MX Bikes beta3 released:
http://www.mx-bikes.com/?page=news
Download:
http://www.mx-bikes.com/?page=downloads
( mirrors would be extremely helpful and welcome )
To update:
1) delete everything in the MX Bikes installation folder and in "My Documents"/PiBoSo/MX Bikes/ except for license.ini
2) launch the new installer
Please note that replays are not compatible with the previous version.
Release notes
We already know that there still is A LOT of work to do on physics.
However, we thought it would be a good idea, after five months of wait, to release a "snapshot" of development to:
- let you test all the new features and changes
- collect feedback
- allow modders to use the tracks created with the latest tools
From now on, having completed the biggest tasks ( that were the dynamic track surface and wet terrain ), you can expect more frequent updates.
Thank you! :D Downloading but busy with work annoyingly lol.. Did I say thank you? ;D
Downoading now, cheers 8)
Thanks
Brilliant, Thanks PiBoSo and Team ;D
This is great news. 8)
Thanks
Should a beta 3 dedi server show up in the master list yet or has that yet to be updated?
Quote from: teeds on May 01, 2015, 12:24:46 AM
Should a beta 3 dedi server show up in the master list yet or has that yet to be updated?
Not updated yet.
First impressions are pretty good, training only so cant really get an impression of deformation but the handling is smoother, pulling away on a hill after a crash is easier and overall no negatives so far.
Looking forward to some multiplayer action.
Quote from: Jester on May 01, 2015, 01:21:56 AM
First impressions are pretty good, training only so cant really get an impression of deformation but the handling is smoother, pulling away on a hill after a crash is easier and overall no negatives so far.
Looking forward to some multiplayer action.
Deformation works in testing, too:
http://forum.mx-bikes.com/index.php?topic=686.0
Nice, look forward to testing that out tomorrow.
Just had a run on Practice track and the bike seems to feel unnaturally fast. Is there a big change to the bike or is it just my imagination and track limits making it narrower?
Thanks.
Quote from: Jester on May 01, 2015, 01:39:34 AM
Nice, look forward to testing that out tomorrow.
Just had a run on Practice track and the bike seems to feel unnaturally fast. Is there a big change to the bike or is it just my imagination and track limits making it narrower?
Thanks.
The compacting resistance has been greatly lowered. Maybe too much?
Woot! D/L'ing now. I'm bombin' down the information superhighway at a gas-guzzling 200 KB/s! By the time I type this out it'll have finished. Thanks for your continued honesty and frankness about this dev process Mr.(Mrs? Ms?) Pi, Bo or So. I really look forward to checking out the new build.
The new rider animations are awesome. He looks very good on the bike. I'm not quite sure what the "compacting resistance" is, but I would guess that it has been lowered too much. I have very little feel for the front wheel. It seems to wobble all around and just slide when I come into turns.
I can see my arms when I lean forward hahah
It warned me that beta3 might be harmful to my comp as it is malware, lol. I decided to keep it.
Also the front end is rather sketchy.
This game just got about 15 times harder
Cant even make it one lap around the practice track wow lol
I like where you're taking this! I instantly feel more forgiveness in the front end/stability and controllability. I always use Test Track for changes in feel for setups and rev changes. It really does seem that the fences are tighter together and/or the scenery does whip by faster. I do feel more confident hitting berms at speed. It's cool watching the tire tracks on the terrain update! Sad I lost all those tracks and bikes, but I'm sure the updates will be flying in. Exciting times yall, great time to be a sim nut!
Is there no 2 stroke in beta 3 :(
Beta 3 Finally! 8)
Short: I dont like it. :-\
Pros:
-Deformation works good
-Rider animations are better, much better
-enduro and mxb clud are ggood tracks, i like them!
-new textures/disp maps in maryland and practice track are good, nice objects too.
-Rider leans back properly, looks great!
-Bike stabilization is better in low speed/under pressure
Cons:
-Rider is leaning front too much in default position?
-Bike feels floaty and cant land jumps a little to flat, it rebounds all over the place.
-high speed stabilization is bad, bike steering wobbles and often fall.
I dont really know what´s wrong, the bike is unpredictable/unstable, i liked beta 2 better, felt more solid, this beta has some great potential but still needs a lot of work, might get to a great simulation tho, hope to try paleta raceway on this beta *Cough* Fats! *Cough* ;D
Beta 3 is a much better then beta 2, bike feels better it feels more like motocross.
i can run clean laps after 5 mins testing. waiting vor the servers "cant go online "connection tiemout"
guys dont lean and sit to much and turn off wheeling help, brake help, auto lean forward/back...
edit: air control is realy good now!
Quote from: Mace-x on May 01, 2015, 07:29:47 AM
Pros:
-Deformation works good
-Rider animations are better, much better
-enduro and mxb clud are ggood tracks, i like them!
-new textures/disp maps in maryland and practice track are good, nice objects too.
-Rider leans back properly, looks great!
-Bike stabilization is better in low speed/under pressure
Cons:
-Rider is leaning front too much in default position?
-Bike feels floaty and cant land jumps a little to flat, it rebounds all over the place.
-high speed stabilization is bad, bike steering wobbles and often fall.
This seems a fair assessment based on the quick blast I had last night, it's like the front needs slower damping? Didn't try the 350 but the 250 seems to have more power, was over jumping everything on Maryland.
Will be giving this a lot more attention this evening, fingers crossed the multi player is available.
While I think it's way too early to give proper feedback, first impressions are amazing. The bike feels so much more stable, the front end doesn't dictate the bikes behavior nearly as much as before (like in whoops for example) and the rider animations and position / movement is great. The front end doesn't wash out nearly as much although it would be nice to see more emphasis on sliding control in the next beta both breaking and under acceleration.
