoint just before the bottom of a descent, then another after the turn with an s_limit -- so when it passes the bottom waypoint, until it reaches the post-turn it will continuously try to keep speed below the target value.

    Seems like that could massively increase routing flexibility, as well as increasing immersion and fun in free riding mode.