Kart Racing Pro

Kart Racing Pro by PiBoSo is out. Download the game/demo: click here

Minimum requirements:
Operating System: Windows 98/ME/2000/XP/Vista/7, 32 or 64 bits
Processor: 1.5 GHz
RAM: 512 MB
Video Card: 64 MB OpenGL 1.2.1-compliant
DirectX Version: DirectX 8.1 or newer libraries


 
That would be great and would definitly push KRP forard. IMO PiBoSo should allow modders to create tracks so they could only focus on the karts.

Track tools have been released with the game already and it seems like converting tracks from rfactor isn't very difficult for someone with a bit of experience. There have already been two community tracks released:

Neva Ring:
http://forum.kartracing-pro.com/index.php?topic=145.0
Russian Ring:
http://forum.kartracing-pro.com/index.php?topic=82.0

Although, they both are no actual karting tracks, and they also are not yet up to the quality of Lonato they still deliver some good fun and show, what's possible.
 
Track tools have been released with the game already and it seems like converting tracks from rfactor isn't very difficult for someone with a bit of experience. There have already been two community tracks released:

Neva Ring:
http://forum.kartracing-pro.com/index.php?topic=145.0
Russian Ring:
http://forum.kartracing-pro.com/index.php?topic=82.0

Although, they both are no actual karting tracks, and they also are not yet up to the quality of Lonato they still deliver some good fun and show, what's possible.

That is just fantstic. Now the question is how do you create tracks from scratch. I live near 2 karting tracks so I could create 2 tracks for KRP if I knew how to create tracks.
 
Went on last night and there was a pretty full grid!

Unfortunately I had to disconnect because of some unexpected distractions here at home. Tried to connect later but most had gone already.

Would be cool to continue this every thursday night!

Some really trippy effects were happening for the short time I was on, one car was driving around tilted upwards and submerged halfway in the tarmac (hilarious, wish I had a screen shot!), another white ghost car came out from the side and nailed me.

Is it me or is this game really CPU hungry, I have a 6870 but my FPS is the same as what I had with my 4850.

This game really needs an update!
 
Went on last night and there was a pretty full grid!

Unfortunately I had to disconnect because of some unexpected distractions here at home. Tried to connect later but most had gone already.

Would be cool to continue this every thursday night!

Some really trippy effects were happening for the short time I was on, one car was driving around tilted upwards and submerged halfway in the tarmac (hilarious, wish I had a screen shot!), another white ghost car came out from the side and nailed me.

Is it me or is this game really CPU hungry, I have a 6870 but my FPS is the same as what I had with my 4850.

This game really needs an update!

Yea, the game is CPU hungry but if you change your PC to performance mod then you should not have a problem with that 6870 of yours.
 
Well I am not a computer expert but on my laptop by going to Control Panel\Power Options I can change my setting to balance or power saver or performance. I thought that this changed how the battery was going to work but it turned out that it setup's the whole laptop to performance mod. Other wise you will need to close all those unnesesery working programs with task manager or an other way which I am have no info about it.
 
Some really trippy effects were happening for the short time I was on, one car was driving around tilted upwards and submerged halfway in the tarmac (hilarious, wish I had a screen shot!), another white ghost car came out from the side and nailed me.
The white ghost karts are actually intentionally like that. They appear when a player joins after you went on track as a sort of placeholder, because you havn't loaded that player yet and disappear when you go back to the pits, the next time.
Those other things you mention are probably related to the high pings, we Europeans have on the USA-based servers. But the netcode is really a point where the game needs to improve, to make it playable with full grids.

Edit: Raceheard posted a pretty extensivce guide in the Kart Racing Pro forums on how to convert tracks from rfactor to KRP:
http://forum.kartracing-pro.com/index.php?topic=196.msg1069#msg1069
 
Yeah that all makes sense, but the white ghost car like I said appeared outta nowhere and rammed into me from the side, not very ghosty after all if it can slam into you! :p

I'm in Europe too so I'm getting around 200-300 ping on those gringo servers, the spanish server rFnews is really low but is password protected.
 
Just did a quick run and really enjoyed this. I race karts, very similar to these karts, in real life and whilst the lack of true feel meant it takes me longer to get up to speed, I am very impressed with the physics. And tbh, I didn't expect that.
 
I'm not sure I get the FFB problem thing, if it's the going light under acceleration thing that is pretty much what my kart does, though maybe not as pronounced, as the weight transfer moves rearward.

Yeah I don't get that either about the FFB being bad, for me it works on par with the ffb of Netkar and rFactor, and I even have a piece of crap wheel! (I've probably already said all that before though! :redface:)

I did however find a link for getting better ffb in Kart RAcing Pro with these images from drivingitalia forums, maybe for the higher end wheels its more important to get the settings right.

http://www.drivingitalia.net/forum/index.php?showtopic=52079

http://img535.imageshack.us/img535/6936/32451570.th.png
http://img696.imageshack.us/img696/4839/17640326.th.png
http://img406.imageshack.us/img406/7725/68304406.th.png
http://img220.imageshack.us/img220/9876/57721843.th.png

They say also to set the steering ratio in the garage section to 3/1. I have mine at 5/1 and it works fine, 3/1 not so good though as I have 360ish degrees turning radius on my wheel.
 

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