It reminds me of what we saw in the pre alpha videos, the way the bike handles bumps just feels way more natural. Great job! Same as when beta 2 was released, the progression from the last is astounding!
Just a note I have noticed if I try and launch a track from the bike selection screen the game crashes every time.
Going to the "settings" and clicking "done" crashes the game for me. Clean install, running the .exe in admin, and with "write only" unticked on every file. It seems like I'm the only one affected though?
I could run beta2 just fine and followed instructions for the update.
Edit: if I don't touch the settings, the game launches just fine and I can load a track etc. And since it's my first post - thanks for the work, great potential in this game :)
Also i dont know if its some sort of setting that has reset but before to whip i would go to the face of the jump and rider lean to the left and it would whip the back end around, now leaning seems to do little to nothing? ALSO im getting little crashes i just wait them out, changing bikes seems to crash aswell.
omg ground deformation with multiplier 3 on the practice track is just AMAZINGG, pls update the servers
Quote from: senensis on May 01, 2015, 11:47:46 AM
Going to the "settings" and clicking "done" crashes the game for me. Clean install, running the .exe in admin, and with "write only" unticked on every file. It seems like I'm the only one affected though?
I changed loads of settings yesterday and got a CTD when clicking done afterwards (undoing all the changes :( ) , but went back in and pressed done after I set each section and it all went ok?
Quote from: teeds on May 01, 2015, 12:01:39 PM
ds of settings yesterday and got a CTD when clicking done afterwards (undoing all the changes :( ) , but went back in and pressed done after I set each section and it all went ok?
Thanks for the help. Just going to settings and clicking Done, even without changing anything, still crashes the game. It's not a CTD but an .exe not responding at all (the resolution, if I change it, is applied on the screen with MXB, but the process remains unresponsive). I'll fiddle around a bit more, and post again if I fix it.
The updated master server is now up.
Pro-tip: when the bike is reset on a very steep uphill and it's difficult to climb it, the "Low Speed" control can be very useful.
Low speed is definitely useful!
Another thing I forgot to mention, the 3rd person camera is perfect!! ;D
Quote from: senensis on May 01, 2015, 12:14:50 PM
Quote from: teeds on May 01, 2015, 12:01:39 PM
ds of settings yesterday and got a CTD when clicking done afterwards (undoing all the changes :( ) , but went back in and pressed done after I set each section and it all went ok?
Thanks for the help. Just going to settings and clicking Done, even without changing anything, still crashes the game. It's not a CTD but an .exe not responding at all (the resolution, if I change it, is applied on the screen with MXB, but the process remains unresponsive). I'll fiddle around a bit more, and post again if I fix it.
You may want to check that your video drivers are up to date,
I have had somewhat the same problems as you in the past with
GP Bikes and updating my graphics card made a world of difference.
Goodluck ;D
Piboso did you change anything to do with the rider lean, it use to be a big factor on how to control the bike in the air now it seems to do little to nothing?
Quote from: daffernn on May 01, 2015, 12:36:29 PM
Piboso did you change anything to do with the rider lean, it use to be a big factor on how to control the bike in the air now it seems to do little to nothing?
Yes, there were changes in rider lean, too.
Thank you for the feedback.
PiBoSo Is the 250 2 stroke in beta 3? ;)
Ok no problem great work on beta 3! and no it isnt jamie.
I'm happy to report that the MaxHud v1.9.5 Plugin works just fine with the new Beta 3 ;D
HA! Now I just need to learn how to set up the Bike, I have no clue about setting up a MX Bike lol ::)
It seems the bike is very light in weight or the suspension is very strong, I'm bouncing all over the place ;)
after 10 minutes gameplay: here's my feedback!
pros:
looks great visually!
love the new tracks.
3rd person camera now feels right!
cons:
physics - still unpredictable. What the rider is trying to do with the leaning/steering automatically is just unpredictable in my opinion. I haven't tried hard-core mode yet with this version, but like I've said before, steering the bike must be fully controlled by the user. to enjoy any game, your actions need to be predictable.
a couple of quick suggestions:
-UI:
at the moment the red help bubble makes the menu feel frozen.the help bubble in the UI is distracting and gets in the way. - id prefer if when you hovered over a particular menu a help bar would pop up after 2 seconds. the menu would feel much better that way.
-terrain deformation:
It doesn't appear dynamically under the wheels whilst in third person. (there must be a slight delay) some visual effect under the actual wheels in real time would look nice!. tires could sit into the surface a little more too maybe.
bike perpendicular to terrain when stopped?:
when you stop on a berm the bike/rider sits on an angle and looks very odd. IMO "Roll" should default to z axis when stopped. would look a lot more realistic.
1st person camera- its weird how you can see the riders arms when you lean forwards. maybe the camera could move forward/ with the riders body?
that's all for me, going to wait for beta 4!
Good luck with it!
Yeah i realised the lean on berms makes it hard to start going again if the terrain is not perfectly flat.
No 250 2 stroke ?? :( :(
u guys use the wrong 1rd person cam, use the second ine and set fov to 95, then u see no arms and it looks right
Yea It's like the 1st person views order has been switch, views 1 and 2 are now reversed.
Quote from: teeds on May 01, 2015, 02:07:33 PM
Yea It's like the 1st person views order has been switch, views 1 and 2 are now reversed.
They are.
https://www.youtube.com/watch?v=HDYdycUR17k
Hello, how to get this camera?
download link please.
Thank you.
Will release the helmet template soon, then you need MaXhud plugin and you need to alter your FOV
Quote from: TheFatController on May 01, 2015, 02:26:06 PM
Will release the helmet template soon, then you need MaXhud plugin and you need to alter your FOV
OK thank you :)
Good work for this beautiful helmet view
Later, you could do a tutorial for the Fov and installing the plugin?
I'm not good at this kind of thing: /
Quote from: geofanatec on May 01, 2015, 02:28:24 PM
Edit: any chance you could temporarily add in a way for us to tweak physics parameters so we all can experiment and help to find the best balance for all this?
???
All the physics parameters have been exposed, since Beta1, in the CFG, GEOM and TYRE files in the bikes' folders.
Yes it will include a tutorial on how to set it up ;)
Can't seem to play more than a few corners on the practice track online without a core crash.. Will try lowering graphics later but can't play anymore right now. Graphics weren't struggling by any means :(
Same here fats, I wonder if it's due to us re-joining the server? Even if I just sit in the lobby now it CTDs after about 1 min. Need to try a server restart.
Faulting application name: mxbikes.exe, version: 0.0.0.0, time stamp: 0x55425e41
Faulting module name: mxbikes.exe, version: 0.0.0.0, time stamp: 0x55425e41
Exception code: 0xc0000005
Fault offset: 0x000839ef
Faulting process ID: 0x424
Faulting application start time: 0x01d0841107418727
Faulting application path: C:\Games\MXBikes_b3\mxbikes.exe
Faulting module path: C:\Games\MXBikes_b3\mxbikes.exe
Report ID: a2571910-f004-11e4-83ee-4061868c154a
Faulting package full name:
Faulting package-relative application ID:
In case it helps at all.
does the game now requires better computer stats?! i think it lags now with same graphic settings like beta 2 ...
now i have to ride with lower graphic :(
i only have a crash when changing my bike, its the same in gp bikes.
did u guys modify the unnamedplayer profile or make a new one? i had much cores when i only modify the standart profile, when creating a new one i dont have much cores "only when changing bike"
Yes I did modify it, I'll try making a new one later, thanks chris
i also change nothing in the graphic menu, only resolution to full hd, maybe it helps
After a server restart I'm playing fine, I'll try changing bike again later. Damn this deformation is brutal, the practice track is really cut up. The ride is very different after 20 mins with about 5 people, much slower lap times. Amazing to see it happen but hard to ride it. :)
I'm still getting crashes :(
Quote from: TheFatController on May 01, 2015, 04:51:17 PM
I'm still getting crashes :(
When are you getting the crashes? On track? In the pits? When another client connects?
While riding practice track, normally make it 2 corners in after exiting the pits before the crash, no clients connecting / disconnecting as far as I can see..
Edit: Also tried lowering graphics
Quote from: TheFatController on May 01, 2015, 04:56:17 PM
While riding practice track, normally make it 2 corners in after exiting the pits before the crash, no clients connecting / disconnecting as far as I can see..
Edit: Also tried lowering graphics
Online only, or in testing, too?
@Piboso
No 250 2 stroke and smoke pot bêta 3 ? :(
Online only.. Started when I left the server to change bike from 250 - 350..
I'm finding something strange though:
It was running fine when I was on the 250
I exited and changed to 350 and started experiencing crashes
Changed back to 250, but every time I join server I'm back on a 350
When MXB starts after crash, I go to garage and sure enough I'm on a 250, but when joining server I'm back on 350 again.. Then crash
Quote from: TheFatController on May 01, 2015, 05:08:11 PM
Online only.. Started when I left the server to change bike from 250 - 350..
I'm finding something strange though:
It was running fine when I was on the 250
I exited and changed to 350 and started experiencing crashes
Changed back to 250, but every time I join server I'm back on a 350
When MXB starts after crash, I go to garage and sure enough I'm on a 250, but when joining server I'm back on 350 again.. Then crash
Thank you for the report.
No problem, hope it helps
Quote from: Tmax94 on May 01, 2015, 05:06:00 PM
@Piboso
No 250 2 stroke and smoke pot bêta 3 ? :(
No 2 stroke, since the engine sound wasn't good enough.
Exhaust smoke is already supported for mods.
Why did videos in this case ?
QuoteExhaust smoke is already supported for mods.
What mods ??
After test beta 3 :
- no crash (only tested practice offline mode)
- very unstable bike (in comparison to the beta 2 )
- the front wheel picks unrealistically
- the view is too oriented on the handlebars (it would be nice to have the option of setting it)
- the low-speed steering is correct
- sitting view is good (I only play cockpit view)
Quote from: Dan on May 01, 2015, 07:20:21 PM
- the view is too oriented on the handlebars (it would be nice to have the option of setting it)
Which one of the 2 onboard views are you using?
It is possible to set the pitch for both in MX Bikes -> Settings -> Simulation -> Cockpit View
Thanks for the update Piboso. I have noticed an immense increase on my CPU tho and its similar to GPB now where it takes ages to select different skins. That's a shame about the 2 stroke, clearly you and Snappe both felt the sound wasn't good enough or you wouldn't of listened to a minority and released it regardless. I was looking forward to that the most lol. The game could do with a slower bike I feel (come forth modders ;) ) and there seems like an insane amount of rear end traction now. Or it may be where I haven't played in ages.
Either way I'm really happy with the beta, love the animations. Great work :)
Quote from: gdubmx on May 01, 2015, 07:33:32 PM
I have noticed an immense increase on my CPU tho and its similar to GPB now where it takes ages to select different skins.
Same here...I have a 5930K i7 and a gtx980. It takes a tremendous amount of time longer to load bikes, skins, menus, tracks everything. Even the mouse cursor while doing replays, menu navigation, etc. its very choppy. I also had to go from 4k with everything maxed with well over 60fps to 1080p with 3d grass off to get 60fps :'(. I have the latest drivers. Only happened since switching to beta 3.
hmm
q6600 quad core "maybe 6 years old or older?" nvidia gtx 260 and 4gb ram, playing full hd and no problems.
guys practice more beta 3 is realy good u just need to practice more, the first hour i also was thinking beta 3 is bader then 2.
i had much fund today with teeds and more player on the server making ruts and racing.
the bikes are not to fast, dont give full throttle if u cant handle it and fall.
best lap time i see today 2:16 from teeds.
give us the 2 stroke and update the sound later
edit: just name the bike "beta" :)
edit2: ups didnt read the 4k :D, ok that r luxury problems ;)
For some reason, it started working at the third reinstall.
Great job, it feels much better after getting used to the "new" physics for a bit. I simply love the deformation. I'll play more before I give in depth feedback, but currently I feel like there is still too much inertia when hitting jumps not perfectly straight, and I'll appreciate a "max rider position" setting. Back is too far back, front is too far front currently, making moving around the bike very jerky.
Quote from: PiBoSo on May 01, 2015, 07:24:27 PM
Quote from: Dan on May 01, 2015, 07:20:21 PM
- the view is too oriented on the handlebars (it would be nice to have the option of setting it)
Which one of the 2 onboard views are you using?
It is possible to set the pitch for both in MX Bikes -> Settings -> Simulation -> Cockpit View
After this update, the view for me is messed up aswell. i can see the riders arms when he leans forward. i dont understand how to fix this issue.
EDIT: I just discovered i too have the crashing problem once online.
use the second 1st person few.
senensis, use gain to lock the controller input, maybe to half way so the rider lean only half way
Why does my game says "connected..." but never actually starts? :'(
Im finding the new physics really hard to get used to tbh. Its like the front wants to bounce me off all the time, and it is throwing me off a lot lol. Also the back end seems to lose traction completely to easily.
Maybe i just need more time :)
Edit...
Yeah im finding this new physics HARD, the bike is just bouncing and spinning.
Changelog Piboso beta 3
new: exhaust smoke support
I see no smoke !
The keyword there is 'support'.. :( Meaning modders can add. How though? not sure, would love to know! ;D
is there a current bug where even with skip intro enabled the intro still comes up?
Quote from: gdubmx on May 02, 2015, 10:44:22 AM
is there a current bug where even with skip intro enabled the intro still comes up?
The splash screen is now always shown, because the bike loading time is much longer due to the dirt layers.
With "Skip Intro" there is no additional wait.
right ok thanks Piboso. Is it possible to keep the bike dirty when you return to pits? would be cool to add a "wash bike" feature as opposed to it being clean each time you return to pits. :D
Quote from: gdubmx on May 02, 2015, 11:51:19 AM
right ok thanks Piboso. Is it possible to keep the bike dirty when you return to pits? would be cool to add a "wash bike" feature as opposed to it being clean each time you return to pits. :D
Added to the TODO list.
Terrain deformation is really great. Amazing addition. On this aspect, 3 suggestions:
- Disable deformation in the pits / starting gring.
- In testing mode, add a "reset deformation" option so you don't have to reload everything when you want a fresh track.
- Disable deformation for 1 meter or 2 after a restart, otherwise you quickly end up with "holes" at random spots in the track... especially on uphill slopes when it can be difficult to get back up.
Unless I'm mistaken, terrain only gets removed and doesn't pile up right? So it only digs?
Quote from: senensis on May 02, 2015, 12:54:00 PM
Unless I'm mistaken, terrain only gets removed and doesn't pile up right? So it only digs?
Correct.
Quote from: PiBoSo on May 02, 2015, 12:08:12 PM
Quote from: gdubmx on May 02, 2015, 11:51:19 AM
right ok thanks Piboso. Is it possible to keep the bike dirty when you return to pits? would be cool to add a "wash bike" feature as opposed to it being clean each time you return to pits. :D
Added to the TODO list.
awesome. Great job BTW Piboso. Really enjoying the beta so far. Shame there's no 2 stroke. Do you plan to release it? If so, are you planning on making the sound better? I trued to open the wavs on my Cubase 5 but it doesn't recognise them which is strange.
Default .wav are likely encrypted (it's the case for GPB).
MaX.
Going by the wear rate of the Practice Track in B3 would I be correct in thinking the surface used is a soft one? Also is there any way to control the wear rate via the server setup?
Really great job Piboso and Snappe for this beta3.
By the way, I suppose the bike dirt is an other alpha texture. What is the name of this alpha ? Or maybe we just need to put this alpha in the alpha channel of diff or norm ?
Also, in the gfx file, the dir section of exhaust is the coordinate of an unitary vector (which indicate the direction of smoke) ?
The bike feels like its a sport bike put on a dirt bike track. If you ride like that its fine but whiping the back end out of a corner and taking tight corners are almost impossible
I wash my front end out a lot. Not sure if that's a problem or if I just suck =P
Quote from: kamloops on May 02, 2015, 06:39:47 PM
Also, in the gfx file, the dir section of exhaust is the coordinate of an unitary vector (which indicate the direction of smoke) ?
"Dir" is the vector of the exhaust exit.
To generate smoke the following section must be added to "exhaust":
smoke
{
top_rpm = 4000
max_rpm = 5000
}
I can't mess around with it until later, but was wondering if smoke wasn't included and on as default?
Quote from: PiBoSo on May 02, 2015, 07:27:33 PM
"Dir" is the vector of the exhaust exit.
To generate smoke the following section must be added to "exhaust":
smoke
{
top_rpm = 4000
max_rpm = 5000
}
Ok, great, thank you very much for the answer.
Quote from: TheFatController on May 02, 2015, 07:43:30 PM
I can't mess around with it until later, but was wondering if smoke wasn't included and on as default?
Maybe because a 4T don't smoke.
Quote from: Clark139 on May 02, 2015, 07:08:55 PM
The bike feels like its a sport bike put on a dirt bike track. If you ride like that its fine but whiping the back end out of a corner and taking tight corners are almost impossible
I still cannot get the back end out when i try. my front end just washes out when i try it :(
also MXB is crahing before i can get a full lap done on the practice track when on the online server.
Same for me. I absolutely love the track deformation prob best ive seen and can actually ride and stick in line when grooved enough. Just physics need the most work still imo
Quote from: TheFatController on May 02, 2015, 07:43:30 PM
I can't mess around with it until later, but was wondering if smoke wasn't included and on as default?
\
Recompile your track XD
Whenever I try to join the online server I just get "connected" and nothing happens.
I also put "deformation_multiplier=10" and it was a nightmare haha
How do u change it
Sorry I don't know how to write this out properly but I'll try. Go to "My Documents/Piboso/Mxbikes/profile/unnamedprofile/profile" and scroll to the bottom and type in
[testing]
deformation_edit=1
deformation_multiplier=10
Make sure each is on a separate line.
Been playing way too much this week end, and I have to say it has come a long way since Beta1. However, I reached a point where I only fall because of the front wheel washing out. I tried changing tires, fiddling with suspensions, putting weight on/off the front, more/less braking force, more/less gas, etc etc but it still feels like this:
http://gyazo.com/f982986674cfe97878f746c1f8660e6c
The best I can express it is that it feels like the back wheel is a superbike wheel, and the front wheel is a race tire on grass. I'm not sure what parameter in the physics is causing it to behave like this though. Maybe the force required to make it slip is too low, and make it grip again too high, or the influence of bulldozing terrain on the lateral grip too low? I'm at loss here.
Edit: I'm actually genuinely interested on how you model the contact between tires and terrain. Are tires modelled as a flat torus or does it take into account the 3D inprints on MX tires for contact/grip calculations?
i dont have the problem that my front tire wash out, my problem is more that my front tire "lock complete in" like my rider have no muscles and cant hold the handlebar straight :D
what realy would help is a steering damper, a steering damper is not unrealistic many use them in rl.
yesterday i tried to ride "easy", no full throttle etc. i had more then 5 clean laps in a row, with 2.14 best time, when i ride like a psycho my best time is 2:21 and i cant run more then 1-2 clean laps.
sorry for my english, its not getting better :D
I do like the improvents in beta3 !
The deformation is really nice. I'm under the impression it depends a bit too much on the force the tire is generating: if you crank up the multiplier even a bit (3-5) you start seeing traces that are more 'dash-dotted' than continuous, as if the deformation would take place only where the tire is actually pushing (or as if the rear was coming really of the ground quite a lot).
In 3rd person view (yeah I know,not the way it's meant to be played) it's really a pleasure to watch the rear bounce around when the surface is not that flat.
Still some weirdness in the front (losing it in unexpected manner) and I still suck on jumps and in the air, but that could be my fault.
MaX.
P.S.
I had like 2hrs offline and maybe 30min online, no crash at all for me. Have been stuck on the "connect" once though.
WHY I CAN'T FUKING PLAY ONLINE? I'M STILL BLOCKED ON THE CONNECTED... SCREEN
Quote from: RFX_corentin_12 on May 04, 2015, 07:15:41 PM
WHY I CAN'T FUKING PLAY ONLINE? I'M STILL BLOCKED ON THE CONNECTED... SCREEN
you were online then if your name is Corentin Julian, you just gotta wait ages.
Yeah, i wait more than 5 minutes, but i still blocked on the screen, and my friend tell me told that brand chat I disconnect while I'm never happen on the server..
PS: Sorry for bad english..
http://www.gaskrank.tv/tv/gelaende/450sx-las-vegas-finale-highlights-monster-energy-ama-supercross-2015.htm
1:55min tomac crash
that is the problem i always have in mxb :D
Shitty game. I pass 3h for found the problem for i can connect, and now i can connect on server, my game crash, again, again and again. MXS is definitely better.
PS: I have no track, no skins.
next time take the time to understand why instead of crying....
I noticed also some crashed this afternoon only on online and on the MXB central serv, when i host mine it's fine.
Game seems slower btw.
Corentin apprends a comprendre pourquoi ca bug.
Quote from: RFX_corentin_12 on May 04, 2015, 09:05:57 PM
Shitty game. I pass 3h for found the problem for i can connect, and now i can connect on server, my game crash, again, again and again. MXS is definitely better.
PS: I have no track, no skins.
Please note that MX Bikes is flawed because it's under heavy development.
For the next release the focus will be on physics and netcode.
new: automatic brake on slopes
what does that mean?
Quote from: PiBoSo on May 04, 2015, 09:21:46 PM
Quote from: RFX_corentin_12 on May 04, 2015, 09:05:57 PM
Shitty game. I pass 3h for found the problem for i can connect, and now i can connect on server, my game crash, again, again and again. MXS is definitely better.
PS: I have no track, no skins.
Please note that MX Bikes is flawed because it's under heavy development.
For the next release the focus will be on physics and netcode.
Awesome to hear Piboso. Don't take anything to heart, I personally think beta 3 has made some serious strides. What's the plan with the 2 stroke Piboso?
Quote from: ChrisK on May 04, 2015, 10:28:34 PM
new: automatic brake on slopes
what does that mean?
If you stop on a hill the bike does not roll backwards.
aaaaah :D
thx
game just got a lot harder with ruts.
I think for the physics it may help accelerate development if you can get this game to handle a replica sx track (NOT SCALED to 150% LIKE OTHER GAMES)without eating shit over every jump. There is really not a lot of control coming off jumps unless you hit them straight on. Its too unpredictable.
Piboso what is your vision for the final version of this game? Is it full sim or are you going to try and get it to replicate the pro level mx and sx? Just curious as to where you are headed.
keep up the good work!
Quote from: KITZTER on May 05, 2015, 12:21:28 AM
game just got a lot harder with ruts.
I think for the physics it may help accelerate development if you can get this game to handle a replica sx track (NOT SCALED to 150% LIKE OTHER GAMES)without eating shit over every jump. There is really not a lot of control coming off jumps unless you hit them straight on. Its too unpredictable.
Piboso what is your vision for the final version of this game? Is it full sim or are you going to try and get it to replicate the pro level mx and sx? Just curious as to where you are headed.
keep up the good work!
A real scale SX track has been tested
The vision is:
- keep improving physics to make it more realistic ( especially suspensions and tyres )
- improve the virtual rider
- add optional helpers to make the simulator more accessible
- add the possibility of helpers for those that prefer direct steer control
What is "the pro level mx and sx"?
Quote from: PiBoSo on May 05, 2015, 12:47:14 AM
Quote from: KITZTER on May 05, 2015, 12:21:28 AM
game just got a lot harder with ruts.
I think for the physics it may help accelerate development if you can get this game to handle a replica sx track (NOT SCALED to 150% LIKE OTHER GAMES)without eating shit over every jump. There is really not a lot of control coming off jumps unless you hit them straight on. Its too unpredictable.
Piboso what is your vision for the final version of this game? Is it full sim or are you going to try and get it to replicate the pro level mx and sx? Just curious as to where you are headed.
keep up the good work!
A real scale SX track has been tested
The vision is:
- keep improving physics to make it more realistic ( especially suspensions and tyres )
- improve the virtual rider
- add optional helpers to make the simulator more accessible
- add the possibility of helpers for those that prefer direct steer control
What is "the pro level mx and sx"?
Yeah that wasnt very clear. I guess what im asking is are you going for a feel of pro motocross and supercross with tight racing and high skill maneuvers with reasonable effort? Or is it going to be similar to mx sim where its very difficult to even get around the track without investing a great deal of time and effort into bike setup and practice?
Based on your response Im guessing some where in between with help for people new to the game.
Quote from: PiBoSo on May 05, 2015, 12:47:14 AMThe vision is:
- keep improving physics to make it more realistic ( especially suspensions and tyres )
- improve the virtual rider
- add optional helpers to make the simulator more accessible
- add the possibility of helpers for those that prefer direct steer control
Some features of the game are coming on well and great to see the deformation although the bike has real trouble tracking ruts especially on jump faces. The bike handling on non rutted terrain seems better, on take off the bike seems to hold the line upright more rather than start a horizontal or vertical spin. Having said that the general front end stability/traction seems reduced in B3 compared to B2.
Also had no black chat or bikes stuck unable to reset, fixed it seems, thanks.
But the biggest problem with B3 is the crashing online, we really need this fixed. So many get a crash over and over and the only fix seems to be restarting the dedicated server, but this is not a guarantee that all will then be able to get in without problems (but those with crashes constantly can often then play for hours sometimes if they join just after a restart). Would be good if we had more than one server to test with TBH, hate testing like this with no control. As things stand it seems when people join, the longer it's been since the sever was restarted the less chance players have of getting in without the game crashing about 1 min after joining. During the one min you can do anything, ride, chat or whatever but after 1 min crash to desktop, mxbikes.exe has crashed.
If there's any kind of change to settings on a server that might help please shout and we'll test it.
Is there anyway to stop the deformation online at all to see if that is causing the crashes?
And has anyone tried saving the deformed terrain in testing and loaded it up again without issue?
Agreed on the biggest problem there.. Any update on this PiBoSo? I'm guessing we won't have to wait until Beta 4 for a fix (hoping anyway, I'm really missing the online!)
As to the rest, it does still feel like there's way too much stability on the front and not the rear, but I also think that's improved since B2. Looking forward to seeing what happens in B4!
I haven't tried saving deformed terrain, but I would be interested to know if that's dependent on a compile (i.e, if you recompile the track with different surface thickness can you still load the deformation from a previous compile)
Quote from: TheFatController on May 05, 2015, 12:25:41 PM
I haven't tried saving deformed terrain, but I would be interested to know if that's dependent on a compile (i.e, if you recompile the track with different surface thickness can you still load the deformation from a previous compile)
Was talking about this Fats http://forum.mx-bikes.com/index.php?topic=687.0 (http://forum.mx-bikes.com/index.php?topic=687.0) If people load a deformed terrain file I wonder if returning to the track in that state will cause crashes similar to online.
What i noticed while playing is just really the front end problem, its really noticeable on maryland on the 180 corners when you go up the hill to the inside over the bump my front end just kind of digs in and bounces me around it also happened on the downhill the front end seems to just bounce you and i think that might be the reason on why if you dont land perfectly upright it kind of just washes from under you. the rest seems ok maybe with the front end fix we could start getting the back end around. ALSO i feel like the bike is just alittle too fast now since in second gear on the 350 i can over jump everything by a large distance. Great work on everything else the game is really coming along and im really enjoying it!
Quote from: TheFatController on May 05, 2015, 12:25:41 PM
Agreed on the biggest problem there.. Any update on this PiBoSo? I'm guessing we won't have to wait until Beta 4 for a fix (hoping anyway, I'm really missing the online!)
Netcode is a big task, so unfortunately a quick fix is not possible.
The source of the problems is still unknown.
The only positive aspect is that the crashes are shared among all projects, so this might help debug.
What is DST and where do I find it?
Been working on the supercross track and the good news is the new physics work way better with it. Whoops are a breeze and the rhythm sections are much easier. I've been able to do different rhythms and get going much better from low speeds. Cornering for me is harder now. But may just be something I need to get more used to.
Sweet RC! Hit me up on Steam if you need a tester 8)
Hey fats!
whats your steam name?
Great stuff rc! :)
Been playing more, i really enjoy it, the physics feel more dinamic, i will list what´s killing it for me:
1-dirt has weird rebound, it feels like bouyancy, the tyre trespasses the dirt and then gets ejected, no matter the suspension setting the tire is not making correct collisions with the ground.(i can provide example video if needed)
2-bike front still washes out fairly easy, as you cant really push the bike too much because the front tire will wash out the rear tyre wont slide, giving that weird rails sensation, this is an improvement over b2 tho, might be a harder packed terrain causing both lack of front grip and bouyancy? noticed that rainy conditions are so much better imo! at least in therms of front/back end feeling.
3- it happened a good amount of times that i land straight and suddenly my bike falls to the side, as if you let it fall dead, it´s so weird.
4- front wheel should align forward/straight automatically at landing, a lot of times i cant match my trajectory with my wheel direction, hence i fall.
that´s what i can think of, hope it helps! ;D
Btw, will we see more frequent updates? or we will have to wait for about 4 months to b4? thanks! :D
Edit:
Some other stuff:
In air has been improved, cant wait how it performs on bigger jumps, mostly due the correct rear leaning, bike weight and i think rider is a little stronger now, cant be sure tho. :D
Me too I think rebound is a bit strange, landings seem to be often very very bouncy, no matter the suspensions' settings.
@geo: releases with a, b, c (eg. beta6b) are releases typically addressing newly introduced severe bugs for which the solution is trivial. For GPB usually they come in the first few days after the release of the beta. Anything else is a new beta (at least that's what happened in the past for GPB, KRP).
MaX.
The suspension to me feels great, feels a lot better than b2 which after playing 3 seemed like it was way too stiff.. Reminds me now of how the pre alpha vids were, which I always thought looked more realistic than b2.
Finding the ability to land front wheel first slightly a godsend in some situations.
Plus from playing and watching, the rider seems to absorb a lot of the impacts too which is a massive improvement if it's the case. If so maybe it's possible to change how much work he does?
Quote from: Mace-x on May 06, 2015, 01:54:21 AM
1-dirt has weird rebound, it feels like bouyancy, the tyre trespasses the dirt and then gets ejected, no matter the suspension setting the tire is not making correct collisions with the ground.(i can provide example video if needed)
A video would be useful, thank you.
Quote
Btw, will we see more frequent updates? or we will have to wait for about 4 months to b4? thanks! :D
Beta3 took a long time because dynamic terrain deformation and wet layers support were added.
This also required a redesign of the file formats and track tools.
Beta4 will probably take a while, too, because the netcode needs a lot of work.
You can expect more frequent updates in the future.
Hello, I have license pro kart racing, gp bikes, world racing. I better leave some of these for mx bikes?
I think B3 is a great improvement from when I last played it in B1. One thing that is bugging me is that if I hold the stick at a constant position and then go from flat ground to a berm all of a sudden the rider leans way more. It is very unpredictable, it feels like it is based on the angle of the ground instead of from vertical.
Excited that you may work on some aids for Hardcore mode, personally that is how I would like to play.
Quote from: bearded4glory on May 07, 2015, 02:28:30 AM
if I hold the stick at a constant position and then go from flat ground to a berm all of a sudden the rider leans way more.
This bothers me as well
Quote from: bearded4glory on May 07, 2015, 02:28:30 AM
One thing that is bugging me is that if I hold the stick at a constant position and then go from flat ground to a berm all of a sudden the rider leans way more. It is very unpredictable, it feels like it is based on the angle of the ground instead of from vertical.
Think I've just been working around this while cornering but I know what you mean. I think the same effect is at work when I reset on a slope of some sort because then, as you say, the rider tries to keep the bike at right angles to the ground until you start moving. Worst case is the angle is so steep that the rider immediately falls off because the bike's leant over so much, you just have to hope you spawn in a different place next time or it's a back to the pit job.
Quote from: TheFatController on May 01, 2015, 02:26:06 PM
Will release the helmet template soon, then you need MaXhud plugin and you need to alter your FOV
It will come out when ??
After several dozen laps these are my thoughts so far
Pros
1) The power increase to the bikes is awesome, the 250f is spot on with real life
2) The physics are spot on, the rider lean made a huge improvement
3) The deformation works good for a 1st iteration
Cons)
1) Rut compaction is definitely needed, Rut accumulation too
2) A working dab would help a lot on high speed corner exits
3) The rutted areas on the deformation on the wet tracks kind looks funny, looks like somebody followed the bike around with a can of white spray paint
Reset button
It'd be cool if there was an option to disable automatic on-track respawn when using the reset.
When it's disabled, press Reset and respawn where you are, Hold it for 5 seconds and respawn on track.
I test this new Beta..
There some good improvement, like in jump, but the bike and rider work like a gpbikes too much yet... Sorry, but the rider have foam arm... Like he have no force in his arm... It feel like is the bike which interact with the rider, and not the rider witch interact with the bike. I think, the worst work to do, is on starting rolling bike and low speed stabilization, before to do other thing...
So keep working! ;)
management with the Xbox 360 pad is very difficult.
beta 3 looks like a big step up!
didn't have time to test it in depth (and honestly couldn't do as well on beta 2) but i really like it!
only problem i'm having is that after a couple of laps in some turns the bike starts rattling and bumping and it's almost impossible to control it unless you slow down to almost stop (i don't know how to explain with better words and can't record a video now).
and how can i have this 'track conditions' slider at 4.22?
https://youtu.be/NzorINMj2wg?t=4m22s
Quote from: giopanda on May 10, 2015, 09:22:43 AM
and how can i have this 'track conditions' slider at 4.22?
https://youtu.be/NzorINMj2wg?t=4m22s
That video was from 19 April which would make it beta2, so I guess that slider has been removed in beta3.
Quote from: TheFatController on May 01, 2015, 02:26:06 PM
Will release the helmet template soon, then you need MaXhud plugin and you need to alter your FOV
You count out the camera some day ??
Got some weird deformation just now ???
Jesus :o
I've tried beta 3 but i'm still completely dieing out there.
Is the default settings something that guys are being able to ride? or are you guys spending hours tweaking them still?
I think I lowered my direct lean slightly and just hardened suspension. That's it.
I don't think the stock set is too bad, maybe a bit bouncy on hard landings. Here's what I use on Paleta, it's not far from stock on the suspension but I think it's the tyre choice that can make more difference to handling - Paleta Setup (https://drive.google.com/file/d/0B69-MKQxCg7IVmxmRDRGUWVUbVU/view?usp=sharing)
Personally find anything less than 100% direct lean too unpredictable. But you get used to what works for you. Go to the extremes of the settings to find out how they work then tweak them.
hm 10% works best for me
What's news ?
Quote from: PiBoSo on May 06, 2015, 12:57:31 PM
Quote from: Mace-x on May 06, 2015, 01:54:21 AM
1-dirt has weird rebound, it feels like bouyancy, the tyre trespasses the dirt and then gets ejected, no matter the suspension setting the tire is not making correct collisions with the ground.(i can provide example video if needed)
A video would be useful, thank you.
Quote
Btw, will we see more frequent updates? or we will have to wait for about 4 months to b4? thanks! :D
Beta3 took a long time because dynamic terrain deformation and wet layers support were added.
This also required a redesign of the file formats and track tools.
Beta4 will probably take a while, too, because the netcode needs a lot of work.
You can expect more frequent updates in the future.
https://www.youtube.com/v/Qe2vqoTK0gQ
Watch this gameplay, i often get launched off the bike with a weird bounce on landings, i´m uploading another replay/closer view video of various weird situations.
Here we are, hope it helps!
it´s kind of an edit tho, i dont want you to fall asleep while watching xD
https://www.youtube.com/v/fCZ9yFsTrYA
At 1:13 that shit happens to me alllll the time >:(
Maybe front wheel is digging too much?
Have you tried increasing your rebound on your suspension?
Yep I also get this strange rebound. The bike seems to flip to the side for no reason when the front wheel is just above the ground with a slight angle.
If I remember right, if that happens, if the bikes falling to the left like that Turn right and lean left and lean back - and when the bikes falling to the right Turn left and lean right and lean back.
When it happens I usually get in to a 'whiskey-throttle tank-slapper' situation where I constantly have to make corrections and let off the throttle a bit until it's stable again.
The key thing to remember in a situation like this (or most for that matter) is to try and keep your weight centered over the bike.
By no means am I a fast rider but I do manage to try and minimize my mistakes, which are costly as far as lap times are concerned.
So Piboso, had a chance to look at the video?
what are the plans for b4?
Cheers! ;D
Quote from: Mace-x on May 26, 2015, 02:38:18 AM
So Piboso, had a chance to look at the video?
what are the plans for b4?
Cheers! ;D
Thank you for the video.
Plans for Beta4 are, of course, to try and solve as many issues as possible.
Hi, I haven't messed with MXB for a while now (skipped beta2).
In beta3 I am wondering if the terrain deformation should be in realtime or delayed? Currently, on my rig the terrain deformation is delayed by up to ~10s.. this is with deformation set to any multiplier from 1-20.
If it is normal at current, that's fine I was simply curious, the bouncy bizzo as mentioned in prior posts is a little frustrating but so far everything is feeling really good! :)
Quote from: REDRUM on May 27, 2015, 10:34:18 AM
Hi, I haven't messed with MXB for a while now (skipped beta2).
In beta3 I am wondering if the terrain deformation should be in realtime or delayed? Currently, on my rig the terrain deformation is delayed by up to ~10s.. this is with deformation set to any multiplier from 1-20.
If it is normal at current, that's fine I was simply curious, the bouncy bizzo as mentioned in prior posts is a little frustrating but so far everything is feeling really good! :)
Deformation is delayed a few seconds.
It would be possible to have it in realtime, but it would generate too much data in multiplayer.
So changes are buffered.
I found a little problem In the pits, it is normal that the handlebars of the bike turns only on one side and not the other ?
How to add the smoke out of the exhaust ?
Quote from: Tmax94 on June 19, 2015, 03:48:33 PM
How to add the smoke out of the exhaust ?
It is described here:
http://forum.mx-bikes.com/index.php?topic=685.msg10338#msg10338 (http://forum.mx-bikes.com/index.php?topic=685.msg10338#msg10338).
Quote from: PiBoSo on May 02, 2015, 07:27:33 PM
Quote from: kamloops on May 02, 2015, 06:39:47 PM
Also, in the gfx file, the dir section of exhaust is the coordinate of an unitary vector (which indicate the direction of smoke) ?
"Dir" is the vector of the exhaust exit.
To generate smoke the following section must be added to "exhaust":
smoke
{
top_rpm = 4000
max_rpm = 5000
}
To increase the air vent, we must change what value ? Top_rpm or max_rpm ?
Quote from: Mace-x on May 22, 2015, 04:45:06 AM
Here we are, hope it helps!
it´s kind of an edit tho, i dont want you to fall asleep while watching xD
https://www.youtube.com/v/fCZ9yFsTrYA
was gonna try out v3 but still looks awkward.... ill wait for v4 hahaha hard not to sound like a prick saying that. but i still continue to have so much hope for this game as i know it has a lot of potential just needs some sick physics mainly